Home  Decks  Combos  Articles  Visual Spoilers  Features  Art  Links  Search  Forum

MDV RSS Feed  
 

   Super Games Inc - Free Shipping on orders over $30.    



Winner for Sept'08:


by Your Worst Nightmare!


[CotM FAQ]
[Submit Your Entry for October!]



HOME 
MDV BLOG

ABOUT MDV 

SEARCH MDV 

LINKS   
ADVERTISE
CONTACT  


  NEW DECKS! 
 
  ABOUT THE DATABASE
  DECKS BY TYPE

  DECKS BY COLOR


  NEW ARTICLES 
Updated!
  ARCHIVES MAIN 
  >2008 ARCHIVES Updated!
  >WRITE FOR MDV. 


   Shadowmoor #1  
   Evil Combos 2008  
   Recent Combos  
   
Combo Archives  
   Infinity Combos  


  BANNED/RESTRICTED 
  CREATURE LISTS  
 
 
EXPANSION SETS
      Eventide   
      Shards of Alara COMPLETE!
      Conflux   Updated!
      Masters Edition II 
  LAND SPOILER 
 
 
RESERVED LIST  
  VANGUARD  


  DECK OF THE DAY  
  COMBO OF THE DAY  
  MDV CONTESTS
 
  CELIXIA   

     Celixia Visual Spoiler
  POLLS  


  ART CATACOMBS 

  ARTIST LINKS   

  NEW ART! 


  Main MDV Forums 
 Join the Forums!! 

(U/C) = Under Construction

Magic Deck Vortex MySpace!
If you're on MySpace and want to know the latest on MDV via MySpace, Befriend yourself here!

Home ] New Decks ] By Type ] By Color ] About the DDB ] DDB News ]

Deck Definition Primer: Angry Hermit II
quoted from http://boards1.wizards.com 
by Gix

[Home]

Angry Hermit Part II Primer

Angry Hermit Part II is an Extended combo deck. It was first thought up by the Dutch Pro Tour players and played to a top 8 at PT: Houston by Bob Maher Jr. It then top 8ed again at GP: New Orleans before the season ended. The deck is easily the fastest combo deck of Extended, capable of winning on the second turn while having the best matchups of any other deck in existence.

The deck seeks to reanimate a fat creature out of the graveyard and continually beat with it until the opponent is dead. The key difference between this strategy’s other advocates (UB Reanimator/Mono-Black Reanimator) is the inclusion and subsequently built deck around Hermit Druid. This 1G druid is actually a tiny combo machine that is like drawing your entire library and playing any spell from it for one turn. The idea is to play Hermit Druid as quickly as possible, and activate it the next turn. The deck has no basic land, so your entire library is dumped into the graveyard. From there, you cast Reanimate or Exhume to pull out a Sutured Ghoul, which “devours” all the other creatures in the graveyard to become 20+ points of power and toughness. Then the Ghoul inherits a Dragon Breath, allowing it to attack immediately for the win.

The transfer of the Anger + Bloodstained Mire + Mountain system into 1 Dragon Breath makes Hermit incredibly consistent now. With no chance of hitting a Mountain with the Hermit, the deck is guaranteed to dump everything, thus going off immediately or allowing Krosan Reclamation to go to work.

This is my current decklist. The raw speed of the combo and basic reanimation makes Hermit a difficult match against quite a few decks because they either can’t race with it or deal with the massive fatties the deck is capable of dishing out. There are few difficult matchups, mostly coming from counterspells and black disruption, like all combo decks.

Uber-Hermit

Land (22)
4 Cabal Pit
4 City of Brass
4 Forsaken City
4 Llanowar Wastes
2 Tarnished Citadel
2 Underground River
2 Yavimaya Coast

Creatures (10)
1 Akroma, Angel of Wrath
1 Gilded Drake
1 Visara the Dreadful
1 Sutured Ghoul
1 Petradon
4 Hermit Druid
1 Verdant Force

Other (28)
3 Careful Study
1 Cabal Therapy
4 Entomb
4 Reanimate
4 Vampiric Tutor
4 Exhume
1 Dragon Breath
2 Krosan Reclamation
1 Vindicate
4 Mox Diamond

Sideboard (15)
1 Gilded Drake
1 Havoc Demon
1 Ray of Revelation
1 Coffin Purge
3 Duress
1 Naturalize
3 Oath of Druids
1 Vindicate
1 Cursed Totem
2 Defense Grid

It looks like a pile of crap, doesn’t it? Well, it actually is. The pile, however, works together to accomplish a single goal: Reanimate a fat creature and keep it around long enough for it to win. This is actually simpler than most people think. You just play out what you have drawn and decide what fattie to use for what situation. There are no difficult plays involved; you just have to be in-tune with your deck and realize the best answer for a certain problem. This primer will focus on this more than about actually playing the deck.

The only cards you get are the ones you have in your opening hand, along with whatever else you topdeck. There are absolutely zero ways to gain card advantage; in fact, the deck is based on card disadvantage. Reanimation is a bad way to win, from a control player’s point of view. It uses 2 cards to get 1 big creature out, with zero counterspells (and actually zero discard in my version) to protect it. Instead of protecting the fat creature, the deck seeks to beat players with as much of speed as unstoppable fat creatures. By having big creatures out on the first, second, or third turn, you have a significant creature advantage against your opponent, no matter how many more he’ll play during consecutive turns after yours. Unless he deals with the fat creature immediately, his status in the game will continue to deteriorate until he ultimately loses. If you can back your fattie or pull it out fast enough, it’ll be game.

Hermit Druid takes this to the extreme. You basically win after the activation of Hermit unless he stops the eventual Reanimate/Exhume or takes out the Hermit first. Hermit is a fragile creature; you’ll need to be either too fast for them to remove it or just go with basic reanimation instead. Actually estimating your chances with Hermit against their removal is a key factor to good play with this deck. If you see a perfect way through, the deck basically plays itself out from there. Only a few decisions actually arise in a Hermit game; the rest of the game follows that decision. This puts all the pressure on just one move, and you have to follow through most of the time. There’s no backing out of the combo when you’ve milled your entire library. You have to play from there, which isn’t a good position, so the first move counts for everything.

The entire deck speaks for itself when you understand how it wins. The pain and nuisance of having an all-nonbasic mana base has to be endured, but only long enough to get something out. It’s all quite simple: As long as you have a solid thing going, the pain won’t matter because the opponent will be losing very soon. Being at 1-5 life and attacking with a fully powered Ghoul is the common situation, not the exception.

These are the finer points of my version. Dragon Breath will be incorporated into every Hermit deck once Scourge is legal. The benefits of having a quick and reliable haste enabler over a clunky system with the same results far outweigh the possibility of an immediate Hermit activation against removal. But there are 2 main cards that separate Uber-Hermit from the rest of the pack.

The first is Careful Study. This little gem was originally a replacement for Brainstorm, but I believe it has surpassed its predecessor in efficiency and synergy. To really appreciate its value, look at it this way. The deck has a lot of cards that aren’t meant to be in hand, yet you can’t avoid drawing them. Occasionally, the fattie you want out winds up on top, and you draw it. Or maybe you have your Hermit pieces in hand, or just have excess land. In any case, Careful Study trades your 2 crappy cards for the top 2 cards of your library, and if you discarded fat creatures or combo pieces, you not only essentially avoided the Study’s drawback, but also offset the need to go through Entomb or Cabal Therapy. That’s thinking win-win… 

Cabal Pit is a solid mana supplier for the main color of the deck. Hermit dismisses it like every other land, but it kills Whipcorder, Meddling Mage, Waterfront Bouncer, etc. like few other cards can. Thus, the inclusion of it is very logical, as it doubles as creature removal once you Hermit your library away, taking out annoying utility creatures so you’ll win without KR (Krosan Reclamation) ing Vindicate back. With Careful Study at its back, the Pit is a reliable way to silence weenies by turn 4. It’s not hard to accomplish threshold by your second turn, as a matter of fact.

The following are tricks of Hermit. They allow you to protect the Ghoul, make sure you get the Ghoul out, or just have lots more fun than you might expect from such a straightfoward, and often times serious, deck to play.

The first makes use of Krosan Reclamation and Reanimate or Exhume. The idea is not to rely on drawing a reanimation card before going off with Hermit, but to play the Reclamation after you've milled your library, essentially stacking your next two draws and avoid decking yourself in the process. With KR safely in your graveyard, Hermit can be considered a one-card combo: You only need 1 card and land to go off and win. Note that you can target any card in your graveyard, so stacking up Cabal Pit or Vindicate is a viable choice. It also serves as a last-ditch effort to avoid decking, or just act as graveyard removal against the various graveyard-oriented decks associated with this format.

Cabal Therapy, like KR, is almost solely for the purpose of comboing your opponent out. Once you've Hermited your library away, there's not much else Hermit Druid can do for you, so it can take one for the team and clear the way for your Ghoul by peeking and blindly cutting into the opponent's hand for a feared card. I've taken measures to not have to rely on this method, because killing your Hermit leaves your Ghoul wide open to Diabolic Edict. However, you must deal with such cards as Daze, Circular Logic, Foil, Reprisal, and probably the new Wing Shards once it becomes legal. You can avoid Daze if you've got a mana open, but the others are all common ways to foil a Ghoul, and subsequently causing you do deck yourself and lose. If there is no way to avoid such a thing, consider reanimating a Petradon and shutting off their mana to stop the Ghoul next turn (considering you still have KR open for use) or at least make the 'Don a scapegoat. Be creative and use your imagination, because those two can carry you through tough situations. Cabal Therapy can also act as your 4th Careful Study and discard a fattie or combo piece, and if you know they can't stop you, feel free to sac Hermit and Therapy yourself.

Here's a cunning and old trick... When you know you're going second, and without any way to discard a fattie in hand, consider the old fashioned way of Entombing fat creatures by discarding it after drawing your 8th card. You can then play a land next turn and Reanimate the fat creature, essentially accomplishing the same thing without much lost! Exhume can be used if you have a Diamond and two land to ramp up for it. This leaves you very vulnerable to Daze though, and I don't recommend it. However, if you're facing red and you don't have any way to get Akroma out, it's at least going to get the job done. In fact, seeing you going through something like this might put a foolish player in a sense of security. But this can be seen both ways, as almost all players will see this as a way to "cheat" a fat creature out of your hand.

The sideboard provides answers to difficult matchups, and the nice tricks you can do with them.

Oath of Druids is an alternate way to get fat creatures out, but you don't interact with your graveyard, so the deck will be unaffected by graveyard removal brought in to devastate Hermit. Almost all decks that actually bring in graveyard removal plays creatures, so just plop Oath down and wait until you hardcast fatties if you want (this is actually a viable way if your opponent becomes too stubborn to cast creatures  ).

Havoc Demon adds more fat creatures to Oath of Druids's oathing arsenal, and doubles as a mass removal card when you try to combo an opponent out. Just Hermit your library away, reanimate the Demon, sacrifice it to Cabal Therapy, wiping all creatures out, and then reanimate the Ghoul to avoid annoying utility creatures like Whipcorder and Waterfront Bouncer.

There's one extra Gilded Drake so you can combat opposing Drakes. Having a hard-earned fattie taken for 1U should make anyone mad, so take it right back! It's not fair losing 8 life for Akroma and then get beaten in by her. Fight back! 

Ray of Revelation is basically another way to remove annoying things after you Hermit your library. For a low low price of G, you take out the feared Seal of Removal, which sticks around like a disease until you cure it. Otherwise, it acts as another sweet card to tutor up, and lets you kill 2 things for just 1W and G. Wow. 

Coffin Purge is simple graveyard removal. Period.

Duress is pretty simple. Because there's no maindeck room, Duress are sideboarded for the control or combo decks. You can sometimes God hand opponents, but to be safe, Duress is a nice alternative to facing down lots of counters and only Careful Study to help out. 

Naturalize is cheap enchantment and artifact removal. Again, period.

Vindicate takes out anything for just 3 mana. Nice, but combo it with Petradon and you've got Time Walks that just keep on coming, with each Vampiric Tutor basically being another land (read: turn) wasted...

Cursed Totem is just more utility creature hate.  Like Vindicate, combo it with Petradon and things get a lot easier against bad matchups.

Lastly, 2 Defense Grid hold the line against counters and instant speed Coffin Purge that usually devastate Hermit. Works with Petradon too.

 
DISCLAIMER.
Magic the Gathering is TM and copyright Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. All rights reserved. All art is property of their respective artists and/or Wizards of the Coast. This site is not produced or endorsed by Wizards of the Coast, Inc. 

Magic Deck Vortex (www.magicdeckvortex.com) is a service provided by John Streetz to promote the knowledge and awareness of Magic: the Gathering as a collectible card game (casually, of course). This is a free site based out of Illinois that does not generate any profit for its owner. Magic Deck Vortex is based out of Illinois and has been around since August 2002.

Home  Decks  Combos  Articles  Visual Spoilers  Features  Art  Links  Search  Forum