@john-cox but sometimes you'll draw the narc and pitch it FOW or what not, you never dread return Hermit druid Narc Narc you pretty much always want to clear the way with Cabals first. I've played the list over a 100 times and I'm pretty sure the numbers are correct. You want the least amount as to minimize drawing dead cards but still be able to win when you activate the Druid.
I suppose it is marginally more compact to have lab man and deep analysis, but it also costs mana, why not run the kill from "oops all spells" of Angel of Glory's Rise > Lab man + Azami, Lady of Scrolls. It is one more card, but it also helps protect against another removal spell, and the lack of any mana is non-trivial.
never thought of that, very interesting.
The extra card is a pain and it gives you 2 extra dead draws, Deep Analysis isn't a fully dead draw because you can cast it but it could well turn out you're way is a slightly better way of executing the combo.
@garbageaggro Actually an even better way is to have the Angel of Glory's Rise Lab man and Snapcaster, Then you don't have an extra dead card and the snap casts the Git probe in your yard. In fact I think that is probably the way to do it. Big advantage to this is snap is most certainly not a dead draw.
@garbageaggro sure but that's pretty much the only onboard removal that can interact , I wouldn't think it's worth a dead draw but that just comes down to opinion. Game 1 vs aggro shops is tough anyway, wouldn't sacrifice a dead card to make one match up slightly better in a very specific situation
Just my 2 cents.
I played Hermit Druid in Dredge for about a year or so (I did a lot of testing with more "traditional" hermit druid lists like this one to draw inspiration). The best package there was definitely the Angel + Azami + Maniac because it avoided needing to have mana post return, and it could survive at least 1 copy of spot removal post combo (although with your creature configuration, you might struggle to overcome a well timed Swords during your post-Hermit Druid Cabal Therapy).
I'm not quite so sure about this sideboard transformation. You'd still have trouble overcoming a Containment Priest, and it really hurts the cohesiveness of the deck as the Show and Tell combo isn't really using anything from the main deck. In fact, Emrakul even prevents you from using the "double combo" boarding strategy that is exceptional against hard control decks and faster combo, like Dredge/Storm/Landstill/ect. I think the deck would benefit a lot from a combo that attacks from a different axes, or putting cards in the board that help you be a better control deck.
I would also drop the preordains and one therapy for green sun's zenith, I played a list for a while and the extra acceleration + warm body was nice and getting another 4 virtual hermits was nice too. The sideboard I used with that was show+tell/Natural order -> progenitus.
cheers for the feedback.
You never need to survive spot removal because your therapies take care of it. Activate the Druid, you have all the therapies in the yard then therapy your opponent as many times as is necessary so there is no well timed swords and if they have a swords they'll point it at the druid before you activate it.
Containment Priest is the only slight issue but you have Abrupt Decays & Show & Tell Omniscience which does a great job of overcoming it. The problem with a double combo strategy is that you then have to put anti graveyard hate cards into your sideboard, also that misses the main point, the benefit is that you make their graveyard hate dead so keeping your combo in doesn't really help anything.
I have tried several transformation packages and Show and Tell has proven to be the best, The deck is still very good post board.
But I have the benefit of having played this list a A LOT. however the Angel is a great angle I just didn't think of but stil not convinced of Azami over Snap.
The reason btw there is no snaps in the main of the list is because it's a graveyard related card and when you transform you want to get rid of all of them.
The scenario where spot removal kills you is this (you have at least 1 bridge exiled/in hand or you've drawn a Narcomoeba reducing your total available creature count):
- Activate Druid
- Narcomoeba(s) hit the yard.
- You Therapy.
- Opponent hits either Druid or a Narcomoeba with Swords.
- You now have less than 3 creatures and can't Dread Return.
@vaughnbros Yup that would kill you but I don't think you can build a deck for every possible scenario. In that scenario the correct play is to swords the druid before he can activate anyway, unless your opponent knows the exact configuration of your list and has probed to see you have a stranded bridge, it just can't be worth an extra dead card for something that would only happen due to your opponent playing incorrectly and not swordsing the druid before activation.
You'd be surprised how many people will let you go through with a costly combo to try to end a game. I've definitely had it happen to me before so just a scenario to keep in mind. I've seen the same thing happens with Necro+Doomsday where some players will let the card resolve despite having an answer to it.
Only if you have both bridges, and both Narcomoebas. Otherwise, you can never get back to 3 creatures after playing the Therapy.
Scenario 1 (1 Narc + 1 Druid+2 Bridge):
2 zombies on the stack,
they swords Narc,
Left with 2 Zombies.
Scenario 2 (2 Narc+Druid+1 Bridge):
2 Zombies on the stack,
They swords Narc,
Left with 1 Zombie + 1 Narc
@j-b-e I have a question: so far your posts seem to follow the same general program- “I have this really great brew/tweak to an existing archetype, it’s the best! Please give me feedback.” Followed by you telling everyone their feedback is wrong. If you have a really good pile of 75 and you have results to back up your list what feedback are you looking for? Compliments?
Additionally, I do have feedback. Are you positive including DRS in the main and transitioning into a normal BUG Leo control deck post sideboard isn’t better than trying to jam a combo susceptible to counterspells, removal, and Cage/Priest (that most people have access to and want against your main plan anyhow?)