Subject: G/W/u HermitGeddon Date: Mon, 1 Jun 1998 13:12:43 -0400 (EDT) From: Jason Culvert To: fkusumot@ix.netcom.com Okay, I've been working on a HermitGeddon deck for a while now, and here's what I fianlly came up with after about 10 versions. Tell me what you think. Creatures(30) --------- 3 Jolarel's Centaur 4 Spike Feeders- Since when is 4 life a bad thing 3 Birds of Paradise- It's enough... 4 Wall of Blossoms- Cantrips are great 3 Hermit Druids- Card drawing engine 4 Quirion Ranger- Bring those lands back after a Geddon 2 Uktabi Orangutan- Artifact destruction needed 3 Lhurgoyf- Lotta creatures in the graveyard 4 Maro- It's always 7/7 the second turn you have it out... Spells(12) ------ 2 Disenchants- Enough said 3 Armageddon- Locks down the game 2 Wrath of God- In case of an early opposing creature rush 1 Sylvan Library- Card choice 4 Mana Leak- Needed against Terrors, Wraths, and especially Perish Lands(18) ----- 10 Forest 2 Undiscovered 2 Gemstone Mine 2 Brushland 2 Skyshroud Forest I haven't made a sideboard yet... But this deck has done well against everything I've played it against. Countersliver, Sligh, White Weenie, 5 Color decks. It is kind of slow, but the Wraths and Walls of Blossoms help early. Once you have a hermit druid and a Maro out the game is pretty much over. You should save your mana leaks until this situation comes up to prevent a terror, or a perish. Llhurgoyfs are good here, but Maro's work better. Usually with a druid it'll end up being 7/7, 8/8, or 9/9 by the second turn you have it out. The Geddon's are really only useful to ensure a win. The deck is actually faster than it looks if you get some early mana. The only way I've lost is because of not having enough mana, which only happens about 1 out of every 7 or 8 games. All in all this is a great deck. JaSoN CuLvErT jAsOn cUlVeRt