Incoherence's blog listings. Feed Zend_Feed_Writer 1.10.8 (http://framework.zend.com) http://community.wizards.com/incoherence Updating Angry Hermit
I have a dreadge deck and knew how to update it, so here it is:

Lands (anything non-basic is fine, more multi-coloured the better. Green black mana is focus though).

4 [card]Llanowar Wastes[/card]
4 [card]City of Brass[/card]
4 [card]Gemstone Mine[/card]
4 [c]Tarnished Citadel[/c] 
2 [card]Vivid Grove[/card]

Combo (well the combo is not having basic lands but nvm...)

4 [card]Hermit Druid[/card] - gets deck into yard
2 [card]Sutured Ghoul[/card] - win con

Revisions

4 [card]Narcomoeba[/card] - sac target for Dread Return after deck is put into yard
2 [card]Phantasmagorian[/card] - makes deck more consistant with lower numbers of key cards that you don't want to have in your hand
2 [card]Dread Return[/card] - primary reanimator instead of Reanimate or Exhume
2 [card]Green Sun's Zenith[/card] - handy for getting Hermit out, the main reason this deck fouls up
4 [card]Death's Shadow[/card] - takes Krosan Cloudscrapers place as Ghoul target. It's black for Unmask, can be hard casted in tight spots

Box of tricks

4 [card]Worldly Tutor[/card] - deck always needs to get Druid out as fast as possible
1 [card]Ray of Revelation[/card]
1 [card]Dragon Breath[/card] - my preference over [card]Anger[/card]. Anger obviously needs a mountain card type, but you only need four at most with Phantasmagorian
4 [card]Pact of Negation[/card] - protection for the very easy to remove Druid
1 [card]Ancient Grudge[/card]
1 [card]Memory's Journey[/card] - gives you time to win post Hermit instead of drawing yourself to death
3 [card]Reanimate[/card] - backup for Dread Return. When Druid dies it's nice to have
3 [card]Unmask[/card] - I kinda have a love hate relationship with this card. Possibly I should drop land for more black cards...
4 [card]Cabal Therapy[/card] - more protection

Concept: Cast [card]Hermit Druid[/card], keep it alive for a turn (not so easy to do...), ditch library to yard. Any Narcomoeba in library come into play. You need three creatures in play to play Dread Return's flashback cost. Between the extra Dryad Arbor and Hermit himself this is is very easy. Flashback [card]Dread Return[/card]  and target [card]Sutured Ghoul[/card]. Remove [card]Death's Shadow[/card]  until Ghoul is lethal. [card]Dragon Breath[/card]  ability will trigger, and you can make Ghoul hastey. Then swing for the win!

[card]Phantasmagorian[/card]  allows you to ditch cards into yard post Hermit Druid. This allows you to run fewer Ghoul, Dread Return and Dragon Breath since you can always get them into the yard. Cabal Therapy can also do this job.

Pros: Only takes two mana to win really, turn 3 wins fairly consistantly. [card]Sutured Ghoul[/card]  is a great win con - hes a creepy Sagat look-a-like zombie in only his underpants!

Cons: Hermit Druid is painfully vulnerable. Dies easily to hate. Is technically a zombie deck (boo).
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Sun, 22 Jan 2012 03:45:37 -0600 http://community.wizards.com/incoherence/blog/2012/01/22/updating_angry_hermit http://community.wizards.com/incoherence/blog/2012/01/22/updating_angry_hermit
I have a dreadge deck and knew how to update it, so here it is:

Lands (anything non-basic is fine, more multi-coloured the better. Green black mana is focus though).

4 [card]Llanowar Wastes[/card]
4 [card]City of Brass[/card]
4 [card]Gemstone Mine[/card]
4 [c]Tarnished Citadel[/c] 
2 [card]Vivid Grove[/card]

Combo (well the combo is not having basic lands but nvm...)

4 [card]Hermit Druid[/card] - gets deck into yard
2 [card]Sutured Ghoul[/card] - win con

Revisions

4 [card]Narcomoeba[/card] - sac target for Dread Return after deck is put into yard
2 [card]Phantasmagorian[/card] - makes deck more consistant with lower numbers of key cards that you don't want to have in your hand
2 [card]Dread Return[/card] - primary reanimator instead of Reanimate or Exhume
2 [card]Green Sun's Zenith[/card] - handy for getting Hermit out, the main reason this deck fouls up
4 [card]Death's Shadow[/card] - takes Krosan Cloudscrapers place as Ghoul target. It's black for Unmask, can be hard casted in tight spots

Box of tricks

4 [card]Worldly Tutor[/card] - deck always needs to get Druid out as fast as possible
1 [card]Ray of Revelation[/card]
1 [card]Dragon Breath[/card] - my preference over [card]Anger[/card]. Anger obviously needs a mountain card type, but you only need four at most with Phantasmagorian
4 [card]Pact of Negation[/card] - protection for the very easy to remove Druid
1 [card]Ancient Grudge[/card]
1 [card]Memory's Journey[/card] - gives you time to win post Hermit instead of drawing yourself to death
3 [card]Reanimate[/card] - backup for Dread Return. When Druid dies it's nice to have
3 [card]Unmask[/card] - I kinda have a love hate relationship with this card. Possibly I should drop land for more black cards...
4 [card]Cabal Therapy[/card] - more protection

Concept: Cast [card]Hermit Druid[/card], keep it alive for a turn (not so easy to do...), ditch library to yard. Any Narcomoeba in library come into play. You need three creatures in play to play Dread Return's flashback cost. Between the extra Dryad Arbor and Hermit himself this is is very easy. Flashback [card]Dread Return[/card]  and target [card]Sutured Ghoul[/card]. Remove [card]Death's Shadow[/card]  until Ghoul is lethal. [card]Dragon Breath[/card]  ability will trigger, and you can make Ghoul hastey. Then swing for the win!

[card]Phantasmagorian[/card]  allows you to ditch cards into yard post Hermit Druid. This allows you to run fewer Ghoul, Dread Return and Dragon Breath since you can always get them into the yard. Cabal Therapy can also do this job.

Pros: Only takes two mana to win really, turn 3 wins fairly consistantly. [card]Sutured Ghoul[/card]  is a great win con - hes a creepy Sagat look-a-like zombie in only his underpants!

Cons: Hermit Druid is painfully vulnerable. Dies easily to hate. Is technically a zombie deck (boo).
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MaskNaught...in Casual???
Land

4 [card]Ancient Tomb[/card]
4 [card]Gemstone Mine[/card]
4 [card]City of Brass[/card]
4 [card]Mishra's Workshop[/card]
2 [card]Seat of the Synod[/card]
1 [card]Vault of Whispers[/card]

Creatures

4 [card]Hunted Horror[/card]
4 [card]Phyrexian Dreadnought[/card]
4 [card]Vedalken Engineer[/card]
4 [card]Dark Confidant[/card]
4 [card]Eater of Days[/card]
2 [card]Masticore[/card]

Artifacts

4 [card]Illusionary Mask[/card]
4 [card]Torpor Orb[/card]
2 [card]Batterskull[/card]
1 [card]Loxodon Warhammer[/card]

Spells

4 [card]Dark Ritual[/card]
4 [card]Stifle[/card]

Deck revolves around playing under costed big creatures with horrible come into play drawbacks using Mask, Stifle or Torpor Orb.

Pros - so many giant creatures out so very early.

Cons - mana base is really painful, hence lifelink cards. Confident is needed for card draw, but drawing a Batterskull or Masticore can be really painful. No real distruption except Masticore or Stifle.
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Fri, 20 Jan 2012 13:57:53 -0600 http://community.wizards.com/incoherence/blog/2012/01/20/masknaught...in_casual http://community.wizards.com/incoherence/blog/2012/01/20/masknaught...in_casual
Land

4 [card]Ancient Tomb[/card]
4 [card]Gemstone Mine[/card]
4 [card]City of Brass[/card]
4 [card]Mishra's Workshop[/card]
2 [card]Seat of the Synod[/card]
1 [card]Vault of Whispers[/card]

Creatures

4 [card]Hunted Horror[/card]
4 [card]Phyrexian Dreadnought[/card]
4 [card]Vedalken Engineer[/card]
4 [card]Dark Confidant[/card]
4 [card]Eater of Days[/card]
2 [card]Masticore[/card]

Artifacts

4 [card]Illusionary Mask[/card]
4 [card]Torpor Orb[/card]
2 [card]Batterskull[/card]
1 [card]Loxodon Warhammer[/card]

Spells

4 [card]Dark Ritual[/card]
4 [card]Stifle[/card]

Deck revolves around playing under costed big creatures with horrible come into play drawbacks using Mask, Stifle or Torpor Orb.

Pros - so many giant creatures out so very early.

Cons - mana base is really painful, hence lifelink cards. Confident is needed for card draw, but drawing a Batterskull or Masticore can be really painful. No real distruption except Masticore or Stifle.
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The Cheese Stands Alone
The deck: 
  
Land
8 Plains
6 Swamp
4 [card]Godless Shrine[/card]
4 [card]Peat Bog[/card]
 
Combo
4 [card]Academy Rector[/card]
4 [card]Kaervek's Spite[/card]
3 [card]The Cheese Stands Alone[/card] 

Protection
4 [card]Gitaxian Probe[/card]
4 [card]Cabal Therapy[/card] 
3 [card]Vindicate[/card]
3 [card]Duress[/card] 

Accel/Tutor   
4 [card]Dark Ritual[/card]
3 [card]Diabolic Tutor[/card]
3 [card]Sign in Blood[/card]
3 [card]Necropotence[/card] (or other card draw...) 

Get Rector in play, resolve Spite after you are safe with the protection cards then win! Remember to abuse stack if you want to use Therapy to cover your Spite by saccing rector.

Pros :- two card combo that wins instant speed. Big cheese face guy as win con.

Cons :- lack of card draw (bar necro...). Rector is rather vulnerable, hence the massive amounts of protection. Heavy black mana requirements for Spite, hence Ritual's and Bogs.
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Mon, 16 Jan 2012 14:46:11 -0600 http://community.wizards.com/incoherence/blog/2012/01/16/the_cheese_stands_alone http://community.wizards.com/incoherence/blog/2012/01/16/the_cheese_stands_alone
The deck: 
  
Land
8 Plains
6 Swamp
4 [card]Godless Shrine[/card]
4 [card]Peat Bog[/card]
 
Combo
4 [card]Academy Rector[/card]
4 [card]Kaervek's Spite[/card]
3 [card]The Cheese Stands Alone[/card] 

Protection
4 [card]Gitaxian Probe[/card]
4 [card]Cabal Therapy[/card] 
3 [card]Vindicate[/card]
3 [card]Duress[/card] 

Accel/Tutor   
4 [card]Dark Ritual[/card]
3 [card]Diabolic Tutor[/card]
3 [card]Sign in Blood[/card]
3 [card]Necropotence[/card] (or other card draw...) 

Get Rector in play, resolve Spite after you are safe with the protection cards then win! Remember to abuse stack if you want to use Therapy to cover your Spite by saccing rector.

Pros :- two card combo that wins instant speed. Big cheese face guy as win con.

Cons :- lack of card draw (bar necro...). Rector is rather vulnerable, hence the massive amounts of protection. Heavy black mana requirements for Spite, hence Ritual's and Bogs.
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