This card looks good for green agro decks. Grows into a one mana 2/2 as early as turn two and can easily become a formidable foe with that enter and death trigger. Cool with instant speed sac outlets.
Seems like a very similar power level to Experiment One, probably better. It doesn't have the regen ability, but it can grow with others dying and trample is huge in decks like this to push damage through.
Not better than E1 necessarily but it doesn't have to be. Good card is good and seems legit in most green decks I play. Great to get another tier one aggro card. Even late this seems to be decent as it will get big from creatures already on the board dying.
I think Experiment One is probably better overall (that regenerate always surpasses my expectations) but beatsticks like these are always welcome in green.
I think getting the double triggers and gaining trample will be more relevant than the shrink to regenerate clause in most cases. Though when the regeneration matters, it's usually pretty clutch. Either way, I'll be playing and enjoying both for quite a while.
I can't imagine a cube composition that would only run one of these two. Frankly if you only run 2 aggro green creatures it should probably be these two. I support collected company decks, recurssion deck and aggro decks all would e great here. Plus if you are into kalonian hydra/doubling season counter nonsense it has value there.
Rules question. If I play a deranged hermit how many counters to I get?
This is a sweet card. I still support green agro, which usually amounts to "fast midrange", but I've been toying with the idea of cutting my aggro 1 drops and leaning more into green's natural strengths of ramp, midrange, and combo. This guy is forcing me to make a decision... lol.
I can't imagine a cube composition that would only run one of these two. Frankly if you only run 2 aggro green creatures it should probably be these two. I support collected company decks, recurssion deck and aggro decks all would e great here. Plus if you are into kalonian hydra/doubling season counter nonsense it has value there.
Rules question. If I play a deranged hermit how many counters to I get?
1, unless you have a way of further pumping your squirrels or shrinking your pelt collector. It has an intervening if clause, so it will check both when it initially triggers, and when the ability goes to resolve. So you can remove counters or shrink him between triggers, but otherwise they'll fizzle because the squirrels have equal power.
Another warrior and new support for green aggro! Our zoo decks have been turning up as naya warrior tribal thanks to Najeela, the Blade-Blossom, so this will slot right in for us
This has been a spicy set for a lot of spots I was not expecting
Seems great for any cube supporting green agro, very experiment one esque.. Actually think Trample + Death trigger + warrior is > Experiment 1's regen + toughness trigger. but not confident in it.
Cards like this make me a bit sad I don't have room to support green agro!
Unrelated, I have two flavor complaints:
1. How do you collect someone's pelt when they enter the battlefield?
2. How does stacking coats on top of each other gain you trample?
I think it is better than Prowler and Captive. It also is better for your green section than warden who needs to go somewhere else (Debatablely Nactyl as well but that is really only good in a green centric deck).
1. It is like shearing a sheep
2. You can toss your coats on opponents and slide over them like the Dukes of Hazard did on the hood of the General Lee.
I'll be testing it over Captive, probably. I think I like Prowler more.
This is deviating a bit, but I agree that I need to overhaul my classification on some cards that should be 3-color, but I've been putting it off because I haven't been sure how to divvy them up. I should probably just suck it up and do it.
E1 and I assume pelt collector are used in many gruul monsters or rock/jund good stuff builds that don't have the threat density of super low to the ground aggro decks. So no as good as a generic 1 mana 2/2 in the one-drop deck they have more utility. Prowler is pretty decent that way, but captive never excited any of my value drafters.
If a card functions ideally in a specific 3-color environment, stick it there.
I feel like a cube wants all the playable Prowlers and Pelt Collectors it can get its hands on, or it wants none.
I agree with this. I used to support green aggro, but my playgroup wasn't too fond of it and I cut all the cards except for Warden of the First Tree as it sees play in midrange decks. Won't be adding this guy, but will be picking him up in case I want to dust off my Jungle Lions
I like this card.
Some Magic Christmas land scenario but it's possible in my cube:
T1: play this guy
T2: Flash + Deranged Hermit. Attack with a 6/6 and still have 4 Squirrels left
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I can't imagine a cube composition that would only run one of these two. Frankly if you only run 2 aggro green creatures it should probably be these two. I support collected company decks, recurssion deck and aggro decks all would e great here. Plus if you are into kalonian hydra/doubling season counter nonsense it has value there.
Rules question. If I play a deranged hermit how many counters to I get?
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This has been a spicy set for a lot of spots I was not expecting
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Cards like this make me a bit sad I don't have room to support green agro!
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-Kessig Prowler
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-Wild Nacatl (also classified as monogreen)
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Unrelated, I have two flavor complaints:
1. How do you collect someone's pelt when they enter the battlefield?
2. How does stacking coats on top of each other gain you trample?
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1. It is like shearing a sheep
2. You can toss your coats on opponents and slide over them like the Dukes of Hazard did on the hood of the General Lee.
This is deviating a bit, but I agree that I need to overhaul my classification on some cards that should be 3-color, but I've been putting it off because I haven't been sure how to divvy them up. I should probably just suck it up and do it.
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I feel like a cube wants all the playable Prowlers and Pelt Collectors it can get its hands on, or it wants none.
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I agree with this. I used to support green aggro, but my playgroup wasn't too fond of it and I cut all the cards except for Warden of the First Tree as it sees play in midrange decks. Won't be adding this guy, but will be picking him up in case I want to dust off my Jungle Lions
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Some Magic Christmas land scenario but it's possible in my cube:
T1: play this guy
T2: Flash + Deranged Hermit. Attack with a 6/6 and still have 4 Squirrels left
"Everybody dies, Tracey. Someone's carrying a bullet for you right now, doesn't even know it. The trick is to die of old age before it finds you."
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