I don't think it's good enough for our deck, but what do people think of Smell Fear?
It pumps every creature that already has a counter on it, can even put a level counter on Hexdrinker, and counts as removal.
The obvious downsides are the 2 mana, the sorcery speed, and it doesn't pump creatures without counters on them, but I still thought I'd put it out there since its the closest card we can use from MH2.
Edit: Maybe Endurance can be good enough to use as gravehate instead of/alongside of Scavenging Ooze, but I don't know if we need that kind of hate.
The text on the card says "Whenever Syr Faren attacks", so that happens after declare attackers. If no one reacts to that, the effect happens (so Experiment One gets pumped) and you go to declare blockers.
He only gives the boost when his attack is declared, and doesn't change after that. The boost from Vines doesn't get boosted onto the Experiment One.
Good job with the results! Tons of questions incoming!
Like AmicDeep said, how is the lack of Scavenging Ooze? You only have one in your side.
One of my biggest questions is regarding the lack of Aspect of Hydra. One of the deck's biggest strengths is the ability to close down matches one turn faster with the use of Aspect, that would otherwise be a lot more difficult to win by giving the opponent an extra turn (like against Burn, Storm, Scapeshift, etc). This is one of THE reasons to play this deck, and has been said for a long time. Not being able to alpha strike through you opponent's board and playing Aspect on the unblocked attacker is something I would really miss while playing. How are you finding playing without it? I personally think Hunger of the Howlpack is not as good by far: even though it is permanent, only being able to give a creature +3/+3, and that only being after a creature has died (so most likely after combat) seems really suboptimal and will make you play a longer game than usual.
Other questions: Why have you not upgraded the manabase? Is it a budgetary issue? Even if you're not playing fetches, I would really suggest playing 2 Nurturing Peatland. Other than that, what about other utility lands like Hashep Oasis or Tranquil Thicket?
Can you tell more about Savage Swipe? we have almost no information on the card, and I'm really curious to how good it is etc. Is it really that good? Wouldn't you rather have a 2/2 split with Dismember?
I would say that your list looks pretty good, but I would make place for the last 2 Dryad Militant. That card does a lot of work against a significant amount of decks. Also change the Waterlogged Grove to Nurturing Peatland if you're able. You might also want to play a Path to Exile or two main. The sideboard is pretty meta dependent, so I can only say play a lot of matches! That will also help you get a feeling of how many 1, 2 and 3-drops you want to play.
Please check it out! If you see any mistakes or text that should be updated/added, let me know!
Also, 2 out of the 6 cards depicted in the banner at the top of the primer are now obsolete..
Also also, Nurturing Peatland will not show the card when I hover over it with my cursor, but all the other new card do work. Does anyone know why this is?
I'm planning to update the primer with Hexdrinker, as well as some other cards, and these are my findings so far (mostly just info about the card, but I thought people would still like to see it):
It's good no matter which version you're running, I would start with running 2, and 3 or 4 might be optimal in a fetchless build but I am not sure on it yet (it's not that good in multiples, and in fetch builds you already have Dryad Militant and Narnam Renegade). Note that you cannot pump your Hexdrinker after it gets protection from instants, but Rancor is still fine, as long as it does not have protection from everything. Leveling it up to that while Rancor is on it will make it fall off, and go to the graveyard (and then back to your hand). It will also be good to have Vines of Vastwood open when you level it to level 3; that way the opponent has only one moment to kill it before all spot removal becomes useless against it. Note that Hexdrinker can always die due to a sacrifice effect, getting mass -X/-X or just -1/-1 counters, or mass exile effects like Settle the Wreckage (since it doesn't destroy). When it has protection from instants, most mass removal like Wrath of God, Supreme Verdict, Anger of the Gods and Damnation are sideboard cards you need to look out for, since they are usually boarded in against us.
I put it in bold somewhere at the top of the primer, and like you said as well: do not suggest 4 drops. It's as simple as that. It has to single handedly win us the game on the spot if we want to run it, or it'd be a sideboard card that wrecks specific decks. Only two cards have really made it into the sideboard: Thrun, the Last Troll against Control, and Creeping Corrosion against Affinity (and not even everyone runs those). Other than that, 4 drops are just not for us.
Dungrove Elder relies on Forests, so people who play that can argue against it.
Also, people who are not on a budget should run Horizon Canopy or Nurturing Peatland over Hashep Oasis (by the way everyone, if you're not splashing white you should run Peatland because it has the very slight upside of making Dismember cost 1 less life sometimes).
We also only run 2 Canopy lands; some people might argue for 3 (which I would not recommend), but definitely not more than that.
The reason for that is that you do not want to hurt yourself so often, especially when you have 2 of them in your opening hand. This is very relevant against a number of decks, most notably Burn and other aggro decks that want to outrace you. Also decks like Storm and Scapeshift might be able to go off earlier if you have damaged yourself for about 5 life throughout the game.
Short answer: we kind of do care about our life total, especially since Stompy is not as strong in the meta as it used to be.
It's not good to play on turn 1, not even turn 2. It only has 1 power, which is a red flag for our deck.
You need to have 3 lands in your graveyard, which means you need to crack 3 fetches/canopy lands before this card gets good.
His ability is not useful for us. It costs 2 mana, which is a lot for us, and if you want to use his ability to turn his first ability on, you still can't use him to attack since you need to tap him as well.
We have no real utility lands that we could search for.
In conclusion: I think he's too slow. Even if he is not awful as a topdeck late game, Hexdrinker is better in basically every way.
I would definitely keep Scooze in the maindeck. There are so many strong graveyard decks right now that you really need them, and even against non-gy decks it can be a very powerful card.
Also, I'm running a deck with 8 fetches for 4 Narnam Renegade. My other 1-drops are a playset of Dryad Militant and Experiment One. I would really like to implement Hexdrinker into my deck, but I'm not sure what to cut. I'm thinking about a 2/2 split with Renegade, what do you guys think? Experiment One still seems very strong, and I am not going to cut Dryad Militant for obvious reasons.
There are still a number of relatively new cards that have not been added to the primer yet. Damping Sphere (sideboard, maybe good enough?) Hexdrinker (fetchless builds) Savage Swipe (sideboard, maybe mainboard removal?) Tranquil Thicket (I don't think it's good enough) Collector Ouphe (sideboard) Weather the Storm (sideboard) Scale Up (also don't think it's good enough) Force of Vigor (sideboard)
are all cards I'd like to have implemented in the primer before this site shuts down in July and I'll (most likely) be unable to edit the primer anymore. Are there anymore newer cards that I need to implement, either to show its appeal or to explain why it shouldn't be used?
Isn't using 5 lands that come into play tapped a bit much for this deck, whose greatest strength comes from its speed? Cycling also costs 1 mana, which for our deck is still a significant amount of mana you're not spending on creatures/pump spells or holding up for Vines etc. I would also personally play 3-4 Rancor instead of 2, but I think that's more of a personal preference and/or local meta choice.
If you want to know about certain tricks and tips, look in the Card Choice section of the primer on page 1. With every card, I've written useful information about that card and how it interacts in certain situations. I know I'm the one who made the primer, but I greatly recommend looking through it!
I don't know exactly what you mean by that, but if you mean 'how do I improve my deck from here?', I would suggest getting 8 fetchlands and playing Narnam Renegade. That card is seriously powerful and really upgrades the deck. It can make Experiment One a 3/3, it has counter synergy and the deathtouch makes it a scary card in general.
As for Hexdrinker, it just needs to be tested a lot to see against which decks it's strong and against which it lacks, and if we want to play it (that might also differ for fetchless decks and fetch decks).
Hogaak, Arisen Necropolis
Legendary Creature - Avatar
You can't spend mana to cast this spell.
Convoke, delve (Each creature you tap while casting this spell pays for 1 or one mana of that creature's color. Each card you exile from your graveyard pays for 1.)
You may cast Hogaak, Arisen Necropolis from your graveyard.
I have no idea whether this card is even remotely playable for us, but it seems hilarious if we actually can cast it. We need two creatures at the least to play him, but we normally have that, and it seems like a Ghalta that's easier to cast for us.
EDIT: I just read that this whole forum is going to close on July 8th. It's really sad to see this place go down after so long.