I noticed people were playing herbalists and renegades nowadays. I assume this probably speeds up your goldfish a bit (half a turn on avg? idk) since you can crap out more little dudes faster then pump with atk com for the win.
This version plays Hidden Herbalists, Burning-Tree Emissary, and Reckless Bushwhacker as a sort of combo. If you play a turn 1 dude, then turn 2 HH/BTE and Bushwacker, you can swing for 11-12 dmg. Follow up with burn on turns 3-4 to end the game.
I have been having quite a bit a fun with the following list. I noticed with the revolt lists that they have a large number of fetch lands (10-12). So I thought, why not add Tribal Flames for the extra bit of damage to finish off an opponent? It is not uncommon to swing for 8-12 damage on turns 2-3 with your creatures and then finish off the game the next turn with burn from Lightning Bolt, Atarka's Command, or Tribal Flames. You no longer need to worry about board wipes like Anger of the Gods.
One thing I would like to change is switching E1 for Goblin Guide. On turn 1, I am usually playing a Nacatl over E1 and then on turn 2 "comboing" with BTE or HH. The E1 then gets stuck in my hand and becomes a lowly 1/1. It would be much better having a hasty 2/2.
The most challenging part of the deck is sequencing your fetchlands. Looking at your opening hand, do you want to go the tribal flames route or do you need extra R/G lands? Do you need to hold up a fetchland to activate revolt later? Do you need to fetch basics against a blood moon?
Posting here for information purposes. This deck has been a blast to play. Start with a Delver and while your opponent is busy trying to deal with it, you start stripping away their resources. Follow up with Lingering Souls/Tasigur/Angler and cruise to victory. I just recently switched Wretched Mind for Esper Charm and haven't had a chance to try it out yet.
I used to play Mystic Snake in a Bring to Light package but as you can imagine it was too CMC heavy with Mystic Snake, Restoration Angel, Bring to Light, Chord of Calling, and Kiki-Jiki. I had to run a pile of mana dorks to even try and be able to play the cards which then left me open to blowouts with sweepers like Anger of the Gods. It was a fun deck but I wouldn't recommend it for competitive play. I am now working on a temur Kiki-Chord list that is similar to the old temur splinter twin deck.
Ok thanks. I just read on a different forum "Hoogland", "Emrakul", and "Nahiri" and just assumed they were talking about Kiki-Chord. I didn't realize it was a completely different deck.
Any thoughts on the recent developments of using a single Emrakul, the Aeons Torn with the Nahiri, the Harbinger build? If you happen to draw Emrakul, you can pitch it back into your library with Nahiri's +2 and also pretty much win with her ultimate.
There seems to be 3 different variants for this deck.
The Classic
Disrupts the opponent using Naya colors until they either win with large Voice of Resurgence->Elemental tokens or a Chord of Calling into Kiki-Jiki/Restoration Angel combo.
I just realized that Reveillark has a LTB trigger and not a dies trigger. I always assumed it was a dies trigger due to the evoke ability. That means you can flicker it with Restoration Angel or even Path to Exile it to bring back any combo pieces.
This version plays Hidden Herbalists, Burning-Tree Emissary, and Reckless Bushwhacker as a sort of combo. If you play a turn 1 dude, then turn 2 HH/BTE and Bushwacker, you can swing for 11-12 dmg. Follow up with burn on turns 3-4 to end the game.
Whelp, there goes our fetches. It's been nice knowing you. I think I'll switch back to hate bears now.
It looks like a more red heavy small zoo build.
One thing I would like to change is switching E1 for Goblin Guide. On turn 1, I am usually playing a Nacatl over E1 and then on turn 2 "comboing" with BTE or HH. The E1 then gets stuck in my hand and becomes a lowly 1/1. It would be much better having a hasty 2/2.
The most challenging part of the deck is sequencing your fetchlands. Looking at your opening hand, do you want to go the tribal flames route or do you need extra R/G lands? Do you need to hold up a fetchland to activate revolt later? Do you need to fetch basics against a blood moon?
4 Wild Nacatl
4 Experiment One
4 Narnam Renegade
4 Burning-Tree Emissary
4 Hidden Herbalists
4 Flinthoof Boar
4 Reckless Bushwhacker
Burn
4 Tribal Flames
4 Atarka's Command
4 Lightning Bolt
4 Windswept Heath
3 Wooded Foothills
3 Bloodstained Mire
2 Stomping Ground
2 Temple Garden
1 Sacred Foundry
1 Steam Vents
1 Overgrown Tomb
1 Forest
1 Mountain
1 Plains
3 Kitchen Finks
4 Path to Exile
4 Boros Charm
4 Destructive Revelry
4x Lingering Souls
4x Midnight Haunting
4x Raise the Alarm
2x Timely Reinforcements
4x Serum Visions
2x Thoughtseize
2x Inquisition of Kozilek
4x Path to Exile
Creatures
4x Delver of Secrets/Insectile Aberration
3x Snapcaster Mage
Other
4x Intangible Virtue
3x Sorin, Lord of Innistrad
3x Flooded Strand
3x Polluted Delta
2x Hallowed Fountain
2x Watery Grave
2x Godless Shrine
2x Ghost Quarter
1x Moorland Haunt
1x Island
2x Plains
2x Swamp
2x Supreme Verdict
2x Dismember
2x Disenchant
2x Celestial Purge
1x Timely Reinforcements
1x Stony Silence
2x Surgical Extraction
3x Negate
Birchlore Rangers
Heritage Druid
Druid:
Seton, Krosan Protector
Other:
Springleaf Drum
4x Thought Scour
4x Serum Visions
2x Thoughtseize
4x Path to Exile
4x Lingering Souls
2x Timely Reinforcements
4x Esper Charm
Creatures
4x Delver of Secrets/Insectile Aberration
3x Snapcaster Mage
2x Tasigur, the Golden Fang
2x Gurmag Angler
4x Liliana of the Veil
Lands
4x Flooded Strand [some combo of UBW fetches]
1x Polluted Delta
4x Hallowed Fountain
4x Watery Grave
1x Godless Shrine
2x Urborg, Tomb of Yawgmoth
2x Ghost Quarter
2x Island
1x Plains
2x Supreme Verdict
2x Dismember
2x Disenchant
2x Celestial Purge
3x Dispel
1x Timely Reinforcements
1x Stony Silence
2x Surgical Extraction
I like to play combo/control and using Restoration Angel to flicker a Mystic Snake is always a hoot.