Deep Forest Hermit

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Horizons (MH1) Rare

Combos Browse all

Tokens

Deep Forest Hermit

Creature — Elf Druid

Vanishing 3 (This creature enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)

When Deep Forest Hermit enters the battlefield, create four 1/1 green Squirrel creature tokens.

Squirrels you control get +1/+1.

Browse Alters

Deep Forest Hermit Discussion

Liliana9000x on Squirrley

3 weeks ago

wheres the Path to Exile ? no offense but i think its gonna be really hard for you to win with this. your creatures are too small and you have too little removal. theres just not a lot of synergies going on here. i only see 1 ETB effect to use with Ephemerate . you don't have any way of stopping the opponent from killing you before you attempt to cast Deep Forest Hermit on turn 5 (at earliest).

Caerwyn on Squirrley

3 weeks ago

I am not sold on your key combo - Peace of Mind to discard Deep Forest Hermit to reanimate it with Vesperlark is a whole host of moving parts, none of which have suitable redundancies. That said, I think Noose Constrictor is probably an upgrade to Peace of Mind - the body with reach is nifty, and the lack of mana cost in its discard ability is invaluable.

A couple copies of Arbor Elf for ramp, and a splash of blue for Intruder Alarm would also enable you to go infinite with Squirrel Nest .

Cafelattis on

1 month ago

Looks sweet I would recommend Vesperlark , reanimating a lot of your creaturs for just 2-3 mana and blinking it for great value. Works even better with Deep Forest Hermit .

TypicalTimmy on Why Are Some Players so ...

1 month ago

It's really more of a meme than anything.

During MH1 draft, there was a guy at my table running Selesnya Squirrels and he DOMINATED the game. He came in 1st place.

He had Squirrel Nest and Deep Forest Hermit , but he ALSO had like 3x Astral Drift to keep the engine going.

He took down multiple Sliver decks. Think about that.

skibulk on Why You Don't Let Squirrels Run the Show

1 month ago

Deep Forest Hermit seems like a good alternative to Deranged Hermit , which is pretty expensive these days.

Tata on Meren's Monster Mash (Primer)

1 month ago

I understand. Many people think overrun effects are cheese, though I disagree (since they require the combination of multiple creatures, and cards like Torment of Hailfire require nothing but mana).

Drain effects are hard to pull off, and if you want to gear your deck towards them, you will find that your wincon of pinging opponents to death will revolve around a bunch of cheap token creatures. Zulaport Cutthroat , Blood Artist , and Poison-Tip Archer offer you your road to victory if you can reliably sacrifice the tokens from Hornet Queen , Avenger of Zendikar , Deep Forest Hermit , and Tendershoot Dryad , just to name a few of my favorite army-in-a-can creatures.

You already have some great sacrifice outlets, but I would also add: Culling Dais and Perilous Forays to what you are already considering in your Maybeboard.

SideBae on float like a gruul, stangg like a stangg twin

1 month ago

So there're a lot of different directions you can take RG decks. I'll suggest some basic, universal additions first, and then suggest some win conditions:

Universal

  1. The best part of green in EDH is the dorks. You should definitely run at least Llanowar Elves , but there're some other cards you should consider: Fyndhorn Elves , Elvish Mystic , Birds of Paradise , Arbor Elf , Shaman of Forgotten Ways , Somberwald Sage , Joraga Treespeaker ... If you end up having a lot of elves, running something like Priest of Titania is worth including. Depending on your meta, Carpet of Flowers can get a lot of mana. Finally, Orcish Lumberjack is a card I have been very impressed with... turning a forest into effectively a better Black Lotus is a good thing. (Note that Arbor Elf is especially good if it untaps lands enchanted with Utopia Sprawl , Elvish Guidance or Wild Growth ).

  2. Red-green decks tend to poop out a lot of creatures and go lightly on the spells. Slate of Ancestry is an EXCELLENT way to recoup card advantage, provided you have a critical mass of creatures on the table. Commune with Lava is another excellent pseudo-card-draw thingy. If your games are usually four player games, Decimate is frequently a four-for-one, meaning that it's another good source of permanent-count advantage. Shamanic Revelation is another good draw-spell. If you have fat enough creatures, Rishkar's Expertise may merit an include. Hull Breach is a great two-for-one.

  3. Green-red decks, which tend to be creature-heavy, can be soft to boardwipes. Heroic Intervention is a good way to protect your duders; Grim Flowering and Nature's Resurgence are good ways to recoup cards after losing a bunch of guys.

  4. Tutors are good. Gamble is cheap these days, due to the recent reprint. Green Sun's Zenith , Tooth and Nail and Chord of Calling can all grab powerful creatures to play -- note that GSZ for X = 0 can grab Dryad Arbor , if you run it. Worldly Tutor or Sylvan Tutor are also good.

Win Conditions

Oftentimes, green-red decks win through a combination of Stax pieces and aggro cards.

Potential Stax Pieces:

  1. Blood Moon / Magus of the Moon : If you craft your land base carefully, you can make these into a near asymmetrical effect. A lot of decks benefit from greedy mana bases in EDH, and these are a way to punish that.

  2. Artifact hate is pretty awesome. Collector Ouphe is powerful, since you can get your ramp from creatures while shutting off non-green players' artifact ramp; as an added bonus, you can grab it with Green Sun's Zenith or Chord of Calling . By Force is an excellent card that can nuke a lot of permanents at once, and Nature's Claim is a very efficient removal spell. Krosan Grip may be justified in a heavy-blue meta. Gorilla Shaman is good as a method of artifact-destruction that does not cost you cards. Also Reclamation Sage and Manglehorn .

  3. Gruul has access to a lot of hatebears. Ruric Thar, the Unbowed is a really powerful dude you've already got, as he can club combo players like me really hard. Harsh Mentor is good for punishing all sorts of decks. Eidolon of the Great Revel , and his cousin Pyrostatic Pillar , are both good. Scab-Clan Berserker is similar to Kambal, Consul of Allocation in Orzhov. Runic Armasaur , too.

  4. Cards like Root Maze can shut down combos really quickly, and City of Solitude / Price of Glory can prevent/discourage countermagic. Pyroblast or the Maybeboarded Red Elemental Blast can also be worth running.

Aggro Cards:

Most of the best green decks end the game with an alpha-strike. Craterhoof Behemoth is the best for this, as it can be tutored out with Natural Order or a high-cost Green Sun's Zenith . Similarly, Overrun is good, but I suggest Triumph of the Hordes as a more potent alternative. This does, of course, require creatures on the board, so I suggest some of the following duders:

...and the aforementioned hatebears can also attack.

Good luck! That's all I got.

Tata on Selesnya Tyranny

1 month ago

Deep Forest Hermit is a very strong and inexpensive token-maker. Tendershoot Dryad is a little more expensive but also very strong. Fanatical Devotion is a great way to make use of your tokens and to protect your important creatures. Dauntless Escort and Selfless Spirit are also important. They protect your board from a wrath - the most common way for you to lose the game.

I also recommend you play ramp spells: Nature's Lore , Farseek , Rampant Growth , Cultivate , Kodama's Reach , and Skyshroud Claim . Those cards are very cheap for the most part and will make your deck at least twice as consistent.

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