The deck was meant to stall through the first few turns with Visionary, Wayfinder, Disciple and Fountain while hopefully getting lucky with a Cultivate. 8 possible chump blockers and then the miniscule life gain was usually enough to get to a stabilizing game. Wayfinders and Fountains obviously got worse as the game went on but the deck typically could draw enough that it didn't matter much.
In fact I was quite happy with the deck pre-DLC but with many folks updating their decks and of course getting hoofed in a game, it had me wonder if there was potential to improve. I'd love to have better options on the low end that don't diminish as much in the late game but there aren't a lot of great fits in this ramp.draw shell.
Admirer is fine and I'd like to keep it but Disciple does really factor into the deck seeing mid/late games. If I use the 'would I rather' hand evaluation method, I typically wanted the Disciple for stabilizing and the Admirer for late game digging. Since this deck needs to stabilize more than draw, I think the Disciples will stay as is.
I'd love to keep the Hydra/ Hoof idea for the fun factor but it doesn't seem to be necessary. I can probably just remove the Stomper(s) to slot them in for when I want to live the dream.
@Mega - I spun the
Enlarge as you suggested but it did really turn out to be an overpriced
Primal Bellow in most cases. I did force someone to cough up a Baneslayer to a Wayfinder though so that was awesome (promptly followed by a scoop/quit which made it even better).
elk