77d 77d 77d 77i 77i 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dh 7dh 7dh 7dh 7di 7dj 7dj 7dj 7dj 7dk 7dk 7dk 7dk 7dk 7dk 7dl 7dm 7dm 7dm 7dm 7dm 7dm 7dn 7do 7do 7dq 7dq 7dq 7dq 7dq 7dq 7dr 7dr
x2 deck, x3 mark and you have Hermes!
Ok, now how can we use this to our advantage...
Hermes has:
Creature Control : Rage Potions and Fire Lances, (Fire Shield)
Alternate Damage (Non Creature) : Fire Lances and Farenheight?
Permanent Control: Explosions
Creatures: Ruby Dragons, Brimstone Eaters, Lava Destroyers, Fire Sprectres
Buffs (Soft Creature Protection): Heavy Armour
Permanent Protection: Enchant Artifact.
Ok, now a basic law for Hermes is that nothing is safe, unless packed with Momentum and Quint, or EA.
However, all damage taken is damage kept throughout the whole game. He also has no way of defending himself from alternate damage either.
...Hmm...I'm thinking I'll try a simple light/death: 6xPosion, 6xMiracles, 6x Bonewalls. Doesn't have enough damage potential, but it should be a start. Over 30 cards if possible, that way the poison will have more time to do damage. A couple of arsenics to play between his bouts of explosions.