|Commander / EDH||Legal|
Printings View all
|Modern Masters 2015 Edition (MM2)||Rare|
|Conflux (CON)||Mythic Rare|
Combos Browse all
Creature — Hydra
Apocalypse Hydra enters the battlefield with X +1/+1 counters on it. If X is 5 or more, it enters the battlefield with an additional X +1/+1 counters on it.
, Remove a +1/+1 counter from Apocalypse Hydra: Apocalypse Hydra deals 1 damage to target creature or player.
Apocalypse Hydra Discussion
1 month ago
Chromeshell Crab 's ability is a control-changing effect. When a player leaves the game, one of the things that happens is that all effects that give that player control over objects end, which would include the one from the Crab. At that point, control of your Apocalypse Hydra would revert to whoever controlled it prior to the Crab's control-changing effect, in this case you.
If they had somehow put the Hydra on the battlefield directly under their control (not a control-changing effect), it would be exiled when they leave the game.
The Hydra would only go to your graveyard if it was somehow killed or sacrificed during all of this.
1 month ago
So the scenario goes, someone played a Chromeshell Crab face down and morphed it, taking control of my Apocalypse Hydra . The turn came back around to me. I drew an Insurrection tapped out and played it. So, I took possession of everything, proceeded to swing with everything but a blocker. I took out the opponent that took control of my apocalypse hydra and one other opponent. We were playing commander so I still had one opponent left. The question is since I took out the player who took possession of my hydra, would I regain control of it or would it go to the grave yard?
4 months ago
multimedia Thank you for commenting and helping me out with the deck.
- Lightning Bolt (Wich is a placeholder)
- Kamahl, Pit Fighter(Fun fact: The only reason Kamahl is in the deck is cuse its the first rare i ever opend)
- Zurgo Bellstriker
- Lurking Predators
I like some of the suggestions that you have made, i cant look through them all right now but at the same time some of the ones that you feel should be taken out are some that i feel make the core of the deck such as
5 months ago
My suggestions for cuts are plentiful. However, Kresh the Bloodbraided comes to mind immediately. Reyhan, Last of the Abzan would be good, Ob Nixilis, the Fallen is great, Rockslide Elemental is similar to Kresh, Taurean Mauler is another Managorger, and Yahenni, Undying Partisan and Malakir Cullblade, with even more similarities to Kresh, may fit well with your flavor. Curse of Stalked Prey could help, alongside Curse of Predation, some mana rocks would do you good, Apocalypse Hydra, and many other hydras would be decent finishers, Kalonian Hydra takes the cake though. Armorcraft Judge is nice, along with Inspiring Call, Pelt Collector and Experiment One, Champion of Lambholt, maybe Heroes' Bane, Ravenous Slime, Rubblebelt Raiders, Deus of Calamity, Scute Mob, Sporeback Troll, Tuskguard Captain, Vinelasher Kudzu, Soul's Majesty, Falkenrath Exterminator, and Stromkirk Noble?
So that's a few suggestions. Want me to propose cuts as well?
10 months ago
Without knowing your meta the recommendations I would make for cuts are Illusionist's Bracers (not many worth while activated abilities in your deck), Alpha Authority, Whispersilk Cloak (is spot removal rampant in your meta?), Ooze Garden, Seer's Sundial (you have access to much better draw options really), Turntimber Basilisk, Groundskeeper, Apocalypse Hydra, Traverse the Ulvenwald.
Creatures you play to ramp need to be efficient like Farhaven Elf or even Llanowar Elves instead of say Wild-Field Scarecrow who costs you with no lands in play to show for it or Frontier Guide who costs you before you even get anything out it.
Other creatures you play need to have powerful utility like Terastodon or Bane of Progress or some very good synergy with the commanders strategy like Stalking Vengeance or Garruk's Packleader do. You don't really need removal like Turntimber Basilisk or beaters like Apocalypse Hydra when Boundless Realms would be far more terrifying. Remember, land is not really a dead drop for you as you are likely get a 5/5 elemental token out it so every cut made could be an additional land.
Some possible interesting cards are Sandwurm Convergence (green moat with beat sticks included) and Hour of Promise (ANY TWO LANDS!), Rogue's Passage (make the lands work for you), Kessig Wolf Run (REALLY powerful.
All recommendations are below the $5 mark to try and keep it more budget friendly, anyways I hope this is helpful, also if you could post some information about your meta it could help people make better recommendations.
11 months ago
Awesome! Thats a heck of a showing.
I played this past sunday in a "supersized draft" There were only 4 teams so 3 matches total and we went 2-1. I was playing R/G goodstuff and my partner was playing W/B kill all the things... both of us had a significant number of warriors as well.
Match one wasn't looking good. Our opponents had us to 19 by turn 5 on the back of an early loyal pegasus and some other creature we couldn't block and an aura. We eventually got rid of most of their board and I was able to cast Stolen Strategy, my partner got a decent sized lifeliker with flying into play, and began to stabilize. After their quick start our opponents fizzled out and we eventually won on the back Bramble Sovereign into 2x 10/10 Apocalypse Hydra which wiped their board the following turn.
Match 2 was an embarrassment. My partner and I both took admittedly slower looking hands but we were not prepared for the explosiveness of our opponents decks. They dumped out 4 smallish creatures early while we had nothing on board, then cast Regna's Sanction to pump everything and swing through for lethal in 6 turns... everyone was laughing (including us) because we were pretty sure two-headed giant games are not supposed to be that fast.
Match 3 went a lot like the first one. Our opponents came our quicker, got us to 19 (something about that number) before we were able to start stabilizing. This one was tougher though, and took longer for us to get control as our opponents were playing a lot of flyers in U/B that we couldn't do much about. My partner eventually got out 2 Thrasher Brute, one was quickly dispatched but having the one in play kept us going from 11 to 15 multiple turns in a row thanks to warrior tokens and some lucky flips off of Stolen Strategy. Our opponents got a 13/13 Apocalypse Hydra and a Coralhelm Guide while we were at 11 life... staring imminent loss in the face I flipped over TWO WARRIORS with Stolen Strategy, my partner made more tokens and that put them in range for a lethal final swing...
So. Much. Fun.
11 months ago
Hydras are gonna need trample so that they aren't chump blocked. Nylea, God of the Hunt and Brawn are good for that. I also have a Savageborn Hydra and Apocalypse Hydra for you. Hydra Omnivore Is probably a must. We should look into things that interact well with counters. Doubling Season Is the high end of this. Rosheen Meanderer Or Xenagos, God of Revels would probably be a better commander so you can have access to red. That will give you access to things like Mina and Denn, Wildborn and Clan Defiance as well as Neheb, the Eternal and Decimate and Signal the Clans. Hindervines and Archetype of Endurance can help protect your creatures. The only other thing I would really change is to give yourself ways to deal with fliers! I have a lot of those cards. Looks good man! I'm excited for it to be done.
1 year ago
Looks good, I dont know that youd need all 4 Cavern of Souls unless theres a ton of countermagic/blue mages in your local metagame. Only way Id go to all 4 probably is if you splashed for Savageborn Hydra and/or Apocalypse Hydra. If you did the red could open more options for removal in Sideboard. Rosheen Meanderer is legit in R/G Hydras. The Meandering: X Tribal is my EDH version, R/G Exxs is my Modern one. I suggested these cards but if you stay Mono-Green please disregard.
Apocalypse Hydra occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%