Bristling Hydra

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) Rare

Combos Browse all

Bristling Hydra

Creature — Hydra

When Bristling Hydra enters the battlefield, you get symbol:esymbol:esymbol:e (three energy counters).

Pay symbol:esymbol:esymbol:e: Put a +1/+1 counter on Bristling Hydra. It gains hexproof until end of turn.

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Bristling Hydra Discussion

clark1424 on Simic Aura Hexproof

1 day ago

Thanks man. Just changed the Cartouche of Knowledge into Arcane Flight since its more likely to be countered, i want my opponent to spend more mana than the usual for a 1 drop. I do like the idea of turn 5, attach flight to a hexproof horse or hydra, which is unlikely if i have a 2 to cast aura instead. Also, post rotation, i'll surely use Jade Guardian to replace Bristling Hydra. Since hydra is the better card pre-rotation, I might as well stick to it. :)

Sh1ftyL0ck3 on **Help Wanted** Mono- Beatdown Standard

2 weeks ago

Main Board

Cuts

Aggressive Mammoth: A new card in m19, Goreclaw, Terror of Qal Sisma does this cheaper and does more. (Cut)

Bristling Hydra: You only get on use out of it per play, it doesn't do anything upon entering the battlefield, and it doesn't have trample. (Cut all)

Merfolk Branchwalker: A decent body, but a stompy deck prefers ramping into large creatures as fast as possible. With Llanowar Elves, this usually means skipping your Two-drop to play an early Three-drop. (Cut all)

Prowling Serpopard: While good, these only shine situationally when in a control match-up. They're still fantastic Three-drops, but are less good against control. Just in case, keep some in the main and some in the side board. (Cut 2)

Shalai, Voice of Plenty: While it is a good card, only having one in the deck isn't worth it. It doesn't slow removal/control decks (one kill spell that's would already be going there is all it takes) and it's too slow against agro decks.

Sunpetal Grove: With cutting the only white card, it, makes sense to cut the white lands, too. (Cut all)

Untamed Kavu: There are plenty of better creatures you can play on Two mana, and if you have Five, chances are you'll want to be casting something bigger and/or better (i.e Gigantosaurus, Ghalta, Primal Hunger, multiple things to trigger Rhonas's Monument, etc.) (Cut all)

Additions

Goreclaw, Terror of Qal Sisma: The aformentioned big bear and better mammoth. She'll cheapen some of your things, but the second ability will be more useful. She'll pump up Rhonas the Indomitable, Gigantosaurus, Ghalta, Primal Hunger, Steel Leaf Champion, and herself, as well as giving trample to those who don't have it. (Add 2)

Druid of the Cowl: A Two drop that can act as a blocker against early agro, it'll also help ramp you into your big stuff sooner than just Llanowar Elves. (Add 3)

Lifecrafter's Bestiary: A green decks usual down fall is losing to card advantage in the late game, but this artifact allows you to control what you draw throughout the entire game and add to your draws. This should definitely be a Four-of. (Add 1 more)

Carnage Tyrant: If you want a powerful and stompy issue for your opponents, Carnage tyrant is what you need. It's an issue nearly impossible to deal with for opponents and sets them on a very short clock. Getting this on the board turn three or four with your ramp can be a game-ender right there. (Add 3)

Blossoming Defense: Control will still be an issue, and protecting your creatures is a must. A full playset of Blossoming Defense can stop kill spells easily, and can help get through that extra bit of damage when the game is nearly over. Make sure not to be greedy against control, as they can respond by killing your target before it gets the hexproof. (Add 2)

Hashep Oasis: With cards like Steel Leaf Champion, Gigantosaurus and Llanowar Elves, you'll need access to the green mana, but shooting yourself for it isn't what you always want to be doing. That being said, the third ability is a decent mana sink late game if you got no cards, so I'd run Two-of (Add 1)

Forest: This deck doesn't want to play slow, so plain old basics will be some of the best options for you. (Add 4)

Sideboard

Cuts

Shalai, Voice of Plenty: Since the white is cut out of the deck, it would need to come out of the sideboard as well. (Cut all)

Gaea's Blessing: Graveyard decks aren't very powerful in this format, and Gaea's Blessing doesn't actually get rid of the card. If it becomes necessary, Deathgorge Scavenger will work to both actually remove graveyard-based threats, as well as work with you strategy of smashing face. (Cut all)

Additions

Prowling Serpopard: These are the ones coming out of the main deck. They work best in control match-ups, and those are the best times to bring these back in. (Add 2)

Scaled Behemoth: Just in case the control match-ups tend to be a bit too kill-y, some hexproof never hurts. (Add 2)

Shapers' Sanctuary: For if you really don't like control. While not hexproof, kill and burn spells from your opponents turn into card draw for you, effectively punishing them for playing their deck. (Add Two)

Conclusion/Advice

You'll want to have at least One Llanowar Elves or Druid of the Cowl in your starting hand, probably three lands, and some nice things to play early. Some of the better things would be Lifecrafter's Bestiary or Rhonas the Indomitable, or you could continue to ramp into larger things by playing a second Elf.

I hope this works for you, and I hope these suggestions help!

tldr: play bigger things faster

djnewellmit on Re-growing Pummeler

3 weeks ago

Stazeeee, I wanted to follow-up to your previous posts. I have been play-testing my RG version of this deck on MTG Arena, and I have been getting destroyed by the amount of main-deck removal currently available and played in the meta. The mid-range characteristics of the Simic version have provided much better results. Hadana's Climb  Flip provides an excellent secondary win condition that pairs perfectly with the other threats in the deck thanks to their affinity for +1/+1 counters: Bristling Hydra, Longtusk Cub, and Untamed Kavu.

ASP1001 on Counter Explosion

1 month ago

Some cards I put into my Counter Surge list:

Adventurous Impulse

Merfolk Branchwalker

More Fatal Push

4 Llanowar Elves and 4 Bristling Hydra

Also, definitely don't run the scrapheap scroungers. They feel kind of awkward in the deck since they don't block and you're not running any vehicles for it to crew.

Pabs4444 on Competitive Mono Green Face Punch

1 month ago

Perhaps Greenbelt Rampager, Narnam Renegade, Bristling Hydra, or Nature's Way in place of the naturalize. You could also have 1 or 2 pieces of GY hate. I know it isn't as common as it used to be, but Scarab god and GPG decks are on the edge of the meta right now, just waiting for people to forget them. Good luck with the deck!

djnewellmit on Re-growing Pummeler

1 month ago

I took the updated deck with Untamed Kavu to my LGS's Standard Showdown last night and bull-dozed my way to a 4-0 victory and 1st place out of 16 competitors. I played against two notionally tier-one decks (mono-red and UW Approach) and two tier-two competitive decks (WB knights and mono-blue Djinn). The newer players were caught completely off-guard when I fired off Pummelers for the win.

First round was against mono-red. Fanatical Firebrand and Goblin Chainwhirler kept my Pummelers from doing anything. In game 1, I had a handful of Sage of Shaila's Claim and drew into two Bristling Hydra, which allowed me to stabilize against his board of 2x Soul-Scar Mage, Earthshaker Khenra, and Hazoret the Fervent. I eventually found Hadana's Climb  Flip and sent one kicked Untamed Kavu over their heads as a 12/12 flying, vigilance, trample. For Games 2 and 3, I sideboarded out 3x Electrostatic Pummeler since he had so many easy answers with burn spells, Fanatical Firebrand, and Goblin Chainwhirler. I brought in 3x Greenbelt Rampager in their place, but did not see an elephant through games 2 and 3. In game 2, the opponent got land screwed and I beat him down with a Cub, Kavu, and Hydra. He was stuck on three lands; he revealed his hand after I killed him to show his Chandra, Torch of Defiance, 2x Verix Bladewing, and 1x Glorybringer.

Second round was against a (newish) player with WB knights. The deck had a full 4x History of Benalia, but I did not see any Lyra Dawnbringer. In Game 1, he got out the combo of Knight of Grace + Knight of Malice , which made blocking very difficult. I played out several Sage of Shaila's Claim, a few other blockers, Hadana's Climb  Flip, and one Electrostatic Pummeler. I managed to survive History of Benalia's third chapter while he had 2x Benalish Marshal, 2x Knight of Grace, 1x Knight of Malice, and the two knight tokens by chump blocking everything I could to leave my Pummeler alive. I was down to 2 life and hit him on the crack back with Electrostatic Pummeler + Larger Than Life for 54 damage, which he did not see coming. Game 2 was another easy win as I matched his knights with chump blockers, and kicked a Kavu into a flipped Hadana's Climb  Flip again.

Round 3 was a good player running a mono-blue Djinn/Throne of the God-Pharaoh deck. He had a lot of 1 power flyers and unblockables, but no answer to my Pummelers. In both Games 1 and 2, I managed to field 2x Electrostatic Pummeler while holding 2x Larger Than Life. I played one Larger Than Life on each robot, then swung in with both to play around a possible Unsummon. I pumped the unblocked Pummeler for lethal.

Round 4 was a typical UW Approach running both Karn, Scion of Urza and Teferi, Hero of Dominaria. The deck and player were both very good. I over-played my creatures in Game 1 as I was trying to race him landing his planeswalkers or Lyra Dawnbringer. He Fumigate'd, leaving me holding a couple Blossoming Defense but no creatures. He eventually double-Approached for the win. I sideboarded in 2x Negate to counter Approach, but I did not see Negate or Approach of the Second Sun in Games 2 or 3. In Game 2, I landed a turn 3 Cub, turn 4 Hadana's Climb, and turn 5 Hydra while playing around Censor and Syncopate and was able to kill Teferi when he played him. Flipped Hadana's Climb  Flip, and finished him off with the Cub + Hydra. Game 3 was almost identical, just replace the Cub with a Kavu.

Overall, I was surprised by the first place finish. I would have been happy with 2-2 when I saw my first opponent drop Fanatical Firebrand + Mountain . The mono-red match-up was very unlucky for my opponent, otherwise it could have easily run this deck over. The other three matches felt very fair, and my deck won by being bigger and faster than my opponents. I was drawing a good number of Blossoming Defense through out the night, saving my creatures from several Cast Out and Seal Away. Untamed Kavu worked great in the deck; I was never unhappy to see it. I played it several times on turn 2, and several times kicked. The Kavu works amazing with Hadana's Climb  Flip, especially if the Kavu was kicked. This deck does not go wide very well. The vigilance was critical in a couple games to allow me to send the Kavu to attack with pump spell backup and have it available to block as well.

40fy on [PRIMER] EsPURE Domination

2 months ago

Pretty nice deck! I've been playing control in standard for the first time myself. I'm playing UR, however, and I'm curious to learn more about some of the black and white options, as well as control building in general. To be clear, none of this is criticism, I'm just wondering. First of all, why Moment of Craving? Aren't Cast Down and Fatal Push just always better? I guess there are a few cases where it can hit things that the others can't, but they all involve creatures attacking and I would think that in those situations Seal Away becomes the better option. In a similar vein, how does Vona's Hunger usually play out? On paper that looks super janky to me. Obviously, it looks pretty good against Hazoret the Fervent and Bristling Hydras, but if it's situational why not sideboard it?

multimedia on Counter Surge Upgrade

2 months ago

Hey, I like the changes Merfolk Branchwalker, Jadelight, Bristling Hydra are great includes. I can't believe Hydra isn't in the original deck.

Consider Adventurous Impulse? The deck has a lot of creatures and playing them at certain times in a game is important; Impulse can help to set-up your game plan with Constrictor. You can potentially play it turn one with a Forest and find Constrictor. Aether Hub is also a pretty important land, Impulse can possibly find it. Longtusk Cub seems like the worst card here, as a two drop I would much rather play Constrictor, Siphoner, Branchwalker even Servant. Consider cutting Cub for Impulse?

I see another Push in the sideboard. If you have another one might as well play it main deck cutting 1x Plank for it. Because of the strategy with Rishkar and Constrictor, putting counters on your creatures consider making creatures priority over spells? Example is Thrashing Brontodon instead of Appetite. Both these cards can destroy an artifact or enchantment, but Brontodon is a creature to put counters on who starts out with four toughness. Brontodon can possibly get in a few attacks for damage or defend the ground for a while before you need to sac him to destroy something.

Ravenous Chupacabra is another example of creature who's ability is a spell and it's very good unconditional creature removal for four mana. It's a much better option than Plank because it's a creature.

Good luck with your deck.


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