Genesis Hydra

Legality

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

Printings View all

Set Rarity
Iconic Masters (IMA) Rare
Magic 2015 (M15) Rare
Promo Set (000) Rare

Combos Browse all

Genesis Hydra

Creature — Plant Hydra

When you cast Genesis Hydra, reveal the top X cards of your library. You may put a nonland permanent card with converted mana cost X or less from among them onto the battlefield. Then shuffle the rest into your library.

Genesis Hydra enters the battlefield with X +1/+1 counters on it.

Genesis Hydra Discussion

lonesentinel on In response...permanent-ly!

2 days ago

spiral_te thanks for comments/suggestions!

I agree for point 1-7.

  • The original reason I put in Expedition Map is that I based the deck around the 6 flash-enablers. Theres no way to tutor for Vedalken Orrery and Leyline of Anticipation , and only Momir to tutor for Teferi, Mage of Zhalfir and Yeva, Nature's Herald . So the Map is my efficient way to tutor out Alchemist's Refuge and Winding Canyons . I would shift over to a Ulvenwald Hydra for this purpose but I do not have one.

  • Void Grafter is just part of the 'my creature can do what an instant can do' such as Dive Down or Mizzium Skin but I guess this is pretty situational and I would have to leave 3 mana open always.

  • I agree for the cuts to Kiora's follower, but not for Gyre engineer. Both were meant to be manadorks and I was guessing I need to ramp fast to be able to cast things on multiple turns. Genesis hydra was just thematic of the 'cheating creatures out'.

  • For Prowling Serpopard/Gaea's Herald, it's not really needed in my playgroup, since I'm the one that usually plays counterspells most of the time.

  • I'm looking to slot in Kederekt Leviathan for a 'cyclonic rift' effect that can be used twice due to unearth. But my considerations are that I'll need to build up my board again, so this would probably be used more when I'm behind. So i've opted to put in Profaner of the Dead and Scourge of Fleets as my AOE boardclear instead. What are your thoughts on adding the Leviathan?

Still need to cut 5 more :(

spiral_te on In response...permanent-ly!

2 days ago

This is a cool deck. All the cards are keepable, but these are the cuts I would make. Tried to cut something from each category rather than eliminate one.

  1. Siege Behemoth - Slower than your other evasion granters, 7 mana, and practically only works once.
  2. Essence Warden - A little life can help with the long game in some cases, but it doesn't synergize with anything else in your deck and is a low impact cut.
  3. Mirror Image - the most limited of the clone effects.
  4. Expedition Map - You have good targets, but no GREAT targets which lessens its value (cavern of souls type nonsense).
  5. Ambush Viper - I love me a green doom blade, but is more narrow than coatl.
  6. Loaming Shaman - might save you from decking yourself if labman dies, but...eh. A resolved surge will win you the game if nobody wipes anyway
  7. Void Grafter - 3 CMC and not reusable makes this the cut

At this point, it's a matter of personal taste what to keep because the remainder are all very good. I would try cutting Kiora's Follower , Genesis Hydra , and Gyre Engineer and seeing how the deck functioned.

Suggestions: - Tidespout Tyrant becomes a value engine/backup wincon - Prowling Serpopard or his ancestor Gaea's Herald for reasons - Veilstone Amulet turns all your spells into Mizzium Meddlers. - Cream of the Crop or other topdeck manipulation lets you set up your Rashmi triggers nicely. - Brutalizer Exarch is a bit heavy manawise but has two nice modes - Sages of the Anima easily puts you into crazytown

Happy Flashing!

SynergyBuild on Yeva Draw-Grow

4 days ago

Inkmoth - Have a non-card advantage engine in the Command Zone isn't that big, and many players would vouch that Vedalken Orrery with flash would be broken, which Yeva (while not being that exactly, due to only flashing out green creatures, isn't too far away from), so I'd make the argument that you are underestimating Yeva a fair bit.

Also, my line is experimental, but it isn't like paying 7 mana hoping for a Paradox Engine off the top when you cast your x=5 Genesis Hydra , if you have artifacts it hand, it lets you do dumb things, it doesn't make you pray there are stuff on top.

I want to spend some time to test out a variant of this without the heavy interaction suite or massive wincon suite. Without those, just trying to go off at instant speed, all in combo.

I want to see if it can do that " Reset / High Tide storm combo" at all, if it can't, I won't pursue it. If It only barely can, I won't pursue it. If the pieces align and everything works as intended, simply without interaction to protect it or stop opponents, I will see how much of the combo cards we can drop for interaction or more wincons.

If it ends up successful, we may have Yeva up a tier. Who knows.

Soren841 mind explaining why?

Inkmoth on Yeva Draw-Grow

4 days ago

SynergyBuild: That's the downside of having an enabler in the Command Zone. She lacks CA and is entirely reliant on the deck to provide every line of play with her enabling them at instant speed.

Unless we cram in way more relevant artifacts in a deck that won't be able to facilitate them (monogreen), the Shimmer Myr line would definitely be a shoehorned strategy, especially when we can't reliably get Paradox Engine out of the deck. Implementing it will yield nothing but another line of play that'll serve to deviate from the core strategy.

Going off at instant speed, abusing fast mana, and Yeva overall is the goal

While this is mostly right, the core strategy is actually making sure a big mana dork sticks past summoning sickness. Something Shimmer does very little in facilitating aside from the occasional instant speed Thousand-Year Elixir . This line is especially moot when Genesis Hydra lets us cheat out artifacts at instant speed already while remaining a relevant outlet.

As stated in my disclaimer, it's borderline impossible for the deck to ever become a cEDH deck since it will never do anything aside from having flash and providing it, so if the deck doesn't give you gas you durdle.

Geier Reach Sanitarium : While seemingly a utility, it's also win con while also making sure we can always get the right noncreature card out on the field at instant speed.

Yavimaya Hollow : Very relevant in my meta, so it could be swapped for the pilots' preferred land.

Deserted Temple : This one might actually be worth cutting, it's only helped me like 5 times in the last like 200 games.

TheCardPool on Bringing the Beats Old-School Style (Nikya EDH)

3 weeks ago

UPDATE #1

Out:

Fauna Shaman Hydra Broodmaster Flametongue Kavu Skyshroud Poacher Tireless Tracker Scavenging Ooze Manglehorn Harbinger of the Hunt Wolfbriar Elemental Huntmaster of the Fells  Flip Yisan, the Wanderer Bard Gruul Spellbreaker Budoka Gardener Scryb Ranger Ulvenwald Tracker Quirion Ranger Ruric Thar, the Unbowed Buried Ruin Gruul Turf Kazandu Refuge Rugged Highlands Mountain Valley 2x Mountain 2x Forest

In:

Dualcaster Mage Llanowar Empath Genesis Hydra Yeva, Nature's Herald Decimator of the Provinces Siege Behemoth Magus of the Library Brutalizer Exarch Duplicant Greenwarden of Murasa Loaming Shaman Golden Guardian  Flip Burnished Hart Wood Elves Gaea's Herald Frontier Guide Diligent Farmhand Contested Cliffs Endless Sands Ghost Quarter Mystifying Maze Fungal Reaches Sheltered Thicket Raging Ravine Game Trail Memorial to Unity

My first update is focused on fine-tuning the deck a bit and getting rid of some of the obvious misfits with some needed staples and just new cards I thought would work. I decided to go all-in on the quick beatdown plan, so I added in some low-curve mana producers like Wood Elves, Magus of the Library, Frontier Guide, and Burnished Hart along with some heavy beaters and game-enders like Decimator of the Provinces and Siege Behemoth. I also added a bit more tutoring power with cards like Genesis Hydra and Brutalizer Exarch. I removed a bit of the Elf tribal suite because while it may be good in the early game, it won’t matter much if you get something like Skyshroud Poacher later in the game. I added Yeva, Nature’s Herald because having flash is crucial for a deck like this to really succeed—surprise allows you to dodge removal and play conservatively instead of walking into spot removal and board wipes. Speaking of flash, I can’t believe I didn’t consider Dualcaster Mage before—you may not be able to cast your own instants and sorceries, but Nikya doesn’t say anything about not letting you take other people’s! Golden Guardian I think is an excellent card in this deck—not only does it die easily to most of your powerful creatures, including your commander, but it transforms instantly into a land to boost your mana AND that pumps out Golems every turn with the extra mana you have left over. Finally, I also beefed up the land suite a bit to include some more utility lands—one thing I’ve realized is that the lands in this deck will have to carry some of the extra weight of you not playing spells. Contested Cliffs gives you access to extra removal, as many of this deck’s most powerful creatures are Beasts. Fungal Reaches lets you store extra Nikya mana for a big burst later on. Endless Sands is more insurance against removal and board wipes. And Mystifying Maze provides the deck with some much-needed defensive capability, once again helped by all that extra mana.

Something I’m struggling with is how much to focus on my beatdown plan versus an anti-control or combo plan. As it stands, this deck is well tuned for the beats but is weak against non-interactive strategies like storm or blink decks. Cards like Ruric Thar, Immolation Shaman, and Harsh Mentor would definitely put a crimp in their plans and stop them from going off, but they don’t really help toward Nikya’s goals much. Other cards like Runic Armasaur that are designed for the long game don’t seem at home in this specific version of the deck—I could see an alternate build though designed more with control in mind than beatdown. You’ll notice I’ve added a large Maybeboard of cards I want to include, but just can’t find space for.

Thoughts?

Ocelot44 on The Old Fashioned Way

1 month ago

@Bababad

Mina and Denn, Ulvenwald Tracker, and Magus of the Candelabra are all great, but I had them written down already. The maybeboard is a list of cards I am considering for this deck

Wayward Swordtooth and Rhonas, while both relatively cheap, are still out of my budget range for this deck. All of the things I have in the mainboard right now are things that I already own, and I’m trying to keep all of my single purchases to $2.99 or less each

Ogre Battledriver could be interesting! I’ll keep it in mind

Moonveil Dragon is good, but I plan on going big, not wide, so it might not be that useful for this deck

Gruul Ragebeast is cool, but I don’t want to force any of my tiny utility creatures to fight when they enter because they’ll just die.

Champion of Lambholt looks really cool! I might try it out

Savageborn Hydra is good, but I’m worried that if he’s just by himself, he’ll just be chump blocked for days. At least with other hydras like Genesis Hydra , Hooded Hydra , or Lifeblood Hydra , you get something of value besides a big beater. I’ll have to think about it

Thank you so much for the suggestions and the +1!

RxPhantom on Goreclaw, Mother of Fatties

1 month ago

Hibernation's End does look really interesting. I think I may replace Genesis Hydra soon, and I haven't settled on a replacement. I'm considering Tireless Tracker to add to my Woodland Bellower package, of maybe even Bonds of Mortality to hose hexproof and indestructible. Or maybe Hibernation's End. So many possibilities.

babushkasara on Kruphix Tron

1 month ago

For removals, other than what I mentioned in my first comment, I'd suggest taking out:

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Genesis Hydra occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Green: 0.28%