Hooded Hydra

Hooded Hydra

Creature — Snake Hydra

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

When Hooded Hydra is put into the graveyard from the battlefield, create a 1/1 green Snake creature token onto the battlefield for each +1/+1 counter on it.

Morph (You may cast this card face down as a 2/2 creature for . You may turn it face up at any time for its morph cost.)

As Hooded Hydra is turned face up, put five +1/+1 counters on it.

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Trade

Have (1) DudeMan1031
Want (3) stride , GARlockSpiral , Jrtobbe94

Printings View all

Set Rarity
Commander 2019 (C19) Mythic Rare
Khans of Tarkir (KTK) Mythic Rare

Combos Browse all

Tokens

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Hooded Hydra occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Hooded Hydra Discussion

Strattuscloud on Hydratic Rampage

1 month ago

Thanks so much for the feedback! I really like the idea of playing Portcullis Vine because getting a turn 1 defender would be nice. The 8 tappable defenders is a good amount from testing so I think I might replace Gatecreeper Vine with Portcullis Vine and see how that goes.

From testing it out my friend group is pretty evenly matched, which keeps it fun! (though I am an early game target)

I did run the 2 Gargos, Vicious Watcher and it was a really strong addition. I am considering 1 or 2 more.

I swapped out 1 Prey Upon for a Tower Defense to hold up against a MAJOR flying weakeness. Would you recommend another card over that? I may sideboard a Whiptongue Hydra or two. I also really like the idea of Squall Line since it gives even more reason to play Unbound Flourishing. (So expensive!!)

The real difficulty moving on is determining which hydras to focus on. I think Mistcutter Hydra might replace Vastwood Hydra and that Hooded Hydra would be replaced by Voracious Hydra.

Lastly, Feed the Clan is very tempting. Maybe run 1?

I'd love more suggestions based on these ideas/edits!

AllenM8 on Let’s Get Hydrated

1 month ago

I actually bought him just for this deck but it’s hard to justify him without any bounce effects or reacting with Metallurgic Summonings or Shark Typhoon. A card I just added was Primal Vigor for additional double counters availability as this deck is low in tutors on purpose. I’m also considering cutting Hooded Hydra and adding Altered Ego since my playgroup runs very powerful creatures

Arcalight1 on Profit God

3 months ago

Thanks for the recommendation Grind, and i initially considered cards like Nyxbloom Ancient and Vorinclex, Voice of Hunger, however i personally believe they're made redundant considering the numerous other possible avenues for mana generation like re-occurring Hooded Hydra and sacking the snakes to any of the altars, or Azusa, Lost but Seeking and any of the fetch lands digs out three lands per turn from the deck, and Kruphix Himself.

Forkbeard on Zaxara, the Exemplary: Hydra Infestation

4 months ago

Manocos: Personal preference, but I typically prefer rocks over dorks as they're a bit stickier. That said, a couple of clutch 1 drops might be worth it - Birds of Paradise is a fave of mine.

wildcardde: Yes! You're on to something there! May slot in Seedborn Muse to max out the instant speed advantage + defense + Simic Ascendancy fuel, good call. Like TheMr42 says, Ironscale Hydra is just ok whereas SM would make for a much stronger 5 drop. Replacement confirmed.

TheMr42: I like both Hooded Hydra and Polukranos, Unchained, but I was on the fence with both of them in here. I suppose the sneks could be fun, particularly paired with Doubling Season and/or Overwhelming Stampede/Triumph of the Hordes. Food for thought, for sure.

jinkuzo: Ah, the signets vs. talismans debate. They're both great, I just find the talismans are a bit more efficient in a pinch. Edge case scenario for sure, + I like your rationale alongside NA + MR. I threw the talismans in here for now but am thinking about different ramp options too, such as the aforementioned BoP et al.

Thanks for the thoughts & suggestions here everyone, some good discussion.

Xenwarrior5 on Animar, Soul of Elements Hydra Tribal

5 months ago

I'd recommend Tezzeret the Seeker in order to tutor for your two wincon artifacts.

Also, idk how well this will work, but Ugin's Conjurant can be a good colorless creature, who basically enters for 0 mana with +1/+1 counters equal to however many counters Animar has.

You could add a few morphs that synergize, but the only 2 I can think of are Hooded Hydra and Vesuvan Shapeshifter, but if you're cloning your utility creatures, you might as well run Spark Double, which has the potential to safely copy Animar or Tezzeret.

FadingReality on Animar the biggest boi

7 months ago

Your deck's average CMC is a bit high (even for eldrazi). In addition, you have a low amount of ramp (although a fair amount of the ramp you do have is solid). The combination of high average CMC and low ramp can often result in a higher than average amount of games where the deck will not do anything productive for far too long. So first and foremost, we should find a way to lower the deck's average CMC while simultaneously increasing its ramp/mana acceleration. Secondly, we want to add more removal/disruption to the deck. Finally, we want to upgrade the average card quality. Doing these three things will DRASTICALLY improve this deck's competitiveness, speed, and power. Removal/disruption is crucial at every point of a commander game, but it is absolutely vital in the early turns of the game. This is even more true when talking about a slower deck. Being able to stop an opponent's explosive starts or protect yourself from early threats is very important. Removal allows slower decks to make it to late game where they can then take over and dominate. Animar is an incredibly powerful commander AND his CMC is very low. Casting him early provides you with an ever growing blocker/attacker that also helps you get to your bombs quicker so I think the commander choice here is an excellent one. His protection from white and black will also stonewall early aggro in those colors. So obviously I think this deck's first objective is to get Animar out ASAP. However, Animar is not invincible (although close) and he can also be countered and he is only one card (albiet one that you always have access to). So again, we need to find ways to increase early game pressure and/or protection. Below are a list of cards I'd suggest for each of those categories. I will not consider budget with my suggestions. Not all of my suggestions will be expensive tho. Although some of my suggestions are expensive cards, they will be the absolute best options for the things we are trying to improve. Also, you can always slowly acquire some of these cards over time. Even a $100 card can be acquired in 4 months without impacting your finances. You can set aside $25 bucks a month (or even every two weeks) and get a $100 card in 2-4 months. I will leave most of the swapping of cards up to you, but I will mention certain cards in your deck that I think should be directly swapped with one of my suggestions. Anyways, without further ado: my suggestions.

RAMP

Gaea's Cradle – This card is expensive af (probably my most expensive suggestion) but it is a staple in a lot of commander decks. Animar is one of those decks. Animar thrives off casting creatures and Animar decks generally have lots of creatures on their board. The other ridiculously amazing thing about this card (aside from being able to tap for ABSURD amounts of mana) is that it is a land and thus doesn't consume a precious deck slot.

Ancient Tomb and Mana Crypt are monsters of acceleration and Tomb, like Gaea's Cradle, doesn't take up a deck slot. These two I wouldn't recommend as hard as Cradle and they do hurt you so I could see not including them without a certain amount of lifegain. Life doesn't matter that much in cEDH but in regular EDH life totals are usually quite important.

A fair amount of the one drop mana dorks. Your commander's colors will prevent you from being able to play Noble Hierarch , but you should definitely include Birds of Paradise and some combination of Elvish Mystic , Llanowar Elves , and Fyndhorn Elves . Sylvan Caryatid isn't a bad choice either. I persoanlly think Caryatid is better than Rattleclaw Mystic although I think the Rattleclaw is fine and probably shouldn't be cut. Many people believe artifacts are superior to mana dorks but this view isn't completely correct. Artifacts have two main strengths over dorks: they can tap the same turn you play them and they are (generally) harder to remove. In every other way however (barring specific strategies), mana dorks are better. They can chump block hits that would kill you, swing for damage, can be recurred much more easily than artifacts, and can be used as fodder for cards like Fauna Shaman and Survival of the Fittest . You can't feed a 1 mana artifact to those cards and tutor up an Ulamog but mana dorks let you do this. This is also only speaking generally. In certain decks (ESPECIALLY Animar) the payoff for running them is even greater. Paying 1 mana for a mana dork makes Animar grow even stronger and lets him discount more expensive creatures even harder. With Animar on the field, dorks effectively provide 2 mana. They raise the discount and tap for mana themselves. Animar with 3 lands and 3 dorks can let you cast something for 9 mana on turn 4! If one of those lands was Gaea's Cradle , it would allow 12 mana on turn 4!! Other ramp I'd include would be Nature's Lore , Farseek , and Cultivate . Out of these 3 I just mentioned, I'd defintely cut Explosive Vegetation for one of these. Ramp cards that you have that I would absolutely NOT cut at all are Sol Ring , Arcane Signet , Chromatic Lantern , Kodama's Reach , Skyshroud Claim , and Commander's Sphere . These cards were great choices and I would keep all of them.

DISRUPTION/REMOVAL

URG doesn't have the greatest removal options, but there are some suprisingly good choices. Also, the fact that you have access to blue means that you can run almighty counterspells. Counterspells are just awesome and they are often the only way to beat combo decks. Animar is a very creature/aggro based deck so I am not advocating that this should be a control deck by any means. I would only recommend 3 counters for this reason: Counterspell , Mana Drain , and maybe Disallow because of its versatility. I would NOT cut swan song or negate. These two cards are absolutlely amazing and were very good choices. You don't necessarily need to add all of these counters, but I'd definitely add at least 1-2 more. If you find that you don't want to add any (I'd try not to do this) then I would swap negate with Counterspell or Mana Drain . I run negate in most decks that can run it so, again, I wouldn't cut it unless you don't want to add other counters. Only then would I swap it out.

For removal, I'd recommend Reality Shift , Beast Within , and the dreaded Cyclonic Rift . Reality shift is one of the only good exile creature spells without access to white or black. Beast within will deal with any permanent and the beast it leaves means nothing to an Animar deck. Rift is a one sided INSTANT speed board wipe that can also double as temporary removal for any permanent other than lands. An Animar deck with a full board will pretty much win the game after a successful overloaded Rift. I would NOT cut Ulamog at all because he is freaking amazing and his exile two of anything ability is really nice, especially in URG. I'd also keep Balefire Dragon. He's a one sided creature board wipe. Also with the ramp upgrades he will be reliable to cast. I'd strongly recommend every single one of the three removal options I just mentioned. Steel Hellkite is also maybe good here too but I wouldn't necessarily include it. It can potentially cost 0 mana with Animar and is one-sided.

Upgrading Card Qualtiy

Let me first list all the cards here currently in your deck that I would cut. Then I'll suggest some better cards IMO. For creatures I would cut Ancestral Statue, Avatar of Slaughter (this card looks cool but is more of a fun chaos card then a reliable good card. Its 8 mana and can often backfire on you and get you killed. An 8 mana card shouldn't do this), Bearer of the Heavens , Eldrazi Mimic , Endless One , Forgotten Ancient , Hooded Hydra , Pathrazer of Ulamog , and Tromokratis (he is powerful comapered to some of my other cut suggestions, but as you'll see below, there are superior creatures that cost less mana). Assuming you take any of my suggestions, make sure that if you cut one of these creatures you replace it with a creature I suggested. You have 35 creatures in this deck which is actually a very good number for Animar so you should still try to maintain the 35 creature count.

I like your land base but you need at least 35 lands (maaaaybe 34 if you add a bunch more ramp). Your base and colored mana access is good so I will recommend utility lands here. Also don't forget about Gaea's cradle that I mentioned earlier. Anyway, consider Yavimaya Hollow , Alchemist's Refuge , Oran-Rief, the Vastwood , and Kessig Wolf Run . Hollow protects your creatures, refuge lets you play any nonland card at instant speed (many applications for this!), Vastwood buffs your board and provides synergy with the +1/+1 counter cards, and wolf run will let Animar 1 or 2 shot people for lethal commander damage. Again, here I wouldn't cut any of the lands you currently have. You just need to add a couple more lands, that's all.

Noncreature, nonland cuts I'd make would be Death's Presence (overcosted for what it does and can be played around), Forced Adaptation (slow and gives card disadvantage if the creature its on is killed) Frontier Siege (not actually a bad card but its only worth it if you have lots of fliers and not too great at ramp since its 4 mana), Rage Reflection (this card really isn't bad but I think its kinda expensive at 6 mana and slow), Explosive Vegetation (mentioned this earlier), Guided Passage (your opponnents get to see your entire deck which is BAD and you can't assume they will ever get you anything good unless both of you have a much more dangerous mutual enemy. Its also worthless in 1v1), and See the Unwritten (just severely overcosted and not very good).

Here are my suggestions finally. Note that I won't re-mention the earlier suggestions from my previous sections (ramp and removal), but don't forget those.

Creatures I'd consider including would be Kozilek, Butcher of Truth (I would directly swap this with pathrazer. It is much more powerful, has better stats, a better annhilator AND costs less mana. Plus it draws you cards. Directly making this particular swap will also slightly lower your average CMC), Consecrated Sphinx (I'd directly swap this for tromokratis. It will lower average CMC, and although it's smaller than tromo, its flying will allow it to deal damage more often than tromo. The main reason this card is busted is its draw ability. Even having this live for only two turns will win you the game by burying your opponents in card advantage), Kalonian Hydra (I'd directly replace this with Hooded Hydra as he grows WAAAY faster and buffs other creatures aside from himself provided they also have +1/+1 counters. In combination with Oran-rief, he can start buffing creatures that normally wouldn't have +1/+1 counters on them. Finally he's gross with Animar), Etali, Primal Storm , and Nezahal, Primal Tide (another big card advantage engine and can be infuriating to try to kill). Other good support creatures that help with smoothing your draws, providing various support, and/or removing things would be Keranos, God of Storms , Thassa, God of the Sea , Nylea, God of the Hunt , Genesis (he provides never ending creature recursion and is VERY difficult to stop from the graveyard much like anger, brawn, and wonder), Fauna Shaman (survival of the fittest's lesser creature cousin. Survival and fauna shaman are absolute musts in Animar because they work so well as tutors and Animar decks have high creature densities. They also combo disgustingly with genesis, anger, wonder, and brawn), and finally Eternal Witness . Eternal witness NEEDS a place in this deck. It should be in any deck with green and it is also one of the top 7 most played cards in the whole format according to EDHREC. It also is disgusting with genesis. Also note that Thassa, Keranos, Nylea, and Nezahal all resist board wipes and allow you to retain some semblance of a board state following a boardwipe. Keranos and Nezahal also draw you cards so they even help with the rebuilding after a wipe.

Noncreature stuff to consider would be Survival of the Fittest (already explained why it should be included hopefully. It's a fauna shaman that can be activated any number of times per turn instead of only once and is more difficult to remove), Seasons Past (just an insane value card that goes back in your deck and can even get difficult to recur cards like instants and sorceries), Doubling Season (high $$ card but it works really well in your deck with all the +1/+1 counters) Rhystic Study (this even sees play in cEDH like mystic remora. People will not often pay the 1 mana. If they do, they have taxed themselves. Either you draw more cards or tax your opponent's spells. It's a win/win. Also, unlike remora, it stops all types of spells and doesn't require a cumulative upkeep. Make no mistake however, remora is still AMAZING). My last and final suggestions are tutors. Tutors are so important in commander. Too important too ignore. You aren't running any that I can see. URG doesn't have the greatest tutor options but they have some really good ones. I already mentioned fauna shaman and survival of the fittest. Others I'd try hard to slot in include Green Sun's Zenith , Finale of Devastation , Mystical Tutor , and Worldly Tutor .

Anyway, I hope I have been helpful. I tried to mention the cards that I think should absolutely find a way into the deck, but also keep in mind that not all of my suggestions are a must. Again, we just want to lower the average CMC, increase ramp and removal, and upgrade card quality, (like hooded hydra >> kalonian hydra). Good luck and overall a very cool deck! You have my upvote good sir.

Coward_Token on Grismold design trivia question

8 months ago

Does anyone know if Grismold, the Dreadsower 's mechanical concept was ever considered for the Ghired deck instead of the Kadena one? With the former's token theme + Marisi, Breaker of the Coil it seemed like a natural fit, especially since the latter deck had just three other token makers ( Vraska the Unseen , Thelonite Hermit & Hooded Hydra ).

(I myself had something like this in mind: https://static.tappedout.net/concept-cards/coward_token-luring-creeper.jpg )

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