|Commander / EDH||Legal|
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|Khans of Tarkir||Mythic Rare|
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Creature — Snake Hydra
Hooded Hydra enters the battlefield with X +1/+1 counters on it.
When Hooded Hydra dies, put a 1/1 green Snake creature token onto the battlefield for each +1/+1 counter on it.
As Hooded Hydra is turned face up, put five +1/+1 counters on it.
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Hooded Hydra Discussion
2 weeks ago
uhm, it didn't suggest or highlight any of the cards that were supposed to be highlighted... I'll list them out here but yeaNykthos, Shrine to NyxHydra BroodmasterGelatinous GenesisHooded HydraAvenger of ZendikarRampaging BalothsMysticLlanowarSatyrAzusa, Lost but SeekingPrimeval TitanKhalni HydraGarruk WildspeakerMagus of the CandelabraVorinclex, Voice of Hunger
3 weeks ago
You have a lot of blinking creatures but not a lot of creatures that will actually do damage. I would say remove the Aviary Mechanic, since Jeskai Barricade will be more useful as a wall when you have primarily 1/1s out that can't block much. Then, here are some other interesting creatures that will do more than Aviary Mechanic
4 weeks ago
Let me start by saying that you have picked a great commander. I like Momir Vig, Simic Visionary. He is so much fun, as long as you don't mind shuffling alot. Here's my Simic deck Simic Toolbox for a reference.
Momir Vig, Simic Visionary let you build a toolbox deck that has many options and deal with a wide variety of threats. Let's use that.
I'm going to start with basic strategy, then move onto what to remove, and then what to consider putting in.
Due to the likelyhood of Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Gaea's Blessing, or Elixir of Immortality being in an opponent's deck, the mill stategies tand to not work well in commander games. Especially multi-player games. Now, I'm not saying that you can't mill the opponents, just don't rely on that stategy too much.
Additionally, you should be in the 34 to 38 lands range. Only having 29 lands could really slow you down. Don't rely on mana creatures because opponents will target them to hinder you.
I would remove the following:
Blanchwood Armor, only sees forest, auras aren't that good in commander, and there are better options.
Curse of the Bloody Tome, only works on a sinlge opponent.
Khalni Heart Expedition, there are much moer efficient land seach methods.
Ring of Kalonia and Ring of Thune, there are better equipments and other artifacts to consider.
Gridlock, weak tap target permanent ability. Too much of a mana sink.
Gatecreeper Vine, Creatures with defender can't attack and in later parts of the game, just disappoint more often than help. The search for a gate only nets one card.
Skullwinder helps your opponents as much as it helps you.
Wood Elves only finds a forest. Borderland Ranger, Sylvan Ranger, or Farhaven Elf may be better options. And/Or add Breeding Pool.
Without haste, creatuers that have tap abilities are just targets until they lose summoning sickness. Let's minimize those.
Boreal Druid, Kiora's Follower, Llanowar Elves, Merfolk Mesmerist are all cards to consider cutting for lands or stronger creatures.
These are maybe remove or maybe keep, depends on where you want to focus:
Fertile Ground, more land would be better.
Ghostly Touch, better ways to untap a permanent
Paragon of Eternal Wilds, only sees green creatures.
Now for the toolbox creatures. Let's really expand on your +1 counters theme. In no particular order:
From my deck, look at Cytoplast Manipulator, Cytoplast Root-Kin, Cytospawn Shambler, Forgotten Ancient, Helium Squirter, Plaxcaster Frogling, Spike Feeder, Spike Weaver, Triskelion.
Additionally Armorcraft Judge, Baloth Pup, Oran-Rief Hydra, Ainok Guide, Avatar of the Resolute, Battlefront Krushok, Hooded Hydra, Experiment Kraj, Fertilid are all fun cards with abilities that capitalize on counters.
Mystic Snake gives you a repeatable counterspell when you have Roaring Primadox or a Crystal Shard on the field.
Murkfiend Liege, makes everything stronger and untaps your dudes each turn. Truly obnoxious with a Hair-Strung Koto in play.
Gilder Bairn can accelerate your creatures and planeswalkers. But to really abuse it you need a Holdout Settlement, Springleaf Drum or Hair-Strung Koto in play to tap it.
Sphinx of Magosi has been a favorite of mine in commander decks. Flyer, card draw, and keeps gettign bigger.
Omnibian is a good way to remove an opponents blocking creature by reducing it to a 3/3 after blockers are declared and before damage happens.
Simic Guildmage is good for the counters, but if you really want to run some auras then he gets better.
Other cards to consider:
Crystal Shard lets you block and then bounce a creature you control so that you can reuse the 'enters the battlefield' triggers.
Durable Handicraft give you an option to put a counter on any creatures as it enters the field.
Hardened Scales is a great card in this deck and is cheaper than Doubling Season.
Halimar Depths, Khalni Garden, Llanowar Reborn, Oran-Rief, the Vastwood, Temple of Mystery and Treetop Village have always been good to me.
Simic Growth Chamber lets you bounce the Halimar Depths, Khalni Garden or a tapped basic. Also retriggers the landfall cards.
Writing this up has made me want to get off my chair and go build my Simic commander deck. Thanks!I hope that these suggestions help you. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.
1 month ago
There are a few cards I included that I don't see in your list though.
Random suggestions: Tempt with Vengeance synergizes with doublers and is a good late game token sorcery, Fecundity synergizes with devour, Gruul Signet allows one of your many incolor lands to produce colored mana, Green Sun's Zenith sounds like the kind of tutor you'd want, Mosswort Bridge synergizes with Thromok or just a decent board.
I had other things like Wolfbriar Elemental and Skullmulcher in my first version but I can see the drawbacks with these. Anyway have you tested with these cards ? I'm curious to see what you think of them.
1 month ago
Thank you for the feedback :)
- Oran-Rief, the Vastwood is great in this deck! I added it instead of a forrest.
- Hooded Hydra is also awesome. I needed something that could fit in the 3 CMC bucket :)
- Xenagos, the Reveler was already in the deck (hidden under ramp) and he is pure joy
- The rest are also good suggestions, but I'm not sure I can find room for them.
- I always found Impact Tremors a bit underwhelming. I don't even run it in Can you feel the ground shake?
- Druids' Repository attack requirement makes it too situational (often my tokens would just sit back) and Food Chain is a tad weak for a spot with tokens.
- I am strongly considering Fecundity, since I really need draw, but I also worry about helping my opponents too much... and I can only use so many cards at once.
- Psychotrope Thallid should have a spot. More card advantage is what this deck need! But what to drop... I'll have to think
1 month ago
Now this is a cool list! Exactly my cup of tea; unique underplayed commander, +1/+1 counter shenanigans and tokens for days!
Oran-Rief, the Vastwood is a great utility land that strengthens each of your tokens; very relevant if Ulasht is about to die and you just need to pump out a bunch of Saprolings.
Hooded Hydra is great because you can play it face down early on and play mind games with your opponent, then later flip it to generate a bunch of Snake tokens. Excellent card to stack counters on.
Since your commander cares so much about having a bunch of creatures on the board, Xenagos, the Reveler seems like the perfect planeswalker that'll ramp you out for a bunch, and generate multicolored tokens that'll count double for Ulasht.
1 month ago
Coiling Oracle and Mystic Snake are probably my favourite snakes. Hooded Hydra is probably better than anything else in a higher slot here. Mold Adder might be sideboardable, Sakura-Tribe Scout or similar if you look for land acceleration tools. I love you getting your snakes shoes, but you might have gone a little overboard- some light power, toughness or survivability boosts would be welcome here- Slagwurm Armor is pretty close to theme and will help with those end of combat triggers.