|Commander / EDH||Legal|
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|Journey into Nyx (JOU)||Rare|
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Creature — Hydra
: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
When Hydra Broodmaster becomes monstrous, put X X/X green Hydra creature tokens onto the battlefield.
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Hydra Broodmaster Discussion
17 hours ago
The mana is a result of him attacking, not the result of an activated ability.
I apologize for this oversight. I've actually never played with Mana Reflection before. It's in none of my decks, so I was unfamiliar with it's rulings.
That's my bad.
Regardless, you can still easily end up with 16 mana on T4.
- 8 from 4 tapped lands
- 2 from 1 tapped Dork
- 6 from Ventmaw
That's still an X=13 Genesis Wave, an X=14 Rolling Thunder (Which will be game with the Ventmaw's damage), an X=15 Crater's Claws for 17 damage (Again, game), or a Hydra Broodmaster with Monstrosity of 4 (Which is still pretty good, all things considered).
17 hours ago
Boza, while I personally do see your point about the mana restrictions, your comment of: "it is impossible to have 12 total mana any sooner than turn 5" is not entirely accurate.
I build speed-Gruul decks all the time. Gruul is super easy to pump out massive amounts of mana. BUT - you have to build for it.
We are assuming you have your hand of 7 cards. Works well if you went 2nd, so you have card advantage each of your turns. That draw really helps.
Turn 1: 7 - 8 cards in hand.
- T1: Any non-tap green land (preferably something like Stomping Ground or a Forest), ideally play a Birds of Paradise, though Elvish Mystic and any other variation works, too
Turn 2: You played 2 cards last turn and drew 1 this turn. 6 - 7 cards in hand.
- T2: Any other land that doesn't enter the battlefield tapped. You'll want to play something like Generator Servant, another 1-drop Dork, if able you can do both but let's not get greedy here. Normally I take a hand with a Servant that can be played T2
Turn 3: You played 2 - 3 more cards and drew 1. 4 - 6 cards in hand.
- T3: Land. You're Gruul so you need to hit tempo. You now have three lands, and 2 - 3 additional mana at your disposal in creatures. At this point, I usually tap all lands, tap my Dork, sac my GS and play a Savage Ventmaw, swinging for 4 and adding . On T3, with six available mana floating from your Ventmaw, you can pay for either a second Savage Ventmaw, a Mana Reflection, or even work up to a Zendikar Resurgent. You get that 7th mana by either discarding a Simian Spirit Guide.
Another option you have available is to, instead of playing a Ventmaw, you tap out everything you've got for your 6 mana. You float 5 of it and use for an Infernal Plunge and target your Dork. This adds back which pushes you into 7. If you are lucky enough to have a Simian Spirit Guide on top of your Infernal Plunge (Don't count on it) you could theoretically nail a Vorinclex, Voice of Hunger.
Turn 4: There's a lot you could have done last turn. Between playing a land, a Ventmaw / Reflection / Resurgence and giving up an Guide / Plunge, it's hard to really tell where you are at currently. This all becomes situational at this point.
- T4: This is normally where I begin to play big spells. See the Unwritten, Genesis Wave, Hydra Broodmaster, Dragon Broodmother. You could do all of this on T3, if I'm being honest. You do this by swinging with Ventmaw on T3 and dropping any of these 6-drop spells immediately after. But that aside, you play a 4th land. You'll either have 4 mana from lands and 6 from Ventmaw + Dorks, or you could have 8 mana from lands when you consider it'll be doubled via Enchantments + Dorks. Since Mana Reflection doubles Dork mana, too, that could easily tip you at or above 10 mana T4. So you can see just how easy it is to hit 12+ T5.
If you were lucky and hit a T3 Savage Ventmaw who was hasted by Generator Servant (Happens a lot in my decks with the frequency I play them), you could even dump his six into a Mana Reflection. This means on T4, you have 8 mana from lands, 2 mana from a single Dork, and 12 mana from Ventmaw. That's 22 mana, on T4.
To put that into perspective: That's an X=19 Genesis Wave, a Hydra Broodmaster that you also turn Monsterous for 7 () which gets you 7 7/7 tokens, that's an X=20 Rolling Thunder, an X=21 Crater's Claws which deals 23 Damage from the Ferocious trigger...
Gruul, if designed properly, is the single most powerful ramp color combination in the whole game, in my non-professional opinion (lol)
2 weeks ago
Create two 1/1 black Rogue creature tokens with Skulk.
Make a color-shifted version of Hydra Broodmaster that isn't another Hydra. And so you don't do it...
Creature - Dragon
: Create X X/X red Dragon creature tokens with Flying. They enter the battlefield tapped.
Refusing to leave her clutch, she will defend it with her last dying breath.
2 weeks ago
Was building my own Ghalta deck and came upon your's while trying to get an idea of what direction to go in. I like the +1/1 counter synergy and I think you could build off it more if you wanted. For instance: Triskelion, although more expensive, is functionally another Walking Ballista, this increases the chance of drawing one or the other, as well as reduces the risk of having it removed/exiled. Asceticism is also a good protector.
However this can go beyond the infinite +1/1s and (using them as a base) Crystalline Crawler/Workhorse can give infinite mana, Mindless Automaton can give infinite card draw, Spike Feeder can give infinite life, & Hooded Hydra/Hydra Broodmaster can give you infinite creatures that in turn will also have infinite P/T.
I realize that if you have even 1 creature that has trample (like Ghalta) then all this doesn't really matter except in extreme situations (Worship, Phyrexian Unlife combos, Platinum Angel, etc.) I still think it's a useful thing to consider.
3 weeks ago
That, combined with your defenders and Craterhoof Behemoth is a sure-fire way to break through the game.
To destroy the boardstate with Hoof, you can also do things like Hydra Broodmaster and immediately pay into his ability to get a ton of massive tokens, or even Gelatinous Genesis to outright make tokens out the ass.
I have a MG stompy deck that does exactly this and it explodes with tremendous force. You just need to be quick on the draw to ensure you can keep it going. Last thing you want is to cast your hand and be top-decking the rest of the game.
Harmonize is great for this in green, as is Garruk, Primal Hunter where you -3 him immediately and draw stupid amounts of cards. Just be sure if you're using Garruk to cast him first with minimal amounts of mana (Tapping basic forests, for example) and than tap for devotion to get his added in before you kill him off to draw. No sense letting it go to waste.
1 month ago
Well, first of all, I agree that Sol Ring is a good card. I use it in several of my decks that as an effective turn 1 ramp. Secondly, if you need more ideas, Hydra Broodmaster and Protean Hydra are quite good, in my opinion. Good job on this deck. A pretty good hydra deck (one of my favorite tribes, besides werewolves and goblins) so far.
1 month ago
Between Hydra Broodmaster and Worldspine Wurm I'd probably play the Hydra because it's still castable even if you don't get big Garruk out. I would not remove the Planeswalkers because they are mana acceleration and card advantage. As far as protection goes, right now you've got 4 slots dedicated to hexproof in Alpha Authority and Asceticism. If you want Vines of Vastwood instead, then you would have to take out Alpha or Asceticism. Maybe split 3/1 Vines/Asceticism. If you wanted to carve a slot for a single Beast Within, then I'd recommend cutting a single Doubling Season because you really only need to have 1 out, and don't want to draw them in multiples. 4 might be a little too many.