Hydra Broodmaster

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Hydra Broodmaster

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, create X X/X green Hydra creature tokens.

Eldrazi13 on Would a copied Monstrous creature …

1 year ago

If I copied a creature such as Hydra Broodmaster after it became Monstrous, would the copy be treated as Monstrous or not?

GameDragon111 on Klauth, The Hydramancer

1 year ago

This seems to have a great structure, but there are a few things that may be improvable. Also, I'm not sure what your price range is, so some of these cards may be a bit too expensive.

Also, not sure if you noticed (I didn't at first when messing with hydras), but the mana from Klauth can only be used to cast spells, so the Hydra Broodmaster and Domesticated Hydra can't use their monstrosity from Klauth's ability, though they are still great cards.

the card Everflowing Chalice may help with what I stated above, and is good for producing large amounts of future mana.

You may want to add a doubling card such as Unbound Flourishing or Branching Evolution to help your creatures get stronger at an exponential rate with Klauth. The card Doubling Season also works, but it is much more expensive.

If you want to do some fast and instant damage with your creatures, Mage Slayer, Outmaneuver, and Warstorm Surge may be good in this deck.

Sorry if this is a bit long. Hope this helps

Corrus555 on Green/blue sea monsters copy

1 year ago

Alright let's get dorky. So you want more consistent game and early game. I like your mana ramp and some big boys, I just feel you don't have the early game, you wait for your own board state to get big but only have counter spells to remove threats.

My first list of cards I think can be removed for either lower cost cards or the effects arnt good enough. Urban Evolution to much mana for 3 card draw, the extra land drop isnt enough to justify the mana cost. Seer's Sundial is decent but the recuring cost will slow you down. But with a card like Horn of Greed ,everyone getst the card draw but you should be hitting a land drop every turn realistically. Horn of Greed isnt good with cards that put them onto the battlefield, but playing additional lands will trigger it multiple times for you, free effect for doing what your commander does. it will pay for itself in two turns. Acidic Slime its just slow,I like this better than itWickerbough Elder. Reclamation Sage is better and often the land doesnt matter unless its super competative. or Beast Within will help you with the land removal. meh Stumpsquall Hydra do you really need your CMDR bigger?? slow Sporemound Elder Deep-Fiend meh? like any combos or anything with this? Sharktocrab its cool, but you can only do the effect once, and you dont care about counters, but i see its good for the octopus creature type. Stormtide Leviathan often shoots people in their own foot if you dont have the bottom requirement on your creatures.

lands I dislike,Vivid Creek Vivid Grove tapped and only good for two turns? lands I like are Evolving Wilds Simic Growth Chamber Thornwood Falls Molimo, Maro-Sorcerer better version below. Below link are slow fetches if money is a concern, but you can run them outside your color because they dont have the mana symbol, to bad you can't run other bounce lands. https://www.mtglands.com/main-slowfetches.html https://tappedout.net/mtg-questions/bounce-lands-outside-commanders-color-identity/

Decent cards to replace with Hydra Broodmaster. Multani, Yavimaya's Avatar If you go graveyard recursion consistently she isn't bad Titania, Protector of Argoth if youre using fetches and such. If you do graveyardWorld Shaper The Mending of Dominaria Springbloom Druid early blocker,Harrow Crop Rotation crop R triggers your commander and only costs one. for any land. Zendikar's Roil this doesnt get removed by board clears and makes bigger than 1/1 spores.

Skyshroud Claim any forests. if you do dual shock lands. Fabled Passage if you have the $$$. Myriad Landscape if no $$$. Slippery Karst its good with graveyard synergy but often its cycled unless you need it the first few turns to get to land searches like Cultivate

The best card you should get Azusa, Lost but Seeking Roil Elemental Rapid Hybridization one cost removal of commander worth it. Tatyova, Benthic Druid you need cards that do similar effects as your commander so they cant just shut your deck down with one removal of your CMDR.

Tutor for your big guysFierce Empath This will pay for itslef in one turn Lotus Cobra Good long game card in my opinion that can be used for sac outlet and mana sink to pay into Tireless Tracker

Lands I like Terrain Generator Temple of the False God Hinterland Harbor cheaper than dual shocks, Thats Breeding Pool this is a dual shock land.

Late game cards that are VeRy NiCe but extra Praetor's Counsel Tooth and Nail

To battlefieldWood Elves Farhaven Elf and to hand Sylvan Ranger Ulvenwald Hydra these early game guys get you lands and can chump block, which means you block them with anything big they throw at you, assuming it doesn't have trample

Plenty of more expensive fixes but this is a good start, Let me know if you got some $$$ so I can recommend that. Most these cards should be under 10$ ish.

Forceofnature1 on [PRIMER] Riku Combat Veteran

1 year ago

Thanks SirSh4ggy I appreciate it. I have a pod and sneak attack, so that could be a fun way to cheat creatures in. I know with pod it helps to have some established lines too, so the deck would need a complete re-build for that. Sneak attack I have had in a few decks but Riku's ability to copy a creature and then keep it on the table is huge value.

I have an Avenger of Zendikar combo with Craterhoof in another deck so I am trying to stay away from using him here too. I have the Hydra Broodmaster in here as a game-ender/late game mana sink and he can be a bit ridiculous. I chose him over Uvenwald because of how explosive he can be.

I have built Riku a few ways, both spellslinger and creature heavy. This build and my Epic Experiment spellslinger build are two of my favorites. This deck is a Riku centered toolbox geared to create a table presence without him- specifically against 3 other players. He draws a ton of hate, so I usually only pull him out when I have some protection lined up and/or know I can get some explosive value out of him that turn. I have enough solid threats and other ways to copy things that this deck is never lacking for options.

Jack32226 on Rot and Ruin (Muldrotha EDH)

2 years ago

Thanks for commenting, Lord_of_Cardboard!

This deck would do exceptionally well against a Kroxa, Titan of Death's Hunger deck. This is for the same reason that cards like Jace's Archivist do so well in the deck: if you have have Muldrotha on the battlefield, any cards you discard might as well still be in your hand cause you can simply replay them from your graveyard. If anything, an opposing Kroxa player is almost helping you by disrupting your other opponents' hands.

As for a budget version of the deck, here's some advice on budget options and replacements. Just note that this is advice specific to my Muldrotha deck, i.e., advice for the big mana and big X-spell strategy. If you'd rather play a more typical creature-based, swing-to-kill type deck, there may be better Muldrotha lists to look at.

The mana base makes up a large portion of the deck's budget, and I would leave that mostly up to your own discretion. Just keep in mind that fetch lands like Evolving Wilds and slow fetches like Bad River are good for being replayed every turn with Muldrotha. Also, for a budget version of the deck, it's important to run more basics than I do since you'll probably need to fetch more with your ramp. Cycle lands like Lonely Sandbar, Tranquil Thicket, and Barren Moor are fantastic, especially with Life from the Loam. Some other good options:

Which brings me to another point: if I had to pick one somewhat expensive card that's worth putting in a budget Muldrotha deck, it's this one. It's a one-card value engine, giving you card draw, mill, and lands. And depending on what utility lands you choose to run, it can do a whole lot more. And if you're worried about Kroxa in your meta, Life from the Loam is a great counter to it, allowing you to fill your hand with lands to discard.

Now to address key cards for the deck's "big mana" strategy. Important cards for generating a lot of mana include Urborg, Tomb of Yawgmoth, Cabal Coffers, Dryad of the Ilysian Grove, Crypt Ghast, and Nyxbloom Ancient. You could just replace these cards with normal ramp; casting X-spells for X=10 is still good and easy to accomplish without these cards. If that's unsatisfying for you, you could consider options like Zendikar Resurgent and Mana Reflection. Unfortunately there aren't many great cheap options for producing a lot of mana. This is an important part of the deck though, so it's up to you if it's worth spending some extra money on it.

To avoid this comment being any more lengthy than it already is, here's an extensive list of some budget alternatives for the deck. The great thing about Muldrotha is that being able to replay removal makes a lot of sub-par removal actually pretty good, so it's pretty budget friendly.

Win-Conditions: What's in the deck isn't too expensive, but here's some cheaper options.

Removal:

Draw / Mill:

Tutors:

Ramp:

Control and other good stuff:

If you have any other questions about budget options, let me know. I'm always happy to help!

TypicalTimmy on Card creation challenge

2 years ago

In my early days of Magic, I played Gruul Value in Modern - casually - at the diner after work with my coworkers. I ran cards like Satyr Hedonist and Generator Servant to produce fast mana. Then I played cards such as Avenger of Zendikar, Savage Ventmaw and Xenagos, the Reveler to produce big combat and large spells. I'd chain together spells such as See the Unwritten and Savage Beating (entwined, of course) with Howl of the Horde and Reverberate. It was a brutally efficient deck that won nearly every game I was up against.

A keystone of the decks formidable power was Hydra Broodmaster for her ability to produce X x/x Hydra tokens. I fell in love with Monstrosity, but was saddened at the lack of "good" cards.

So. Here's one for my early days in MTG.


Engan the Infinite

Legendary Creature - Ooze Hydra

Trample

Engan the Infinite gets +X/+X where X is the number of permanents you control named Engan the Infinite.

Monstrosity : When Engan the Infinite becomes Monstrous, create X token copies of it except they aren't legendary.

3/3


Thaaaaaats dumb. Lmao

Repeat and explain why you chose the mechanic you did.

TypicalTimmy on Do You Prefer Artifact-Based or …

2 years ago

Depends on the deck - and not just landfall matters or not. Some decks I build, I want the fastest mana available, and artifacts are generally fastest when dealing with anything outside mono-colors. However, I've built decks that run almost entirely basic lands, and use as many land tutor spells as possible.

The benefit to artifacts is you can, generally speaking, have as many ETB in a single turn as you want and largely enter untapped, meaning you can immediately use them. However, they are prone to wipes if your group packs that.

Land based ramp is generally slower unless you set up an engine to cheat permanents into play, and are usually limited to one per turn with anything else largely entering tapped - but they are safer from wraths as MLD isn't a common strategy. And even if it were, the majority of land tutor spells are for basics only, and many LD spells hit non-basics.

So, it really just depends on what you are trying to accomplish with your deck. For example, Karametra, God of Harvests prefers basic lands. I also run land tutors in my Hydra Broodmaster Rule:0 deck because I don't want to be hit with a mass bounce spell such as Cyclonic Rift and lose my entire mana base, on top of my army of X/X tokens. Similarly, as previously noted, Landfall matters such as Omnath, Locus of Rage would be at a sever disadvantage if you crammed 12+ artifact ramp spells into the deck. You'd be far better off jamming 10+ land tutor spells and slamming lands over and over again each turn.

Karador, Ghost Chieftain and Muldrotha, the Gravetide can also benefit from land tutors, as long as they are on creatures or other permanents.

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