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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
3 days ago
Orzhova Dragons hold a special place in my heart because I feel it's the best color for them. Their pride, their ego, their lust for power, their conquest over territory... sure, they are giant (green) angry (red) cunning (blue) and deadly (black), but Orzhova, in my opinion, is their best color alignment.
Obsilleron, the Underwhelmed
Legendary Creature - Dragon Advisor
Whenever Obsilleron, the Underwhelmed deals damage to a creature, put a Gold Counter on it. It loses all colors and becomes colorless, gains the Artifact type and Gold subtype in addition to it's other types, loses all abilities, gains Defender, loses all other counters, and has a base power and toughness of 0/3.
, : Obsilleron, the Underwhelmed deals 1 damage to target non-Gold creature you control and target creature you don't control.
Again, perhaps I didn't word it right.
So suppose your opponent has a ... Idk, let's pick on Hydra Broodmaster. You can deal 1 damage to it and it changes from a 7/7 green Hydra with Monstrosity to a 0/3 colorless Artifact Creature - Gold Hydra with no abilities and gains Defender. But... you'd turn something you control into this, as well.
So you can progressively flood the board with useless 0/3 Defenders. Which, if you play your cards right (Tee-hee) you can put him in a 1/1 Soldier Token deck and exchange 1/1 tokens for 0/3 Defenders. A decent upgrade, in terms of protection.
I feel like we don't have enough mono-black Planeswalkers. We have Ob Nixilis, and Liliana. But that's it. That's all the mono-black ones we've got.
So I'd like you to ignite Gonti, Lord of Luxury's spark. :) (I seriously had hoped we'd have gotten a Planeswalker version of him. That was the single biggest disappointment of the Kaladesh block, in my opinion. Huge missed opportunity there for something new and exciting.)
1 month ago
1 month ago
Presence of Gond could Work really well, with setting up for your infinite comboes, as well as giving you board pressense.
Once you have Staff of Domination on the board with infinite mana, you make an infinite number of 1/1 elves, tap all blockers, and wipe the floor with your opponents.
If you are willing to leave the Elf tribe, there are of course some huge manasinks for you to funnel mana into:
- Hydra Broodmaster, since, if you have "too much" mana, you just make him into a 20/20, with 13 13/13 tokens to help him, and the game is pretty much over using only the small sum of 26 arbitrary mana and a .
- Feral Hydra, he's slower to build up than Broodmaster, but you can empty you manapool into him several times.
- Wurmcalling, because an X/X wurm every turn is going to really screw your opponents' day.
1 month 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).
1 month 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 months 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 months 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.
2 months 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.