|Commander / EDH||Legal|
Printings View all
|Journey into Nyx (JOU)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
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.
Hydra Broodmaster Discussion
4 days ago
okay, here are some "win-cons" I found. you could just go for a big creature like Trench Gorger , Stormtide Leviathan , Aggressive Mammoth , Aurochs Herd , Carnage Tyrant , Child of Gaea , Cloudthresher , Essence of the Wild could be fun, Force of Nature is really big, Frost Titan , Grunn, the Lonely King , Guile , Hydra Broodmaster (this is one of my all time favorites since it was one of my first cards), Nessian Wilds Ravager , Sagu Mauler (a card I wanted to play for a long time but didn't have the right deck for it, but this seems a perfect fit), Terra Stomper (of course, a classic), Gigantosaurus , Primeval Force , Thornling or maybe Vorapede
yes, I went through almost every 5 and 6 cost minion in green and blue. I'm sure there are other cards that could win you the game out there. but this is what I found
you could also use something that is very evasive ofcourse. like Sun Quan, Lord of Wu or Archetype of Imagination . or something different like a combo with Deadeye Navigator , or counter things and make Draining Whelk really big.
2 weeks ago
Fauna Shaman Hydra Broodmaster Flametongue Kavu Skyshroud Poacher Tireless Tracker Scavenging Ooze Manglehorn Harbinger of the Hunt Wolfbriar Elemental Huntmaster of the Fells Flip Yisan, the Wanderer Bard Gruul Spellbreaker Budoka Gardener Scryb Ranger Ulvenwald Tracker Quirion Ranger Ruric Thar, the Unbowed Buried Ruin Gruul Turf Kazandu Refuge Rugged Highlands Mountain Valley 2x Mountain 2x Forest
Dualcaster Mage Llanowar Empath Genesis Hydra Yeva, Nature's Herald Decimator of the Provinces Siege Behemoth Magus of the Library Brutalizer Exarch Duplicant Greenwarden of Murasa Loaming Shaman Golden Guardian Flip Burnished Hart Wood Elves Gaea's Herald Frontier Guide Diligent Farmhand Contested Cliffs Endless Sands Ghost Quarter Mystifying Maze Fungal Reaches Sheltered Thicket Raging Ravine Game Trail Memorial to Unity
My first update is focused on fine-tuning the deck a bit and getting rid of some of the obvious misfits with some needed staples and just new cards I thought would work. I decided to go all-in on the quick beatdown plan, so I added in some low-curve mana producers like Wood Elves, Magus of the Library, Frontier Guide, and Burnished Hart along with some heavy beaters and game-enders like Decimator of the Provinces and Siege Behemoth. I also added a bit more tutoring power with cards like Genesis Hydra and Brutalizer Exarch. I removed a bit of the Elf tribal suite because while it may be good in the early game, it won’t matter much if you get something like Skyshroud Poacher later in the game. I added Yeva, Nature’s Herald because having flash is crucial for a deck like this to really succeed—surprise allows you to dodge removal and play conservatively instead of walking into spot removal and board wipes. Speaking of flash, I can’t believe I didn’t consider Dualcaster Mage before—you may not be able to cast your own instants and sorceries, but Nikya doesn’t say anything about not letting you take other people’s! Golden Guardian I think is an excellent card in this deck—not only does it die easily to most of your powerful creatures, including your commander, but it transforms instantly into a land to boost your mana AND that pumps out Golems every turn with the extra mana you have left over. Finally, I also beefed up the land suite a bit to include some more utility lands—one thing I’ve realized is that the lands in this deck will have to carry some of the extra weight of you not playing spells. Contested Cliffs gives you access to extra removal, as many of this deck’s most powerful creatures are Beasts. Fungal Reaches lets you store extra Nikya mana for a big burst later on. Endless Sands is more insurance against removal and board wipes. And Mystifying Maze provides the deck with some much-needed defensive capability, once again helped by all that extra mana.
Something I’m struggling with is how much to focus on my beatdown plan versus an anti-control or combo plan. As it stands, this deck is well tuned for the beats but is weak against non-interactive strategies like storm or blink decks. Cards like Ruric Thar, Immolation Shaman, and Harsh Mentor would definitely put a crimp in their plans and stop them from going off, but they don’t really help toward Nikya’s goals much. Other cards like Runic Armasaur that are designed for the long game don’t seem at home in this specific version of the deck—I could see an alternate build though designed more with control in mind than beatdown. You’ll notice I’ve added a large Maybeboard of cards I want to include, but just can’t find space for.
1 month ago
I would definitely add these cards: Phyrexian Processor , Phyrexian Rebirth , Slime Molding (better than it looks since paying 11 mana will give you a 3 mana 10/10 each turn after), Vitu-Ghazi Guildmage (populate mana-sink late game), Parallel Evolution , Illusionist's Bracers (populate twice, for the same price!), Acidic Slime (just an awesome green staple), Sakura-Tribe Elder , Phantom General , Angel of Sanctions (INFINITE REMOVAL EACH TURN!), Beast Within (staple removal in green), Budoka Gardener / Dokai, Weaver of Life (mana acc and lategame big tokens in one)
I would consider these also: Worldspine Wurm , Parallel Lives (awesome, but a bit $$$), Rootborn Defenses (stops a board-wipe and pops), Trostani's Judgment (high cmc, but good value), Overrun (probably wins you the game if you have a few creatures out), Hydra Broodmaster , Austere Command (wipes opponents' boards, but a bit $$$), Elspeth, Sun's Champion , Elspeth Tirel (both Elspeths have great board wipes for token decks), Oblivion Ring , Yavimaya Elder , Ajani Goldmane / Ajani, Caller of the Pride (both have great synergy with big lifegains), Baloth Cage Trap (P.S you can play this and populate as combat trick!), Beast Attack (the flashback makes this a good comeback-card in case of board wipe and you need to get the pop-engine going), Blade Splicer (very powerful early-mid game)
I would 100% cut these cards: Take Heart , Centaur Healer , Healer's Hawk , Parhelion Patrol , Candlelight Vigil , Conviction , Noble Purpose , Flight of Equenauts , Siege Wurm , Bounty of Might (no trample=hard to use)
1 month ago
pack halt noch Primal Surge , Vorinclex, Voice of Hunger , Ruric Thar, the Unbowed , Gruul Ragebeast , Goreclaw, Terror of Qal Sisma , Garruk's Horde , Thunderfoot Baloth , Molten Primordial , Ghalta, Primal Hunger , Warstorm Surge , Garruk's Packleader , Hellkite Charger , Hydra Broodmaster und so stuff rein
1 month ago
I was intrigued and looked for your list, but I didn't see it on TappedOut. We should compare, at the very least!
In any case, sorry it took so long to write this response. I wanted to try and break down what I think are your main points, and, well, I apologize if I misinterpreted you, but here's what I got out of your comment:
The way I read it, it looks like you're saying the deck needs to be slower. This reading is a little unfair on my part, possibly a little too overly hostile, but, I mean, I can't fathom a turn-six kill when I play a card like Peregrination on turn four. Like, that's just not going to happen. And if you're arguing that the deck becomes more able to grind, well, I have two problems with that:
First, I guess I don't know your meta entirely, but do non-optomized tables not just gun for Sasaya immediately? Like, even just reading what she does kind of sets off some alarm bells, doesn't it? I know everytime I play with somebody new, whenever I get to the "So if I have six Forests out, they all tap for six green" bit, the inevitable response is something akin to "Oh, that's not good." And then if the combo does work, all the more incentive to get targeted next game, or next week, or whenever I play the deck again. That's why I aim for speed above everything else, because if I don't, well, I just get run over.
Second, the methods you suggest of becoming more resilient don't really work? Like, yeah, Howling Mine has its uses, but I'd really rather not give my opponents more cards to beat me with, because I'm still the target. It's also why I'm skeptical of Oath of Druids . It's not that I probably won't get free stuff, it's that other people get free stuff first, and when Sasaya's on top of the hill -- a position the deck's going to be in until it's dead -- all that free stuff is headed right at me. I figure you disagree with me about this -- I mean, you did talk about how people want to deal with other people's threats -- but that really hasn't been my experience.
Incidentally, these are the reasons I cut utility lands as well. They do have a use. Of course they have a use. But that use is kind of marginal when just playing them makes the deck slower. If they were named "Forest" or "Snow-Covered Forest", we might be talking, but they're not. The only instance I can imagine where that wouldn't be the case is hitting one off of Oracle of Mul Daya , and that seems kind of marginal at best. I've mentioned this before, but sometimes I'm not even sure Scrying Sheets belongs in this deck.
But, speaking of Utility lands, let's talk Reliquary Tower . Or, I guess more specifically, "no max hand size" effects and why I think they're bad/overrated:
So the consensus as far as I understand it in "real EDH" (read: non-Sasaya) circles is that these cards (Reliquary Tower specifically, though I imagine Spellbook and Library of Leng have similar reasoning (at least Thought Vessel is a mana rock)) are kind of win-more. Like, there is definitely the feel-bad psychological effect of casting a big Blue Sun's Zenith , not finding an outlet for all those cards, and having to discard all the way back down to seven, effectively wasting all that mana, but if you think about it, at the end of the day you're still keeping seven really good cards. So that plus the fact that the graveyard is much more of a resource in EDH than almost anywhere else, and the "no max hand size" effect starts to lose its luster.
But let's talk about Sasaya specifically. As you mentioned, seven lands is a lot of hand space. Under normal circumstances, that means you'll only really have room for one payoff spell, so it better be a good one (put a pin in this idea, we'll come back to it in a bit). But there are alternatives. Last paragraph, I talked about the feel-bad of not getting to keep that big hand, but remember how that big hand happened in the first place: a Blue Sun's Zenith. More specific to my point: an instant.
Continuing this thought experiment a little further, let's ask why a player might cast a 7+ card draw spell in the first place. One might imagine that a player casts such a draw spell hoping for an effect that removes their hand limit, but that's not the only possibility. They could also be looking for a specific combo -- a way to end the game. Compare that to Sasaya's instant-speed land searchers (a special shout-out to Yavimaya Elder !). In Sasaya's case, the payoff effect we're looking for is already in the Command Zone.
In my opinion, therefore, the deck doesn't need its hand limit removed because there are enough effects that ignore that limitation, and cards like Expedition Map that can find these cards aren't actually that good.
But the "why" for that specific claim is a different topic entirely. Let's talk about it!
In your post, you mentioned that cards like Cultivate , Kodama's Reach , and Peregrination were all "ideal ramp spells" for a Sasaya player, as they also added a land to the hand, therefore ending up card-positive. Now, I already dismissed Peregrination out of hand for being too slow, but it's important to include it here as well because I feel it has the same other trappings that might encourage a Sasaya player to play these cards. In short, I posit that these cards are, in fact, card-neutral at best.
This applies to Renegade Map et al. as well, but I'm just going to focus on the sorceries just for simplicity's sake. Let's examine a typical goldfish turn. First, the draw step. Obviously, they're at plus one card. Then, the goldfish plays a land, removing a card, then playing a non-land, which is minus another. If that non-land is a Cultivate effect, that only adds one card back, which leaves the goldfish more or less where they started. Because ramp becomes negligible once Sasaya flips (while there is certainly a difference between, say, eightteen starting mana and twenty-eight, I find it's not enough to worry about, and the difference between twenty-eight and forty is even less), that means the goldfish is spending three mana on nothing much at all (as a sidenote, you might notice Nissa's Pilgrimage and Evolution Charm in the deck, which seem to contradict this point. However, both of these cards have occasional upside potential. It doesn't always happen (and, in Pilgrimage's case, certainly never on Turn 3), but circumstances for it do exist, so they keep their slots).
The solution some Sasaya players offer is to stop making land drops, but that seems so tempo-negative to me. I feel that, if I do continue making land-drops, eventually I'll be able to cast these giant threats without the help of Sasaya, and could easily win the game that way.
Lastly, before I get into specific cards, I wanted to talk about the ramp spells I do play. Namely Azusa, Lost but Seeking and similar effects. I already mentioned the speed aspect of my build, and these cards are a part of that. To be more specific, these cards are in the deck to turn cards like Chord of Calling and Citanul Flute into more ramp if necessary, which, when you're going for a Sasaya flip and a kill in the same turn, is worth having in the toolbox. But these cards also function as pseudo-alternate win-conditions. As I alluded to just a paragraph above, the only difference between tapping ten lands for a Kozilek, Butcher of Truth and tapping one or two is how smug the caster gets to feel. But the caster still gets an eldrazi in either method, so I don't think the difference in smugness is very big.
So now we come back to that pin I made earlier. Let's talk card specifics. Now, I've tried to go through a lot of these already, sifting through to get at your main points, but there are some notable stragglers, so let's take a look:
Summer Bloom : I've tried it. The problem is, because it's a one-shot effect, it's way too dead pre-flip. Azusa and her kin are both tutorable and stick around, so they're just better.
Skyship Weatherlight : This and Book of Rass are my two favorite suggestions, and I definitely want to try playing around with them on paper instead of just theorycrafting. If there's anything you take from this too-long screed, I want to thank you for bringing these cards to my attention.
Goblin Cannon : This was suggested before and I didn't really dismiss it off-hand, though I did ask "What do I cut?" I didn't have a good answer, then, though maybe it's -1 Akroma's Memorial , Hydra Broodmaster , and Kamahl, Fist of Krosa for +1 Goblin Cannon , Book of Rass , and Skyship Weatherlight ? I'm still hesitant because Kamahl at least is fine pre-flip (Broodmaster is bad yes, but not terrible. At least, I think there's a difference there), not to mention in my meta, effects like Crawlspace and Ensnaring Bridge are less popular than Leyline of Sanctity or even Aegis of the Gods . I guess there I'll have to test and see. You're right, by the way, about Akroma's Memorial being pretty dead 99% of the time, but it's the best haste outlet, and specific kill's been good enough for me.
If I didn't mention a card here, it's because it obviously is different from either my strategy as I've listed in various places, or is implicitly against the deckbuilding philosophy of my particular list. Or maybe I missed it, and you can bring it up if/when you respond.
In any case, thanks for the comment, and keep fighting the mono-green combo fight!
1 month ago
One of my favorites was Prophet of Kruphix , that I played when still new to magic, in this casual deck before I even knew of any formats such as commander. Likewise, this deck included a few other things such as Arcanis the Omnipotent , Roil Elemental use to be a ton of fun with ramp cards like Explosive Vegetation too. Before long, I opened a Windswept Heath and sold this when I discovered it was actually something worth a lot, to acquire a bunch of cards like a Vorinclex, Voice of Hunger , Kozilek, Butcher of Truth , Omnath, Locus of Mana , etc. This was all before I yet still even knew of any formats and sadly some of those cards didn't get used later.
Although I have yet never played with it, I really for some reason like the card Elderscale Wurm because it has such a unique ability.
Because of that early Theros clash deck that contained Prophet of Kruphix , Hydra Broodmaster , Prognostic Sphinx which formed my first magic deck, the Simic colour pair I still very much enjoy to this day.
1 month ago
2 months ago
I got lucky and picked up Selvala, Heart of the Wilds in a booster pack. She is a perfect addition to my casual Multani mighty sorcerer mono green commander deck. In multiplayer games Multani, Maro-Sorcerer often gets huge, 20+ power sometimes! Selvala, Heart of the Wilds will then produce crazy amounts of mana as early as turn 5 or 6, but I don't know how to turn this into a win. It's a good problem to have, but can anyone help me find good budget cards that can fit in there?
I think Hydra Broodmaster is one of the cards that can make use of that amount of mana (can I get 10 hydras on turn 6 please? Oh and make them 10/10 please), but are there other good bombs in green I could add? Or should I focus on protecting Selvala instead? She'll be the first target for removal once she enables so much mana so it may be worth making her hexproof or something else.
Hydra Broodmaster occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%