Kalonian Hydra

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Mythic Rare
Commander 2016 (C16) Mythic Rare
Magic 2014 (M14) Mythic Rare

Combos Browse all

Kalonian Hydra

Creature — Hydra

Trample

Kalonian Hydra enters the battlefield with four +1/+1 counters on it.

Whenever Kalonian Hydra attacks, double the number of +1/+1 counters on each creature you control.

Latest as Commander

Kalonian Hydra Discussion

schulle on Atraxa Mediocre Friends

4 days ago

Hi there, A couple of suggestions,first I think you lack some protection for your creatures,Atraxa as well as Kalonian Hydra and to a lesser extent Corpsejack Menace are lightningrods for removal and I think Shalai alone isn't enough to keep these creatures safe so my first suggestions would be good old Lightning Greaves and Swiftfoot Boots . Next is your mana seems skewed towards black,and as I see from the graph you lack some white and blue sources so maybe change The Golgari Signet to an Azorius one and change one swamp for an Island.

Last point would be cards to cut: Cathars' Crusade I think this isn't the deck for this card as you have just 2 creatures that actively want to do damage(Hydra and Thrummingbird) the rest are most for their etb or static abillity Leyline of Sanctity I don't know how your meta looks like but this seems like overkill in a multiplayer game at least where I play targeted discard and burn into the face is rare(if you play many 1vs.1 games I would look differently at the card.

multimedia on Walks-The-Counters

5 days ago

Hey, nice budget deck. Rome921 gave you some good advice, but I don't think you want to be aggro. I think you want to be midrange and use your graveyard with Skullbriar :)

Sit back let the counters accumulate on Skullbriar until your ready to strike. I say midrange because there's some setup here that needs to happen before you can seriously start attacking and doing Commander damage with Skullbriar. The setup is not aggressive cards they're midrange cards.

Never cut one drop mana dorks. In fact consider adding more: Llanowar Elves , Elvish Mystic , Fyndhorn Elves , Arbor Elf ? They're a huge reason to want to play green in Commander. Maybe they don't interact the best with Skullbriar since he's only two mana to start, but they create ramp for other cards that you want to play which are just as important than Skullbriar.

Greater Good is too good of repeatable draw with Skullbrair's ability to keep his counters and it's a sac outlet. Sac outlets help to get value, able to sac Skullbrair in response so he isn't constantly going back to the Command Zone just choose to instead put him into your graveyard. Carrion Feeder , Yahenni, Undying Partisan , Ashnod's Altar and Evolutionary Leap are other sac outlets to consider. Skullbriar doesn't loose counters when he's put into your graveyard this makes him a good target for sac outlets and reanimation to bypass Commander tax. Just don't recur him, have to reanimate him, skipping your hand and putting him right onto the battlefield.

Journey to Eternity  Flip has been suggested and it's good with sac outlets to sac the creature enchanted to flip it to then have a repeatable way for five mana to reanimate Skullbriar. Animate Dead , Unearth and Vigor Mortis are more ways to reanimate Skullbriar. Don't be afraid to put Skullbrair in your graveyard; if your graveyard gets exiled when he's in it, he doesn't get exiled, you can choose to put him back into the Command Zone.

Ring of Kalonia , Evolutionary Escalation , Kalonian Hydra and Reyhan, Last of the Abzan ($5) are no mana cost repeatable counter engines with Skullbriar. Increasing Savagery and Solidarity of Heroes can put a lot of counters on Skullbriar for the mana costs. Deathrite Shaman and Scavenging Ooze are Golgari staples, especially good in multiplayer Commander where there's four graveyards to choose from.

Swiftfoot Boots and Canopy Cover can help to protect Skullbrair. Boots also has haste good with reanimated Skullbrair and Cover gives evasion. Regrowth , Treasured Find and Eternal Witness can recur any one card from your graveyard good to get back reanimation spells or anything else.

If you like some of these suggestions I offer more advice. Good luck with your deck.


Psicraft on 1/1 Counters Matter EDH

2 weeks ago

Hello, I also have some suggestions that you might like. I play my versions of the deck a bit more with artifacts and hydren.

  1. Eternity Vessel -This one is incredible, especially if you double the charge counter two or three times.

  2. Riptide Replicator - So you can bring a certain type of creature, which is still partly really big on the field, EACH ROUND.

  3. Transmogrifying Wand - A great interactive tool, especially in simic.

  4. Colossus of Akros - Need something to mana, but then indestructible and trample are already a challenge for your opponents.

  5. Kalonian Hydra - Trample and she doubles herself with every attack.

  6. Managorger Hydra - Perfect in multiplayer rounds, but also very strong.

  7. Primordial Hydra - Need no further comment.

  8. Crowned Ceratok / Tuskguard Captain - Trampling for everyone, what more could you want.

mal099 on A Swift Kick in the Rear

2 weeks ago

There's a lot of really good cards that increase the number of counters that you're not using yet - I think especially cards that double counters like Solidarity of Heroes , Kalonian Hydra and Biogenic Upgrade could be quite deadly. Also anything that lets you proliferate each turn, like Contagion Clasp and Contagion Engine , and maybe Plaguemaw Beast or Throne of Geth . Primal Vigor and Doubling Season double the number of counters coming in, and Increasing Savagery just immediately gives you loads.

For more Kicker spells, a Scryfall search should suffice, but one that stood out to me was Everflowing Chalice , as it's very cheap and helps you ramp.

One weakness I see in this deck is that your commander is pretty easy to remove, and then you lose all those counters! Alpha Authority , Swiftfoot Boots , Champion's Helm or Mask of Avacyn could help you protect him.

Saljen on Scales

3 weeks ago

Chromatic Sphere seems like a wasted card space tbh. You don't need the color fixing, and the cantrip is mediocre here. It's really only necessary when playing 2+ colors with Tron lands.

Managorger Hydra , and Kalonian Hydra come to mind.

SomaUlte on Come at me Bro, I Deer You

1 month ago

Crystalline Crawler and Cathars' Crusade with Marath, Will of the Wild 's ability to generate tokens seems like something you could want, other than that Illusionist's Bracers is just goodstuff to put on Marath.... Maybe a Forgotten Ancient or Kalonian Hydra depending on what you really want out of the deck.

DrkNinja on Welcome to the Strange Land of Dice!

1 month ago

So before I list cuts and suggestions let me start with what I've gathered from your deck.

  • You have a lack of value on a LOT of card that you've chosen, I'll explain in more detail in cuts but every card should serve to help you win the game not just push your theme/gimmick. sometimes you gotta make slots for cards.

  • Lack of spot removal. You have little to no way to deal with your opponents shenanigans, to be exact you have only 2 bits of spot removal. Your deck's gameplan isn't fast enough or big enough to just play solitare like some combo, control, or hyper aggressive decks.

  • You have a distinct lack of board wipes, to be exact you have one. I get your hesitation to run these but... You have to, if not someone is going to be in a better position than you and it's going to cost you the game.

  • I feel like you're ignoring your colors' strengths. Green ramps, White removes, and Blue Draws/Counters. Play to those strengths because that's what makes Bant such a powerful color combination!

Alright to the cuts:

  • Tamiyo, field researcher: I get it she's an omniscience but I don't think that she lives for long and her + and - abilities aren't really all that useful to you or the gameplan. Not enough value.
  • Nissa, vital force: You aren't playing lands, the only thing useful on this card to you is her - ability. Sure her ult would gain some passive use IF you ever got there! Not enough value.
  • Spellbook: I don't understand why this was there to begin with... Reliquary Tower is far superior, and if you must have an artifact for it I'd run Thought Vessel over it anyday.
  • Contagion Clasp: I'ma big believer that Contagion Engine is just better. For 4 extra mana upfront you get to wipe an opponent's board, and you get to pay the same 4 you'd pay on clasp but you'd get two proliferates instead. Who cares if you get it out turn two you can't do anything with it for two turns.
  • Call the gatewatch: You aren't playing planeswalkers... this card doesn't have enough value and doesn't help you achieve your goal at all.
  • Djeru, with eyes open: Refer to Call the Gatewatch
  • tireless tracker: This COULD get there, it COULD be useful, but... That's a could be, not a guarantee. I'd prefer to see a card here that is going to help definitively.
  • Vizier of the menagerie: you only have 25 creatures... you have a 1/4 chance for this to actually mean something. Not enough value as the deck stands with so few creatures. I'd rather see consistent draw power here.
  • talisman of progress: I just don't think it's necessary you have 5 rocks total this isn't necessary at all.
  • oath of ajani: I get it... It's first ability helps you out a lot, but... I just feel like it's a wasted card slot. it's an enchantment that you're basically treating as a sorcery.

Here are some card I'd suggest filling these holes, which I'll break down into categories.

Useful +1/+1 Shenanigans:

Staples that should be in the deck including Spot removal!

If you're going to play walkers these are much better suited to your deck:

Finally some board wipes

Last thing, I'm not taking into account budgets of any kind I just want to help you create the most competitive deck that won't fold over if someone screws your gameplan over. Also if I came off as a dick at all apologies, it's not intentional.

pidyon on Muldrotha EDH

1 month ago

I play Muldrotha too and I noticed you said you lacked a specific win con. I'm currently building my Muldrotha deck and I'm not aware of any commander based win-cons but I have a few in my deck. The idea is this:

1) Have Heroes' Bane , Corpsejack Menace , and Kalonian Hydra on the field 2) Pay and make Heroes' Bane a 12/12 because Corpsejack doubles the amount of +1/+1 you would put on him 3) Do that again, making him a 46/46 for the same reasons as before 4) Swing with Kalonian Hydra, Bane is now a 138/138 because Kalonian doubles Bane's counters and Corpsejack doubles the amount you would put on him 5) During your second main-phase, sac him to Jarad, each opponent loses life equal to the sacrificed creature's toughness.

The whole deal only costs 11 mana if you already have the creatures on the field. If you play heavy ramp you can pull it off turn 9 or 10, even earlier if you're lucky. None of the cards are super expensive, Kalonian Hydra is $6 and the rest are under .60 so everything should be more than affordable if you're low on spending money.

There's also a couple other cards you could add that just make sense in Muldrotha. Secrets of the Dead and Deadbridge Chant are necessary additions for Muldrotha. That also leaves room for another win con because of the color scheme; Exquisite Blood and Sanguine Blood. It's a bit pricier but it's a solid garuntee for a victory if you can manage to put them both on the field with something like Zulaport Cutthroat .

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Kalonian Hydra occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%