|Commander / EDH||Legal|
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Creature — Hydra
Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.)
Whenever a player casts a spell, put a +1/+1 counter on Managorger Hydra.
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Managorger Hydra Discussion
17 hours ago
Dude what about 0 Drop creatures? They would be perfect for your Managorger Hydra.
1 day ago
Unfocused or slow pieces: Oviya Pashiri, Sage Lifecrafter, Alesha, Who Smiles at Death, Managorger Hydra, Taurean Mauler (both this and the hydra seem good in EDH, but in practice they just die to removal), Tireless Tracker (there's better card draw for token decks), Thelonite Monk (???), Genesis (Ravos, Soultender is better at that. You have no way to actively put Genesis in the grave or dump other creatures into the grave to get back. Too passive to wait for natural attrition.), Samut, Voice of Dissent. Cut Nissa, Voice of Zendikar.
Cards to upgrade (try similar function, but better): Crackling Doom should just be a better 4-5 mana board wipe. Hour of Devastation is too situational. Can't wipe the board of all your tokens but leave opponents with 10/10's. Using Hour to kill indestructible gods? Try Merciless Eviction instead. Bonfire of the Damned, because miracles never happen. Lavalanche as well, since these 2 cards hit 1 target player. Get X damage to everyone. Earthquake isn't bad. But Molten Disaster is what I'd use in a control heavy meta.
Cards to add: Basically search up the best Voltron commanders and jam them in a big gang behind Saskia. Like the League of Supervillians or something. Zurgo Helmsmasher, Basandra, Battle Seraph, Aurelia, the Warleader, Queen Marchesa, and Kresh the Bloodbraided are some to consider. With Kresh, and any deck with an abundance of tokens, you need cards like Skullclamp which you have. But maybe experiment with this cheap card: Evolutionary Leap, which can keep the big beaters coming when you don't need another 2 lands from the clamp. Or if lands is what you need, Perilous Forays grabs the new Zendikar lands (Canopy Vista) conveniently. Following the sacrifice theme, Fallen Ideal can send Saskia to the skies for some 20+ damage, which bounces around the table with Saskia's triggered ability. The Rancor effect is welcome too. Emmara Tandris has a big butt, but I think too slow. But also cheap to pick up. Up to you. Intangible Virtue might help.
Cards you REALLY need though: Overwhelming Stampede, Pathbreaker Ibex, Craterhoof Behemoth, even Overrun. These cards are WHY you play tokens. Also, since you're running Sunforger (props to you), add Path to Exile or Swords to Plowshares. Also I always include Wild Ricochet when I use Sunforger. Make sure you know how to properly counter spells with this "red counterspell" though. Otherwise a great copier. Oh, and add the other two signets you're missing.
So I told you to add more than to take out. Use your own discretion on how many Overruns you need in your deck, how much single target removal (whenever you take out someone else's threat, you're helping the rest of the table for free) you want, and how many beat-down creatures you need to lead the army (basically, you want the big creatures to be scary enough that opponents block those and let the flood of tokens through). Don't touch the land count. A good rule of thumb is (40 lands) - (# of artifact, spell-based, or creature ramp) / 3 = (lands you need).
6 days ago
Torrent Elemental is not a legal card with Surrak as the commander. Both colors of the hybrid mana in either the casting cost or ability activation cost must exist in the commander's color identity. So, for example, you could play Giant Solifuge in this deck (not that I would, but it is legal to do so) but it would be illegal to play Nightveil Specter.
Frost walker and Cyclone sire are more 60-card format cards.
Torrent elemental is illegal.
Gruul turf and Izzet boilerworks seem good, but they're really just strip mine/wasteland bait.
Gruul charm is bad. Be greener and invest in trample.
Nissa's Renewal is late game ramp. That's bad. Early game ramp is better.
Burn is bad in EDH.
I would suggest (these are all just good cards for your consideration, I know there are probably more than I suggested taking out):
For a 3 color deck, the landbase would also be improved by taking out basics and putting in things like:
Ideally, for a landbase you'd have shock lands such as Steam Vents, fetch lands such as Scalding Tarn, and regular dual lands such as Volcanic Island, but those things are expensive and this is a game.
1 week ago
No love for the Managorger Hydra?
You might also want to consider adding some spells that give your creatures hexproof such as Heroic Intervention or Sheltering Word or Vines of Vastwood. That way when you have built up some counters on your creatures it's not all undone by a single Murder or Unsummon.
1 week ago
The idea is to get down Whisperer of the Wilds and Birds of Paradise as extra mana gain. Also trying to get down Hardened Scales asap. The deck Benefits by getting Managorger Hydra down by turn 2 or turn 3. Omnath, Locus of Mana helps keep my mana pool full which helps late game and helps get my extra boosts for managorger down faster. Stag Beetle Garruk, Caller of Beasts are there for the extra creature defense Stag is interchangable with my side boards as well. Garruk helps get more creatures down late game. The rest of the cards are there for more boosts in +1/+1 and making Managorger hit even harder. Creeping Renaissance and Verdant Confluence help bring My creatures and other cards back.
I feel like the mana boost is nice but cant figure out how to get the deck to run smoother. It also needs some extra umpf from Oppenent Control like trample or something to help me get through defenses.
I'm super close on finishing this deck and would really appreciate any tips or advice on what I could potentially add or remove. Side boards would be good too.
All advice welcome!!
1 week ago
I personally would find space for a Managorger Hydra i think would fit nicely with the amount of draw power and thus spells that would be played plus it would then make your opponent think about casting spells in the early game.
2 weeks ago
Okay. I would recommend Corpsejack Menace, Hardened Scales, Winding Constrictor, Managorger Hydra, and Armorcraft Judge. There are lots of cards with +1/+1 counter synergy, I just named a few of my favorites.
h00n on Hydra Deck
2 weeks ago
I think there are 2 main problems about this deck:
First one is, that your mana base is too slow, cards like Kozilek's Channeler simply aren't worth it (-> why would you pay 5 for a creature which isn't useful for anything but mana?)
The second one is, as I personally think, that you should focus on 1 or 2 different hydras, and not include any you can find, because if you build the deck around 1 or 2 cards, you can focus more on their unique mechanics (i.e. Kalonian Hydra) and therefore have a stronger core.
But I wouldn't complain if I didn't have any suggestions:
- Llanowar Elves are fine, but I doubt that you will ever need more than 4, maybe split them 3/3 with Elvish Mystic.
- Consider ramping cards like Rampant Growth or Cultivate (or Dawntreader Elk but I'll mention it later).
- Maybe Sac-Lands would do (Havenwood Battleground).
- Hardened Scales are basically your best friend in an Hydra deck, because every Hydra gets more counters (yay) and you can play with other +1/+1 counter cards like...
- Burst of Strength, Hunger of the Howlpack (Dawntreader Elk!), or Mutant's Prey, which include utility and removal.
- Consider creatures like Managorger Hydra (cheap hydra that goes nuts with Hardened Scales), Nessian Wilds Ravager (for removal] or Vastwood Hydra.
- Vastwood Hydra works very will with necessary healing spells like Momentous Fall, as you can distribute the counters on other hydras.
- I'd suggest Kalonian Hydra and Primordial Hydra as main damage dealers.
- Fun combos like Karametra's Favor + Gilder Bairn works well with hydras.
- Savage Summoning when playing against blue (sideboard if you want)
I hope I've made some good suggestions on improval