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|Duel Decks: Nissa vs. Ob Nixilis (DDR)||Rare|
|Battle for Zendikar (BFZ)||Rare|
|Promo Set (000)||Rare|
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Creature — Hydra
Landfall --- Whenever a land enters the battlefield under your control, put a +1/+1 counter on Oran-Rief Hydra. If that land is a forest, put two +1/+1 counters on Oran-Rief Hydra instead.
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Oran-Rief Hydra Discussion
2 months ago
You could probably take out Nissa's Pilgrimage, since you have 14 forms of ramp +2 walkers that help, and you are land heavy, you wont need it.
More artifact/enchantment destruction or bounces would be good. As would having a way to give your creatures flying or trample.
Funny enough, Oran-Rief Hydra can win some games man.
3 months ago
Westvale Abbey Flip -> Stomping Ground because Westvale Abbey is illegal in your deck because Ormendahl is a black card. It sucks, but it's the same reason why I can't put Archangel Avacyn Flip in my Karametra, God of Harvests deck.
4 months ago
Lost in the Woods
Howl of the Night Pack
Beacon of Creation
Life and Limb
Staff of the Wild Magus
Rofellos, Llanowar Emissary
Dark Heart of the Wood+Overgrown Tomb or Utopia Sprawl
Patron of the Orochi
Reach of Branches
4 months ago
first of all, no need to apologise for critisism, as this is YOUR deck, and i'm trying to both help you, improve my own deckbuilding and have a good conversation about way too expensive cardboard :). you can leave formalities behind and so will i, unless that discomforts you of course.
i like your view on cards, as it differs with mine. this is probably because of the difference in playgroups, e.g. the issue of big things getting countered. (this rarely happens in my group, mainly cause i am the blue player playing very little counterspells. destroying things is the way to go)
i have two different points i want to bring out there, first point is about your reaction on my post, the second one is going to be about your "craving" for piloting a versitile deck rather than winning with a sequenced set number of cards.
so Woodland Bellower seems pretty good in the deck, however it cannot tutor Trinket Mage for it is not a non-legendary green creature. nevertheless it does tutor the Reclamation Sage, Eternal Witness etc.
Clever Impersonator: i get the idea of why this card is in the deck. even though versatility is key, this card is not going to help you close out the game when you are on the winning hand (assuming being on the winning hand is having a far better board state). mirage mirror would be my go-to replacement for this card as it is more versitile. apart from biomancer and fathom mage there's not much to copy in your own deck, but that was never the point of Clever Impersonator.
Oran-Rief Hydra: if this is a spotholder for a huge creature that grows if left unchecked i would still stress that it would be replaced. this time around i found Heroes' Bane to be the better option. although it is not a big change, this would optimize mana-cost and add yet another way to spend mana.
never judge a book by its cover, i completely missed Zameck Guildmage his second ability.
Tuskguard Captain: if flying is what you prefer, what about instead paying 6 mana to give your creatures with counters flying Sapphire Drake, you pay 6 mana to give ALL your creatures flying and have all your opponents' creatures lose that ability: Archetype of Imagination
is it right for me to say that having a lot of counters on one creature is more important than having lots of creatures with counters on them? if it is, then thrumming bird isnt really doing much. the inability of this deck (which isnt a bad thing per se) to easily place counters on creatures that haven't got any is what made me question Master Biomancer in the first place, after reading it today i realised it didnt need any counters to work. nevertheless in these 100 cards there are 5 cards that can give creatures counters: Plaxcaster Frogling, Master Biomancer, Zameck Guildmage, Bow of Nylea and Retreat to Kazandu. all of this gives me the feeling a proliferate trigger wont do much, same goes for hardened scales, as 1 more counter on a 13/13 hydra wouldnt make that much difference anymore. conclusion: consider taking out thrummingbird, hardened scales and retreat to kazandu.
to replace these cards you will need ramp, for your deck uses a lot of mana. i cant stress enough how important land based ramp is for your deck, as it is using a wild variety of hard-to-cast cards like Prime Speaker Zegana, Plasm Capture and Alchemist's Refuge, but i respect the issue at hand. i have come up with a small list of ramp that might counter the issue i know all too well: the pain of drawing cultivate in the most important part of the game.
these cards all replace themselves if you draw them lategame. some draw you even more. an honarable mention could be Abundance
i'm thinking about versitality and i am actually wondering what that means for you as a player. is it adding cards like Orochi Hatchery ?
4 months ago
Ooohh Traverse will be an auto-include, now to find one more space.....
4 mana seems pretty bad for one land, I generally only consider Simulacrum for decks without green.
Scute Mob and especially Vinelasher Kudzu seem potentially powerful but weak to removal, and the only thing they're good for is attacking. I'll keep those in mind though! They'll be competing with cards like Oran-Rief Hydra ;)
4 months ago
Alright, lemme hit a few notes here for the sake of discussion; Keep in mind that I'm only sharing my opinions and wholeheartedly appreciate everything you have to offer. Here's some respectful rebuttals for discussion:
Progenitor Mimic is more for copying things like Master Biomancer, Reclamation Sage, and stuff like that. Clever Impersonator is used on stuff typically not mine, mostly a value play to copy enemy fatties, artifacts, or planeswalkers (and actually won me the game i mentioned above by doing the latter).
Trinket Mage is in mostly to get the Ring or the Top, but i see your point. Initially I was thinking of something like Woodland Bellower into Trinket Mage into one of the abovementioned, just a little value play to pump my board, but that all doesn't feel in line with the counters strategy, but rather more of a control'y type maneuver.
Death's Presence is on a very short list of cards i have on hand, itching hard for a spot in the deck - but the reason it didn't make it is because of how situational it is, needing a creature to die, and a creature to absorb the counters, what feels like a flimsy situation in some games. Master Biomancer just felt more useful as a creature on board for less mana and a more consistent effect.
Lorescale Coatl caught my eye as well, and has been removed from the list as it really is just too slow (not that this deck is very fast to begin with).
I had considered Tuskguard Captain, but it's so much more effective to have flyers than tramplers, and having a guy that i need to tap to add counters to itself seems FAR too cumbersome.
With this deck hosting 30'ish creatures, and almost guaranteed a blue player at every table, i feel the need to make my creatures uncounterable, over untargetable. Nothing feels worse than trying to play a big dude just to have it countered and your turn wasted. Archetype of Endurance is in and out of this deck as much as any card, but it was easier for me to justify Asceticism (not that redundancy is a bad thing), it just feels flimsy to drop 8 mana into a creature that will more-than-likely face a Counterspell.
Young Wolf is a turn-1 play to get me on board. i have no intention of placing counters on it before its first undying trigger (think early chump blocker). Zameck Guildmage is little more than a draw engine, I'd rarely ever consider its first ability, I just want to keep cards in my hand.
I recognize the need for ramp, I just hate drawing those cards late game. Likewise, spending too much time ramping early tends to cost valuable early tempo and by half a dozen turns i have mana, but I've fallen well behind on board and am now at the mercy of my draws (or maybe I've just had some very unlucky experiences).
4 months ago
Maybe add a Primordial Hydra and a Oran-Rief Hydra??? Primordial Hydra would add costing to your deck but is super op if you can get him out early game and maybe add a Fog in there for maybe any abilities that have something to do if you dmg a opponent.
5 months ago
first of all i really like the deck and the monstrosities it produces. i personally play EDH casually with a group of friends and therefore is everything i know based on my experiences there. my very first deck i ever built was Varolz, the Scar-Striped and it did similar things with all sorts of hydra's and counter doublers. this deck never won. the reason was that i needed several turns to get out a big dude, only to have it struck by Anguished Unmaking. for these kinds of decks you need explosive turns where once you're set up, you can keep going each turn untill your opponents are trampled over. the first thing that came to my mind was Everflowing Chalice or Gyre Sage. combined with Sword of the Paruns a gyre sage that taps for 4 green mana becomes an infinite mana source. Mistcutter Hydra could now be a hasty 10000/10000 coming at your unsuspecting opponents. Gemstone Array is really usefull when you are producing immense amounts of mana, for you can use it as a converter to make UG for vorel.
now we are creating big mana (remember, there are so many ways of doing this, i just happen to like these ones) its time to look at the creatures that benefit from this and the creatures that are too slow.
i'm just mentioning things that i think need to be replaced, if a card is not mentioned, it can stay imo.
Master Biomancer: currently you have no effective ways of adding power to your creatures that do not generate +1/+1 counters by themself. therefore you should either remove Master Biomancer or add cards like Death's Presence.
Lorescale Coatl, since your carddraw is limited this card is too slow.
Oran-Rief Hydra i smell something of a mini landfall subtheme in the deck as it is, however this isnt what you currently are trying to do so that makes this card way too slow.
Sphinx of the Final Word: are your instants and sorceries the things you win your games with? i think the answer would be: no, my creatures are going to win the game for me. therefore i would replace this card with Archetype of Endurance if protecting is what you want to do.
Zameck Guildmage: probably too slow.
lastly, 37 lands is fine, but the amount of ramp is not. Nature's Lore and Chromatic Lantern are the only cards that make sure you have your lands. you have green, so add cards like Cultivate, Kodama's Reach, Rampant Growth, Explosive Vegetation. also a Simic Signet is nice to have.
this deck can go anywhere and i had lots of fun trying to figure out a path to playing fun games, i realise that i have been rambling on and on so i would really appreciate your opinion on the matter.