Oran-Rief Hydra

Legality

Format Legality
Tiny Leaders Legal
Limited Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Nissa vs. Ob Nixilis (DDR) Rare
Battle for Zendikar (BFZ) Rare
Promo Set (000) Rare

Combos Browse all

Oran-Rief Hydra

Creature — Hydra

Trample

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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DDR

BFZ

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Oran-Rief Hydra Discussion

kojiro on Omnath

1 month ago

Few possible suggestions:

Using the ability of the Avenger of Zendikar:

And since you have land recursion, you could even look into more things that require you to sac lands, or destroy everyone's lands!

Or maybe stuff to get lands back in your hand, but still ramp you at the same time?

KaervektheMediocre on Just Ramp and Dont Look Back

2 months ago

Foil Yoked Ox. It's shiny and a really good early defender, but Duskwatch will save you so much heartache in terms of creatures. In addition, because you'll be shuffling with Karametra all the time, card order really doesn't matter.

Also, swap out the Primordial Hydra for either Oran-Rief Hydra or Ulvenwald Hydra. More lands = more power.

GoldenDiggle on Sick Land bra

4 months ago

Arbiter of the Ideal, Echo Mage, and Thrasios, Triton Hero don't seem to do much for the deck.

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.

forneyt on omnath and friends

5 months ago

I think:

Sandwurm Convergence -> Multani, Yavimaya's Avatar because Multani is an elemental and lets you get more land drops with his second ability.

Oran-Rief Hydra -> Rampaging Baloths because creating 4/4 dudes per land throws more power on the board than boosting one dude by 1 or 2.

Akoum Hellkite -> Embodiment of Insight because it's an elemental that makes your lands elementals; more fodder for Omnath.

Scute Mob -> Fires of Yavimaya because you need haste, not a random dude that doesn't really do anything.

Yavimaya Elder -> Incandescent Soulstoke because it's an elemental anthem that also lets you cheat in elementals at instant speed that then bolt with Omnath.

Abundance -> Skullmulcher because you need to draw more cards, and Abundance doesn't actually net you cards.

Omnath, Locus of Mana -> Sylvan Safekeeper because you want to be using your mana, not saving it, and Safekeeper can protect Omnath from spot removal.

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.

Commander's Sphere -> Crucible of Worlds because Crucible can get you lands, but the Sphere does not.

Zendikar's Roil -> The Mending of Dominaria because you have a lot of lands that sac themselves, Mending can get them back while also possibly recurring creatures from the grave.

Harmonize -> Life's Legacy because you will net more draws and get an Omnath trigger on the stack as well.

Other cards to find room for: Barrage of Expendables, Caldera Hellion, Hammer of Purphoros, and Evolutionary Leap.

PrehistoricMan on Vorel of the Simic

7 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.

Explore, Urban Evolution, Commander's Sphere, Mind Stone, Hedron Archive

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 ?

finally i'd like to know what you think of Gyre Sage Everflowing Chalice Astral Cornucopia Crystalline Crawler

msanchez13 on Landfall eldrazishift

7 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 ;)

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