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.

Oran-Rief Hydra Discussion

vdiddy1 on I hope this will be good.

21 hours ago

"Other" Section Observations:

Burgeoning good card, but you have alot of multiple lands per turn cards

Constant Mists solid

Crop Rotation Unnecessary imo

Life / Death Can only use one spell, can prob find something that is more impactful to the deck

Sensei's Divining Top Yes

Sylvan Advocate Good because it's a 2/3 for 2 mana, but only adds significant value with commitment to land creatures

Sylvan Library V good card, excels if you maintain lifegain sub-strategy

Titania, Protector of Argoth Only good if you commit to the graveyard recall sub-strategy

Traverse the Outlands fantastic, can this be turned into a win condition?

Volcanic Offering fun af, but probably better options for the card slot

Vorinclex, Voice of Hunger Print out Business Cards saying "GG" for when you play this

Wildfire Abso-freakin-lutely

Zuran Orb A must have if you commit to graveyard recall + lifegain sub strategies


Additional Observations:

World Breaker kinda sucks for 7 mana

Bane of Progress a conditional 6 drop is risky; amazing sideboard card in our meta

Nissa, Vastwood Seer  Flip her -2 will trigger the legendary rule

Exsanguinate Love it.


Final Comment:

Your non-creature game is strong, but your damage output is weak and is currently the biggest flaw facing your deck. Your best bet imo is to either rip out creatures and synergize removal + damage or add in a few more big trample creatures. I think your comparative advantage lies in creatures: you'll consistently have an ungodly mana pool to take advantage of them, and you're already relying on creatures for this concept to work.

Some good creatures for this deck:

Liege of the Tangle

Oran-Rief Hydra

Charnelhoard Wurm

Blightsteel Colossus

Ghalta, Primal Hunger

Molimo, Maro-Sorcerer

Phantom Nishoba

Stonehoof Chieftain

Worldspine Wurm

blakeivey12 on Commander Ezuri (Green/Blue)

2 days ago

I think you'd want to focus on proliferate and putting +1/+1 counters on your creatures.

I think that you have a larger number of enchantments then you need. Here are my suggestions to sharpen this area of your deck. Web of Inertia should be replaced with Inexorable Tide . Sheltered Aerie can be replaced with Hardened Scales . This next swab can be a large chunk of money but is a significant upgrade. Asceticism is an upgrade for Shielding Plax . It is up to you but I would cut Beastmaster Ascension and Bred for the Hunt . You can replace them with value creatures that allow you to utilize your commander.

For Sorcery, I am going to again focus on proliferate. Miming Slime creates a creature who can be powerful but not of value, instead I would put in Tezzeret's Gambit . Verdant Confluence is a good card but beings with it a high mana cost. Triumph of the Hordes is cheaper, buffs all your creatures, and threatens your opponents with an infect trample attack. I would replace Confluence with the Triumph of the Hordes card. Cultivate could be more versatile and cheaper then Journey of Discovery .

Now instants. Druid's Deliverance focuses on populate. This ability is for doubling tokens and not counters. Krosan Grip is more value as you get to remove a target artifact or enchantment. Your other cards are good choices but preventing combat damage just slows you down. I would remove Respite and Root Snare . You can use this spot to add 2 more creatures that will buff your experience counters.

Artifacts is really up to you. My only suggestion would be to remove Simic Keyrune and put in Whispersilk Cloak .

Lands look great! Some suggestions would be Yavimaya Coast , Temple of Mystery , Evolving Wilds or Terramorphic Expanse , Botanical Sanctum , and Hinterland Harbor . Sand Silos can slow you down somewhat and Darksteel Citadel only produces colorless mana. It is up to you on how you want to combine these suggestions. My last note is that your land count should be between 37 and 39 to make sure you can constantly play mana and don't get stuck.

Creatures are the bread and butter of your deck. You need them for those experience counters, so let's start putting in some value creatures that benefit you. Wall of Mist is a defender that will never attack, instead lets try to put in Chasm Skulker . Skulker can get very scary and when he is removed, you have an army of tokens. Cultivator of Blades can help to power up your creatures on an attack, triggers an experience counter, and is cheaper in mana then Oran-Rief Hydra . Druid of the Cowl can be upgraded with Gyre Sage . Sakura-Tribe Scout and Wayward Swordtooth allow you to play additional lands but this doesn't benefit your gameplan. Herald of Secret Streams and Champion of Lambholt are good value cards to replace them. Gladehart Cavalry is very expensive mana wise. Vorel of the Hull Clade is a great replacement that doubles your counters. Overgrown Armasaur should be replaced with Managorger Hydra .

vdiddy1 on I hope this will be good.

5 days ago

Add:

Oran-Rief Hydra , Fastbond , Titania, Protector of Argoth , Comet Storm

Maybe Adds:

--Creatures: Sakura-Tribe Scout , Vinelasher Kudzu , Jaddi Offshoot

--Enchant: Retreat to Kazandu , Retreat to Hagra , Zendikar's Roil

--Sorcery: Nissa's Renewal , Insurrection , Nissa's Pilgrimage

--Removal: Searing Blaze , Gaze of Granite

--Planeswalker: Nissa, Vital Force

Remove from deck:

Primeval Titan and Sylvan Primordial (both are edh illegal, I'll vote useable, but I'd double check with the group), Assassin's Trophy (nvr help your enemy), Solemn Simulacrum (this card's effects are too slow to be worth 4 mana imo), Moonlight Bargain , Hunting Wilds ,

Note: Courser of Kruphix (doesn't allow you to play extra lands per turn), Viability of lifegain in this deck? Thantis, the Warweaver could bite you in the butt

I like: Boundless Realms , Collective Voyage , Eternity Vessel Rakdos's Return (a great kill spell), Ramunap Excavator

kojiro on Omnath

5 months 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

6 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

8 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.

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Oran-Rief Hydra occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Green: 0.08%