|Commander / EDH||Legal|
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|Duel Decks: Heroes vs. Monsters||Mythic Rare|
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Polukranos, World Eater
Legendary Creature — Hydra
: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
When Polukranos, World Eater becomes monstrous, it deals X damage divided as you choose among any number of target creatures your opponents control. Each of those creatures deals damage equal to its power to Polukranos.
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Polukranos, World Eater Discussion
1 week ago
I think there absolutely exist cards that are outright better in any situation. I've got a couple criteria for a good card:
Power. As in overall strength of the card. Easier to see in creatures; a strong creature has power/toughness equal to its cost, a very strong one has P/T higher. It's harder to see with non-creatures, but a powerful card is one with a powerful effect.
Threat. Can the creature end the game really fast if left unchecked? Does this enchantment give me an inevitable win if it stays on the field for long enough? Would this combat trick completely upset the board state in my favor? Good cards need to have an immediate effect on their own. Even the slow ones should force your opponent to change their plans to deal with them.
Resource control. Does the card get you access to other cards, or to the correct cards? Or, does it give you an edge in terms of resources over your opponent? Examples include card draw, scry effects, loot effects, land ramp, and 2-for-1 removal like Bile Blight or creatures packaged with removal like Polukranos, World Eater.
Flexibility. If the card can deal with multiple situations, or deals with a wide range of threats, it's better. Ultimate Price is better than Doom Blade because it hits more creatures. The card is also better if it can deal with multiple board states: stalled, winning, losing, etc.
Empowerment. How well does it enable other powerful cards or mechanics? This is especially important for cards that could potentially combo. Example: Second Sunrise, which is outright useless in everything but Eternal formats, where it's the backbone of the Eggs deck. Another example: Deathrite Shaman, which is so good at making any G/B deck work better that it belongs in just about every one, despite not doing anything flashy on its own.
Reliability. Does the card trip over itself so hard that you never find a good situation to use it, like the atrociously-designed Rattleclaw Mystic? Or, do the effects meld well with the card's intended purpose, like Jace, Vryn's Prodigy Flip? Basically, can you always be sure of the card doing its job?
Mind games. Finally, does the card force your opponent to play differently just knowing that you use it in your deck? Half the strength of Counterspell-type cards or combat tricks is that you can bluff them with open mana, forcing them to change their plays.
1 week ago
My buddy used to run a hydra deck way back in the day, so I can recommend you a few good cards, but I'm not too sure if you're on a budget or not.
Kalonian Hydra is an absolute monster in hydra decks and is usually a must deal with creature, also Primordial Hydra + Kalonian Hydra is a terrifying combo. His deck also used to do a lot of mana ramp so he'd run cards like Elvish Mystic and Sylvan Caryatid to help him get bigger creatures out sooner and pump up his creatures that have an X casting cost to them. Polukranos, World Eater is another pretty good and decently cheap one he ran, as well as Hydra Broodmaster.
If you don't mind splashing red, Xenagos, the Reveler is another card he ran that helped pump up his creatures and ramp even more quickly, and if you do decide to splash red you can run Apocalypse Hydra as well.
Lastly you should also try and cut your deck down to 60 cards. It makes your pulls much more consistent.
2 weeks ago
I could go on awhile look through this but do note not all of these are worthwhile even some i listed are just goofy to use: http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&color=+![U]+![B]+![R]&mana=+~[x]
2 weeks ago
I would recommend:
Replace Chord of Calling with Worldly Tutor. I know that it only places it in your hand but should you use CoC on either Genesis Hydra or Primordial Hydra they enter as 0/0 creatures and die instantly. If you use WT then it requires 2 actions instead of 1 but you can use it for those two creatures and the overall cost is reduced by 2.
Scrap Courser of Kruphix, I know that the Landfall-esque one life is nice but it doesn't amount to much in the end if you have any other sort of Healing. Instead replace it with more Landramp such as Nissa's Pilgrimage or Cultivate. If you want to keep it as a creature then Wood Elves, Primal Druid and a handful of other cards work too.
Scrap Ranger's Guile to lower your card count. If it's in there for the hexproof then you definitely need more than two, if its there for the +1/1 then there are better cards for the job.
Someone already mentioned Ulvenwald Tracker and I support that as a replacement for Setessan Tactics since although the latter can be used for several creatures at once the prior can be used times over and as the need arises.
Last: Not gonna lie, I'm not a huge fan of Genesis Hydra, Polukranos, World Eater, and Nessian Wilds Ravager and think that other Hydra are better like Heroes' Bane and Protean Hydra for example. As well as Karametra's Acolyte which I would replace with any other form of Mana Ramp. But to each his own.
Hope any of this is useful.
3 weeks ago
I would swap out Acidic Slime for Reclamation Sage just because it costs less mana to cast, unless you want if for the land destruction and deathtouch. Also adding Polukranos, World Eater or Hydra Broodmaster would be great.
3 weeks ago
Your average mana cost is TOO DAMN HIGH for 20 lands.
With that amount of 4+ drops you should have at least 26 lands and have an efficient way of ramping or holding out the game.
I think you should abandon Doubling Cube. It's not efficient. Try ramping with Arbor Elf/Voyaging Satyr + Utopia Sprawl/Fertile Ground/Overgrowth. This way you'll have access to much more fast mana since it is one of the best ramp strategies in Modern nowadays.
I know those are 17-20 cards alone and that it's a lot of slots to use for ramping, but if you use Enshrined Memories you'll be able to draw lots of cards with that absurd ramp. PLUS, with this kind of ramp you'll be able to pay for absurd Hydras or even be able to cast Worldspine Wurm at turn 5 or even an Emrakul, the Aeons Torn if you dare.
There are many cards that are out of place and contribute nothing to your plan: the Tron package makes you vulnerable to Blood Moon, Crumble to Dust and you don't have efficient tutors to assemble tron... PLUS you have high demanding mana cards with inflexible mana...
Akroma's Memorial is a bad card in Modern... Godsend doesn't contribute much...
Basicly I recommend you redo your deck and aim for the more efficient mana ramp I told you. It's usually used by competitive decks that need that huge mana like RG Ponza and RG Tooth and Nail (decks that need 6-9 mana fast by turn 3-4). If you adopt this strategy, you'll be able to cast these absurd huge creatures fast. Tron lands need the support of Expedition Map, tutors and/or scry and draw... which you don't have and cannot afford to use since you'd have to assemble 4 tron lands + 3 forests to cast Worldspine Wurm. When you could cast it at least 2 turns earlier and with much more ease at a Green-White mana base.
There are also budget cards you might like to use like Wolfbriar Elemental, Pelakka Wurm, Bane of Bala Ged, Elderscale Wurm, Polukranos, World Eater, Hornet Queen and some non-budget cards you might like: Ulamog, the Ceaseless Hunger, Emrakul, the Aeons Torn, Elesh Norn, Grand Cenobite, Blazing Archon and Iona, Shield of Emeria.
1 month ago
- 1x Berserk
- 1x Harmonize
- 1x Krosan Grip
- 1x Ground Seal
- 1x Kaysa
- 1x Mimic Vat
- 1x Vesuva