Creatures you control have trample. (If a creature you control would deal enough combat damage to its blockers to destroy them, you may have it deal the rest of its damage to defending player.)
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Primal Rage Discussion
1 week ago
"if you don't have it in hand at the time they drop, what is the point of it being there?" applies to literally any card ever, so it's not the greatest argument. :p It's also worth adding that Heroic Intervention stops enchantment and land destruction - it might even be worth mainboarding.
I used to have Sprout, but got rid of it when I bumped Fists of Ironwood up to 4, among other things. One Saproling at instant speed is nice, but a greater number of saprolings is usually nicer - and by the time a board wipe comes, I'll usually have more than a single mana to spend.
Primal Rage is a nice card but I can't really see it improving this deck enough to make it worth the inclusion. Because either the Saprolings are 1/1 and trample is useless, or I can be using that mana to make them bigger, at which point trample is nice but not entirely necessary due to numbers.
Back to Nature is nice and strong, but a global enchantment board wipe doesn't really fit a deck that's 25% enchantments x3
Aand, finally. Beast Within. I think I might actually try to get that one. Permanent removal is extremely useful to have, due to versatility. Honestly, I'd rather use that to destroy a nonbasic land and give them a beast, than use Ghost Quarter and set myself back a land while they get a free basic. Not to mention I can use it on my own permanents if I really need a beast or have Parallel Lives in play and would like two beasts. Just a very good card all around.
1 week ago
I linked the wrong card all together. I meant to attach Primal Rage not Primal Vigor. My appologies. Coat of Arms is worth the play as tribal isn't the meta so it will really just help you. If you run into Merfolk, you can sideboard it out. Sprout is the answer to Pyroclasm because it is the beginning of the board reset for you. It makes making saps after the hard boardwipes hit giving you something to work with. Heroic Intervention is an option, but if you don't have it in hand at the time they drop, what is the point of it being there?
Some other sideboard choices: Back to Nature
3 weeks ago
For removal the fight mechanic like Prey Upon, Savage Punch, Ulvenwald Tracker, Unnatural Aggression, Mutant's Prey, Epic Confrontation, etc. could be fun and flavorful for hydras (at least in my head).
Hope something here helps!
1 month ago
Lotleth Troll and Troll Ascetic are just begging to be in a Varolz deck. Also, If you can afford it, Mesmeric Orb is a great mill card to try and get your critters in grave. Sure, It can hurt you late game, but if you're seeing late game, then you haven't done your job right. I am also a huge fan of Nyx Weaver in any self mill deck, as it can save some key cards. On that note, more options (some non-budget than others) include Life from the Loam, Entomb, and Eternal Witness, Nether Traitor, Tormented Soul, Yisan, the Wanderer Bard, and Primal Rage.
solar on Hydra Ramp
1 month ago
Deck is looking good, I second Chickens_are_awesome's advice with the Arbor Elf. Arbor Elf + Utopia Sprawl is the fastest ramp in modern for mono G (afaik). I would replace Primal Rage with Rancor as well. I would drop Savage Punch for another hydra. As previously mentioned, Managorger Hydra is a great turn 2/3 play that will make your opponent think twice about casting a bunch of spells, and maybe you make him waste his removal on it before you get the real beater hydras out.
1 month ago
I guess the idea was to make a very straightforward and reliable deck for rapidly and massively buffing creatures with +1/+1 counters and various combat buffs (currently have trample, first strike, flying, and deathtouch). I want it to overrun all other creatures after a few turns of building up. Additionally, my playgroup really gets off on using the most infuriating and/or annoying cards ever released, so I need the deck to have dependable access to removal for creatures/artifacts/enchantments and also ideally have some protection from various Wrath of God-like cards and spot removal.
Obviously this seems to be too much to ask for one deck, so I would appreciate some sage advice regarding cards that would fit well, cards that probably aren't contributing very much (I'm leaning towards removing Primal Rage, Bow of Nylea, and Lifecrafter's Bestiary), and card proportions.
For the sake of brainstorming, let's pretend my budget is infinite.
1 month ago
Protean Hydra is another hydra to consider,as for ramp id use things more like Elvish Mystic and Llanowar Elves id add some board wipes or kill spells to have a cleaner board when paying x for hydras so id be looking at things like Anger of the Gods, Pyroclasm or even Savage Twister.i think if you wanted planswalkers you could look at Domri Rade, + = draw, - = kill somthing, ult = you win.i dont think Fervor is a good card, if you relly needed all creatures to have haste Hammer of Purphoros is better as it has a alternate ability aswell. orrrrArlinn, Embraced by the Moon, for massive hydras nothing like swinging immediately with +2/+2 and staying up to block, nothing wrong with a free 2/2, other side, +1 means you dont have to run Primal Rage as this is giving +1/+1 to everything aswell, -1 bolt a creature still strong, and ult insta win.+1/+1 synergy there is Doubling Season, Primal Vigor, Hardened Scales or a black splash for Corpsejack Menace (you mana base needs alot of work if your going to splash for 3rd colour)also id reccomend Asceticism at least in the SB if not MB as having a massive hydra getting killed by a Path to Exile
1 month ago
Nylea, God of the Hunt is also nice, but I think 4 CMC is quiet a lot for trample, and half a creature I don't really need, so it stays out for now.
I am thinking about adding a bit of hexproof and vigilance, do you have any suggestions?