Protean Hulk

Protean Hulk

Creature — Beast

When Protean Hulk is put into the graveyard from the battlefield, search your library for any number of creature cards with total converted mana cost 6 or less and put them onto the battlefield. Then shuffle your library.

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Trade

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Printings View all

Set Rarity
Ravnica Allegiance: Guild Kits (GK2) Rare
Masters 25 (A25) None
Dissension (DIS) Rare

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Unformat Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Protean Hulk occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Golgari: 0.2%

Protean Hulk Discussion

Gakros on Karador Hulkweaver Chieftain

1 day ago

SwiftDeath thanks for checking out my karador deck. This is my main deck for about 2 years now.And yeah Apprentice Necromancer and Wake the Dead where mind-blowing the first time i discovered them and tried them. they are realllyyyyy good with Entomb.
Sun Titan is on my swap radar but not for the immediate list.I use him as way to bring precious artifacts/enchantments back or as a bad way to ramp.
Blood Artist / Zulaport Cutthroat awlways felt non needed for me. Once i have a loop in place i can:
A.Acidic Slime to remove all lands
B.Knight of Autumn gain infinite life
C.Saffi Eriksdotter + Protean Hulk put all my creatures from my library into play.
D.Sun Titan /Renegade Rallier bring back a milled Altar of Dementia and mill everyone out.
and it doesn't matter what my opponents do.I have a loop if they play a land i will destroy it again,so my playgtoup knows. Once i declare i have an infinite loop we call it "GG" and go for the next game. So lifegain effects seems like wasted slots for me. I will look to your deck also. Keep in mind i play in near-competitive meta (no Mana Vault or other extremely expensive stuff) so besides having a really bad hand my deck does fairly well :)

thinkoriginal on Wrath of Marath 3.0

1 day ago

WarSpaniel

This deck is my favorite, so I love answering questions about it!

Blood Pod is one of those "easy to play, difficult to master" decks. The general idea of ramp/tutor into Birthing Pod/Survival of the Fittest as fast as possible is easy enough to grasp. The tough part is knowing the game plans of your opponents so you can play the appropriate stax pieces at the right time.

What helps is that most cEDH decks win with a set of fairly common combos. Thassa's Oracle/Demonic Consultation is the current go-to; Food Chain or Worldgorger Dragon combos powering out infinite mana; Aetherflux Reservoir or similar Storm finishers. Knowing what set of win conditions the most commonly seen commanders will be using is the first step to piloting a stax deck well.

How these decks get to their combos is just as important to interact with as the combos themselves. Flash/Protean Hulk, Ad Nauseam, fast mana like Moxen, Sol Ring, and Mana Crypt/Vault, and many tutors are all frequent ways to have turn 1-4 wins. Our stax pieces (including ways to break parity) and interaction spells are how we keep pace and control the game.

So what does a good opening hand look like for us? A general rule is we always want some form of ramp/fast mana, like a Birds of Paradise and/or Chrome Mox. On average, we are playing a slightly more fair strategy, and need to be able to keep up. We also want some form of interaction to stop your opponents from going off before you can establish stax, such as Angel's Grace, Pyroblast, Noxious Revival, or Swords to Plowshares, and two lands tends to be about right; one land hands are risky and almost never pan out. Beyond these 3-5 cards, there are three types of hands that I would consider keeping:

  1. The stax hand. Knowing what our opponents are likely going to try to do, and if we have 2 or 3 relevant stax pieces, playing them early can completely disrupt our opponents, giving us time to draw/tutor for a combo.

  2. The flexible hand. If we have a few tutors, maybe some protective interaction like Veil of Summer, we can play reactively to what our opponents decide to do. Search for an answer/interaction, a stax piece, or a combo piece; we have options with this.

  3. The nuts hand. Sometimes we just draw into the win. There is something to be said about playing the aggressive role and going for the throat. It is not impossible to have our opener filled with fast mana, Pod or Survival, Faithless Looting and Guardian/Kiki-Jiki/Karmic Guide, or any combination of cards that we can simply play and win on turn 1 or 2. Sometimes taking the reins and dictating pace if play can pay dividends.

Throughout a normal game, the main goal for this list is mana-denial. Winter Orb, Static Orb, Tangle Wire, Collector Ouphe, Thalia, Guardian of Thraben, and Magus of the Moon are how we slow down our opponents, while Dockside Extortionist, Lotus Cobra, Garruk Wildspeaker, Ramunap Excavator, Gaea's Cradle, and mana dorks allow us to break parity and come out ahead of our opponents.

Along with mana-denial, we also have a few other stax pieces to slow the opposing gameplans. Aven Mindcensor is crushing, as many decks rely on deck searching. Phyrexian Revoker is a silver bullet for many commanders. Ethersworn Canonist stops many combos, as does Spirit of the Labyrinth. Aura Shards can devastate the board, and Grand Abolisher is one of the best forms of combo protection we have.

With some practice and metagame study, this deck can be very strong, fast, and disruptive. I hope this helps!

AwesomeJMS5 on Meren Revisited

6 days ago

This deck looks really nice, I've got to say, and appears very dangerous if it goes off right. I do have a couple of ideas you could look into and consider adding, though. I dunno if you've looked into Spore Frog, but this can get out of hand if you constantly revive it, giving you near-immunity to combat damage. Another idea to throw out there is Altar of Dementia which can both help you sacrifice creatures and mill out opponents to win or hurt them. I noticed some shenanigans with reviving lands, so Strip Mine is a decent card that can serve excellent land hate or remove scary lands opponents have. Smothering Abomination can also serve you well, as all of your sacrifices can draw you cards off of their deaths, as well. A decent tutor you could consider is Final Parting if it interests you, allowing you to both put something into the graveyard and grab a card and put it in your hand. Diabolic Intent also works well for this kind of deck, too. Finally, if you really wanted some abusable combos and cheating things in Protean Hulk can really, easily get out of hand.

I hope this was helpful enough, and even if it wasn't you're deck is still really good looking so far!

Shyachi33 on Reanimate Korvold

1 week ago

Wishclaw Talisman > Scheming Symmetry you should never be helping someone in cedh with a tutor like Scheming. but wishclaw at least lest you pop off on your turn without someone tutoring a counterspell to stop you.

Gamble > Diabolic Tutor diabolic tutor is just bad, 4 mana to tutor something is really bad unless it's letting cheat mana cost somewhere else, like Natural Order

unless you add more discard synergy, i would cut Sire Of Insanity and Protean Hulk you don't have a consistent way to dump them in the gy to cheat their cost. i would even consider cutting Mikaeus too, as it is one of the more expensive ways to activate your persist combo.

and since you're going for the persist combo it looks like: Putrid Goblin is a decent plan B if murderous redcap is off the table. Grumgully, the Generous is probably the better replacement to mikaeus. and with that said, Goblin Recruiter becomes a great line to get your persist combo if Korvold is out. top to bottom: Dockside Extortionist, Vexing Shusher (if you need the protection), grumgully, Skirk Prospector, and putrid goblin or the redcap.

i highly recommend Pyroblast and Red Elemental Blast just for some interactions. it's a good way to shoot rhystic study at the least, but you can protect your fairly fragile persist combo as well. unless you're magically playing in a meta without any blue, which for cEDH standards is absurd.

also some other cheap ways to draw cards is also something i noticed this deck missing, all you really have is library, dark confidant, and Korvold himself. decent add-ons are: Oakhame Adversary, Mindblade Render, Azra Oddsmaker, or Runic Armasaur

if you end up cutting all the top end (cmc 5+) cards out, you can also add in ad nauseum for a very strong draw power.

Motley_Fool on prime

2 weeks ago

You have two Protean Hulk

BLOODGUILT on Rhys's The redeemed

3 weeks ago

Competitive as possible with no infinite combos isn't competitive.... Now, that i have that off my chest, i have several ideas to add power to this deck. Bishop of Wings + Divine Visitation = lots of life and angels. Fiend Hunter+Angel of Glory's Rise= protection from most board wipes. Fiend Hunter + Sun Titan = infinite sac for altars like Ashnod's Altar or Altar of Dementia. Birthing Pod + your deck = tutor for any creature. Karmic Guide + Reveillark = infinite reanimation plus one extra creature, i recommend Eternal Witness. Skullwinder is another copy of Eternal Witness but adds politics. Field of the Dead just for the free token it produces. Giant Adephage and Polyraptor, you'll have to find clever ways of triggering them but once you do enjoy. Other than that Mox Amber, Teferi's Protection, Finale of Glory, Kodama's Reach, Finale of Devastation, Smothering Tithe, Resplendent Angel, Crested Sunmare, Zendikar's Roil, Awakening Zone, Sandwurm Convergence. To be more competitive it's all about curve and interaction. The only spells you want to be more than 3cmc are spells you plan to win with. everything else should push you towards the win condition you pick. cEDH decks tend to be a combo, lots of fast mana, every tutor in the colors, and 23-30 cards of 'stop my opponents.' If i had to pick one route though i like running Bishop of Wings, Protean Hulk, Divine Visitation and maybe Reap. Reap is only if your play group loves black. but basically get Protean Hulk kill it. search for Bishop of Wings and Academy Rector. kill Academy Rector to fetch Divine Visitation then start gaining life and making angels. i would include the Fiend Hunter + Angel of Glory's Rise trick in it and grab a few more humans that interact well or do powerful things. This can go infinite if you have a sac outlet but it isn't complicated to explain, uses four cards to start in most cases, and will end a game when you do it. The earliest you could do it from what i can tell is turn 5 but it's more likely your games will end between turn 10-15 which should keep your play group happy.

munky702 on Mana flooding is a good thing?!?!

3 weeks ago

That is in an extreme case of competitiveness. Turn 2 wins. With the cards that are Flash and Protean Hulk. Grafdigger's cage will definitely slow it if not just completely stop it from doing anything. For at least a turn or two. And while I'm at it, may want to keep Mistcaller as maybe option as well. Tatyova winning a cedh event not too long ago, they'll be worried about those infinite combos. Keep your head on a swivel.

enpc on Vial Smasher/Thrasios- How do I make this cEDH?

3 weeks ago

If you want this to be cEDH, you ned to pull the average CMC down. I know big spells are good with Vial Smasher, however they're not good for, you know, casting...

You're better off leverageing vial smasher with cards like Curiosity and Keen Sense whcih draw you cards off his ability. You then want more instants which can leverage this further. Ultimately for a win condition however, you want ot get down some sort of combo (thras/vial smasher is not a beats deck in cEDH), whether that combo be something like Thassa's Oracle via Flash + Protean Hulk, or wheterh it be some sort of infinite mana combo via somehtingk like Dramatic Reversal + Isochron Scepter.

You can make it an extra spells trun if you want, but again, you're going to need a crap tonne more ramp if you want it it work, especially low costed ramp (and stuff like Dark Ritual and Mana Vault are good to get combo started). from there you can chain lots of extra turn spells. but that would be the other wat to play the list. This however is harder to build as you have to juggle the low and high cost spells a lot more.

I put together a bit of a meta hate deck a while ago for these guys. I would take the list with a grain of salt (pun intended), however it might give you some of a nidea on how to shape the deck a bit more:

Salt Encrusted

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