|Commander / EDH||Legal|
Printings View all
|2011 Core Set||Rare|
|2010 Core Set||Mythic Rare|
Combos Browse all
Creature — Hydra
Protean Hydra enters the battlefield with X +1/+1 counters on it.
If damage would be dealt to Protean Hydra, prevent that damage and remove that many +1/+1 counters from it.
Whenever a +1/+1 counter is removed from Protean Hydra, put two +1/+1 counters on it at the beginning of the next end step.
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Protean Hydra Discussion
1 week ago
Sometimes i give some odd suggestions but some i think can be useful in certain matchups. I understand that, need to be more aggressive for sure. I like the inclusion of Protean Hydra, good if you can get it above 3 toughness primarily against red decks.
Gyre Sage could do some work, did for me before i disbanded the version i made.
Lightning Greavesor Swiftfoot Boots are most useful against hyper aggressive decks and burn, i would have also recommended a two of Kalonian Hydra but it's better if your playing more of ramp role to get it out quickly.forgot to +1 :D
2 weeks ago
You have too many Hydras and not enough Elves that generate mana.
I am running a Tiny Leader Elf deck with a 'splash' of Hydra and it is great fun and very powerful. The problem with your deck is that the Hydra's need mana ramp for the'X' and you are missing some awesome, relatively inexpensive elves that can do this.
For starters you must have Elvish Archdruid - this dude pumps Elves and generates a ton of green mana. Next is Priest of Titania. These both add mana for every Elf on the battlefield. The Land card Wirewood Lodge can untap one of these which can then be re-tapped for further green mana. Any other cards that generate green are good (e.g. Sylvan Caryatid - Hexproof defender which taps for mana).
A lot of decks run Rofellos, Llanowar Emissary - he is expensive (I don't have him). He can ramp with the forests.
Your three sorceries are pretty much redundant if you ramp with the Elves. Put in some protection against the burn/removal decks that will aim to take out the mana-ramping Elves.
3 weeks ago
So a couple of issues I can see you might have is a pretty high avg CMC by 'modern' standards and a lack of removal or interaction with your opponents board, but it looks like youre going for big counters and big creatures, i can get behind that.
If you're looking for lower CMC creatures with counters so you can more consistently have something aggressive to do on your early turns, I'd recommend running anything with X in its casting cost like Endless One, Hangarback Walker, Mistcutter Hydra, or Protean Hydra since they can be pretty relevant late-game depending on how much mana youre willing to pump into them, which in turn works really well with your Gyre Sage. Protean hydra works especially well with 'fight' kill spells like Prey Upon, or Pit Fight if you really want instant speed, or Ulvenwald Tracker if you really want the ability on a stick. Avatar of the Resolute is another really good value creature early or late.
That said, i don't really agree with some of your more expensive creatures, specifically the stuff that costs 4 and more. when youre into that range you kinda just want to drop a card that wins games or gets you back from being behind. Kalonian Hydra is pretty sweet and all, but the turn it comes out it's not winning the game for you and its vulnerable to removal, i kinda prefer Verdurous Gearhulk for what it is, if you have no board its an 8/8 blocker until next turn, but if you do have a board-state, you can pump 4 counters onto another creature that doesnt have summoning sickness. but if you want a top-end game winner, you might as well go with Craterhoof Behemoth especially with your toad theme, or maybe Decimator of the Provinces is pretty much the same but different and less(?) expencive to buy.
additionally, Fathom Mage costs a bit too much and does a bit too little. it draws cards, but if you get it out turn 4 or 3, then its not helping you out that turn. you might like Duskwatch Recruiter Flip for card advantage instead, it's lika a poor-man's Fauna Shaman, but the recruiter does something no other creature does, it digs 3 (or any number of cards) deep as an activated ability without requiring a tap or sacrifice. if you drop him early, great, you're on curve. if you drop him late, you can spend excess mana and pick your favorite card out of the top 3, that turn, even if it was the last card in your hand, as opposed to drawing one card after playing another creature like what would be the case with fathom mage. on the real though, at least replace Tracker's Instincts with the recruiter. your deck isnt utilizing self-mill or reanimation, or any graveyard payoff, so there's no reason to throw cards into your graveyard blind looking for creatures when you can bottom them.
beyond that, I dunno, I encourage any creativity. I dont mean to sound like I'm shitting all over your build. Just throwing a bunch of ideas at you. +1 for big fat fatties :D
1 month ago
I would choose Glistening Oil and Vorapede to remove. Im not sure I see the reason for 1x Glistening oil and Vorapede is good but he's just too expensive, I feel like the Protean Hydra would get out faster and grow larger in the same amount of time, plus he looks amazing. Your creature base is massive so a Grave Pact might be a decent sub or sideboard. With all the nice things your deck does with tokens a couple of proliferates like Grim Affliction/Throne of Geth could be a game finisher too.
1 month ago
First, I must ask the question: "Would you like pissing off your opponents with bullsh*t infinite combos, or do you like to keep this deck competitive and fun to play against?" If the latter, ignore my first two suggestions.
Sporemound+Life and Limb produces a lovely little Infinite tokens combo. Throw in a Utopia Mycon and you now have an Infinite mana combo. Throw a Helix Pinnacle into the mix, and you have your alternate win condition.
Mana doublers like Heartbeat of Spring, Dictate of Karametra, Mana Reflection, or Vorinclex, Voice of Hunger (Or, as I like to call him: the embodiment of green, big and rampy) all amp up the mana ramp aspect of this deck.
Finally, with mono green mana ramp, you shouldn't be afraid to run bigger creatures, including, but not limited to:
1 month ago
No problem, I've done the same thing. :)
I should note that I have a BG version of this deck that I find to be more effective/enjoyable, so I haven't worked on this one in a couple months. That said, reading your suggestions I had some thoughts to myself like, "What? Why do I have 4 Strangleroot Geists?" and "Why is Bioshift in my sideboard?" I did consider Ring of Kalonia, and both the rings are probably worth testing. I'm not sure how I missed Simic Guildmage, as that would be pretty effective in my BG deck (which contains the similar Cytoplast Root-Kin, pairing beautifully with Protean Hydra).
I play pretty casually, so I'm not super concerned about removal, but I agree that I do need some sort of answer to it.
1 month ago
More hydras for more +1/+1 counters:
Although it is expensive, a Cavern of Souls will protect your mana investment.