Pygmy Hippo


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Visions (VIS) Rare

Combos Browse all

Pygmy Hippo

Creature — Hippo

Whenever Pygmy Hippo attacks and isn't blocked, you may have defending player play a mana ability of each land he or she controls and empty his or her mana pool. If you do, Pygmy Hippo deals no combat damage this turn and at the beginning of your postcombat main phase, you add (X) to your mana pool, where X is equal to the amount of mana emptied from defending player's mana pool this way.

Latest as Commander

Pygmy Hippo Discussion

bushido_man96 on A Primordial God needs your ...

3 months ago

I think you can cut Arcanis the Omnipotent . Too mana intensive. Cut Mystic Remora , and I'd cut the Teferi combo, because I'm just not that interested in locking everyone out of the game. Pygmy Hippo is cool, but unless you can make it unblockable on a regular basis, not worth running.

What is Deadeye Navigator comboing with? It might not be as useful as it could be in other decks.

From there, go cut one each of the X casted creatures you have, an X sorcery, an instant, and see where you're at.

lothshteth on The Dark One

8 months ago

I agree that Teferi, Mage of Zhalfir is a more eloquent design. This is probably why WOTC hasn't touched upon Drain Power since Pygmy Hippo .

If I go with the Damping Sphere ability, would you suggest any changes to cost or anything else?

Corrosive_Cat on Crucible of Value

1 year ago

Neat idea! Academy Ruins could be super useful; one retrieves the other if you lose it, so they'd have to get rid of both to stop you getting that recursion. Khalni Heart Expedition would be super handy too, and Dryad Arbor is kinda cool, recurring creature + blocker when you need it. Azusa, Lost but Seeking is probably ideal, as would be Burgeoning or Exploration? Ob Nixilis, the Fallen could be kinda cool too! Pygmy Hippo is a really strange edge-case card, but seems great for mid to late game ramp, and stops counters after combat step!

Caerwyn on Custom Ability Question

1 year ago


You cannot do that - it would interact toxicly with Glissa Sunseeker and Pygmy Hippo (in multiplayer).

Also, with Dominaria, Wizards stopped using Mana Pool in mana abilities. It would just be: Add .

Azeworai on David's Ug God's

1 year ago

No Pygmy Hippo?! xD

babushkasara on What's mine is mine and what's yours is mine

1 year ago

Lazav, Dimir Mastermind - not really stealing, per se, but close

Reins of Power - especically if you have no creatures at the time

Boneyard Parley - politics!

Grim Return - they finally kill their creature to get it away from you Yours again.

Ink-Eyes, Servant of Oni - repeatable

Iridescent Drake - blue! Also, enchantments!

Djinn of Infinite Deceits - in case they try to escape by playing creatures with downsides or something? Just a fun card in general.

You could also do something like Mirage Mirror for temporary 'stealing' (or to copy your thieves for more stealing)

Sadly you can't use Pygmy Hippo or you could steal their mana too.

ClockworkSwordfish on What if (insert old rule) ...

2 years ago

I agree that losing mana burn is a loss for the most part. The logic was that it didn't come up often and fairly enough, but... well, neither do a lot of things. The problem is mostly that removing mana burn didn't add any strategic depth. But there is a void now where it once was - for all of the reasons you listed, and then some.

What really peeves me are the cards that have been rendered useless since they were designed with mana burn in mind. Citadel of Pain and Pygmy Hippo are chief examples, but I also liked the added utility on Spectral Searchlight and Valleymaker. Master of Arms was also neutered by a rules change (tapped blockers not dealing combat damage) and yet they swept in and errata'd him to compensate. Where's the love for the Hippo, huh?

Other rules losses I dislike are combat damage no longer using the stack (that's more arbitrary; there are arguments for both versions having advantages) as well as the new legend rules (it makes more sense balance-wise but I dislike it flavour-wise.) The one that probably leaves the worst taste in my mouth is the new 'waterfall' style for handling combat damage in gang blocks! Jesus, I thought they were trying to make the game more streamlined - what the heck is this about guys lining up to take hits until the attacker decides he's handed out enough? It's less intuitive and lowers the power of trample, which could kind of use the help considering it's the worst form of evasion there is. Plus the whole "deathtouch has a secret second ability where it lets you use the old style of damage" both suggests it wasn't a necessary change and also results in weird rules baggage that isn't obvious from looking at a card, kind of like the original Walls being unable to attack without any reminder text saying so.

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