Pygmy Hippo

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper 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.

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Pygmy Hippo Discussion

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

2 months 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.

Daedalus19876 on [Kaseto, Orochi Archmage] Snake Tribal / Voltron

4 months ago

Ack! I'm a bit late; work has been brutal lately. Anyway, here's the comment I owe you, haha.

This probably isn't what you want to hear, but you have most of the things I'd normally suggest for the deck. Personally, I'd try to avoid somewhat suboptimal creatures that are only in the deck due to the snake tribal (like Lorescale Coatl), but that's more personal preference.

One thing you haven't exploited too much is the unblockability aspect, though. Quietus Spike is a nasty little trick you could pull off pretty well with your commander. Or you could do silly things with Kukemssa Pirates or Pygmy Hippo...

Have you considered Slate of Ancestry over Shamanic Revelation? The repeatability is pretty awesome.

DVLuca on Scry About It (Planeswalker EDH)

5 months ago

fragarach97 you are my hero....I love Pygmy Hippo!!! You need (I think) to make him hit Seedborn Muse + Opposition. The one and only problem is that in we can't tutor enchantment or transmute for CMC. But trust me when you see Opposition in game it makes a significant difference. For the rest you have a good build, maybe Fauna Shaman to tutor more easily Magus of the Future so you can replace Future Sight. For some counterwar Mystic Snake is excellent with Momir Vig, Simic Visionary to tutor Draining Whelk and/or Venser, Shaper Savant, you can simply cast it, see if you can draw a creature and rebounce him back to your hand. If you go infinite mana with Deadeye Navigator Brutalizer Exarch to remove all but creature and/or tutor any creature is a good out-win! Last suggestion.....Cloudstone Curio to make all more repetable can fit well.

Adamaro on AotH: Attack of the Hippos

1 year ago

Interesting deck idea. Have you considered Pygmy Hippo? I mean, "attack of the hippos" should have a couple Hippos right? Besides it's pretty dang good.

Grind on The Hokey Pokey

1 year ago

+1 for Pygmy Hippo

DaringApprentice on Vorel commander

1 year ago

Nice deck, Vorel is pretty sweet! If you want, feel free to check out my Vorel deck, The Thirteenth Year.

Some suggestions for mana ramping would be Rushwood Grove, Saprazzan Cove, Saprazzan Skerry, Fertilid, and Realm Seekers.

Eternity Vessel, Triskelion, Thopter Squadron, and Simic Manipulator let you use counters for interesting effects.

To increase the number of counters you place on things, check out Illusionist's Bracers, Hardened Scales, Solidarity of Heroes, Forgotten Ancient, Bloodspore Thrinax, and Death's Presence.

I also would recommend Nature's Will over the Pygmy Hippo you currently have in the deck, since Nature's Will triggers if any of your creatures deal combat damage to a player.

I would recommend taking out Sturdy Hatchling, since you don't want to double the -1/-1 counters on it. Also, Private Research isn't useful, since the counters are put on the Aura, not on the creature, so Vorel can't double them.

I might also recommend omitting Simic Guildmage unless you have a lot more Auras in your deck, and you don't need Kavu Predator unless your play group has a lot of lifegain. Yisan Chord is a tricky card to use with Vorel, since you want to make sure you don't double his verse counters beyond the CMC of creatures in your deck. Since your highest CMC is 6, I'd recommend cutting him.

I also don't think Vigean Hydropon, Shambleshark, and Cloudfin Raptor are that useful for this deck.

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