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Creature — Plant Hydra
Defender (This creature can't attack.)
Whenever Sprouting Phytohydra is dealt damage, you may put a token into play that's a copy of Sprouting Phytohydra.
Sprouting Phytohydra Discussion
1 year ago
Deadbridge Goliath could be killed by attack/fighting then used for counters from the graveyard.
Thopter Assembly gives you an airforce and 5 weenies to attack your boss with every other turn.
1 year ago
1 year ago
Hey dude, thought I'd comment it on here.
So let's round out my observations before we move to my opinions.
Win Conditions you have included are: Rolling Stones , Assault Formation , Wakestone Gargoyle , Vent Sentinel and Dragonshift. Of those, Wakestone doesn't really have a way to go off unless another win con is already out. So Wakestone + 1 or Vent Sentinel and Dragonshift are the only current ways to win a game.
Tokens- Coral Barrier , Hornet Nest , Golden Guardian Flip , Sprouting Phytohydra , Dragon Fodder , Parallel Lives , Kiora, the Crashing Wave. Coral Barrier does provide an evasion creature, and 1/1's with evasion are often under-rated. Hornet nest is great if you can keep it alive, and okay if it dies. Golden Guardian is an okay card if you can get some tokens out of it, but it doesn't die to anything in your deck right now. Sprouting Hydra is probably the best token card in this deck as it lines up with all of your themes, it has serious potential for combos. Dragon fodder doesn't belong here. Swap it out for a late game threat like Vigor for wall wins, or Luminarch Ascension if you plan to keep the token theme. Parallel lives is at best okay in this deck, if you had more than 10 things that made tokens, I would say its definitely important. Kiora is an okay planeswalker but I'll talk about her in a second.
Ramp- Ok so there's not enough of it. Overgrown Battlement , Ulvenwald Captive Flip , Sol Ring, Cryptolith Rite. Commander games are won by casting several cards in a turn. Firm believer that if you have green, you run green ramp. Period. Bonus, Ulvenwald Captive is terrible ramp.
Card Draw- You're covered here. I think you have enough card draw.
Planeswalkers- Special Note, I think Kiora is a fun planeswalker, but she's not amazing in this deck. It'd be better to see something like Ajani Goldmane , or Elspeth, Sun's Champion for added tokens, boardwipes, and counters, as well as their emblems enable your win conditions.
Ok so now I'll start by suggesting things you could add to this deck.
Wall of Denial - My favorite Wall.
Tree of Redemption - Can get ugly dude. 0/40 is kinda great in a lifegain deck.
Kodama's Reach - good solid ramp.
Cultivate - Same as above.
Comet Storm - You have ramp, play a ramp board clear.
Kindred Summons - Pick wall.
Fireball - Very versatile in rampy decks.
Vandalblast - You have red, you need good artifact hate.
Supreme Verdict - Favorite Board Wipe
Wrath of God - AKA the Reset Button
Azorius Signet - Ramp
Izzet Signet - Ramp
Aetherflux Reservoir - Can become a win condition (that can be fetched with fabricate) if you have a strong life gain game.
Ajani Goldmane - Can combo with some win cons, has good passive benefits from behind the army of walls.
Elspeth, Sun's Champion - Same reasons as Ajani, but can also board clear creatures with 3 or greater power, so not your walls.
Now we move on to cards I suggest removing.
Murmuring Phantasm - It's not bad, it just doesn't provide an additional benefit. You could find a better card for sure.
Abrade - Swap for better removal. I suggest Comet Storm, or Vandalblast.
Lightning Helix - Okay so IDK what this is in here for. Its a good card in a tempo deck. You can do bigger and better with 2 mana. Play the long game.
Ghostway - Looks okay with EtB triggers. Is good against boardwipe, but honestly, you have walls. They probably won't die that often, and if they do, you won't be bouncing more than 2-3 back to your hand. Is that honestly worth holding up 3 mana?
Parallel Lives - Get to the 10+ token generators, and this card is waaaaaaay better. As it stands now you may get 2-4 extra tokens in a game, if you draw it.
1 year ago
Cut Alluring Siren, Belligerent Brontodon, Cathedral Membrane(wont block), Fog Bank(cant deal damage), Guardians of Akrasa, Jaddi Offshoot, Kami of False Hope, Majestic Myriarch, Primal Clay, Thing in the Ice Flip, The Chain Veil, Doubling Season (Unless you add way more counter/token stuff)
I'd probably run Amaranthine Wall, Assault Formation (For when Arcades isnt around and the +0/+X boost), Guard Gomazoa (since he cant die in combat), Hornet Nest (for tokens and he can be very efficient), Mnemonic Wall (to get back a wrath), Psychic Membrane (if you plan on blocking its awesome), Sprouting Phytohydra, Sunscape Familiar (cause duh), Walking Archive, Wall of Frost (big and a good blocker), Wall of Mulch (value off of an enemy wrath), Wall of Omens, Wall of Roots.
1 year ago
Hello! making an Arcades deck too! My current WIP deck is here: Arcades copy
Card suggestions: Steel Wall has amazing value mana value and Traproot Kami is incredible (especially considering it counts enemy forests too). Wall of Resistance isn't great but it has a lot of potential to get big. Wall of Tears is nice as an even bigger deterrent than all your other defenders are.
The glyphs: Glyph of Delusion,Glyph of Life,Glyph of Reincarnation, have some neat utility here though not amazing. Sprouting Phytohydra has amazing recursion where every-time its token re-enters you draw another card (if arcades is out). This is especially easy if someone has a burn deck where it hits all the creatures on the board. Siren's Call is very good, especially since with all your deterrents you are sure to not take much damage if they target you and will most likely cause two opponents to both suffer. Skeleton Key is great as skulk fits perfectly with this deck theme. The second effect is just an added bonus. Warmonger's Chariot is important as you need as many ways to let creatures attack as possible. Dusk (and also Dawn) are very nice as well as Retribution of the Meek since even though they aren't board wipes, they rid the board of most threats and are sure not to hit 99% of your creatures.
1 year ago
Boza saying it requires "12 mana" is not entirely accurate. "requires 12 mana" implies that all 12 mana must be paid in the same turn. but in this case, that 12 could be broken up over 3 turns. Blasting Station turn 3, Outpost Siege turn 4, Sprouting Phytohydra turn 5. now im definitely not saying the combo is good, im just saying it can be done with only 5 total lands.
1 year ago
Xica he doesn't actually have to rely on the opponent killing his blockers. i think it would look like this:
- use Blasting Station to damage Sprouting Phytohydra.
- Sprouting Phytohydra triggers and makes a token copy.
- Blasting Station triggers and untaps.
- rinse/repeat, sacrificing the damaged Sprouting Phytohydra to the Blasting Station to damage the new Sprouting Phytohydra.
- each repetition of step 1 triggers the "dragons" ability of Outpost Siege to damage the opponent.
TLDR: he can kill his creatures himself with Blasting Station.
1 year ago
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