|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Mythic Rare|
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Creature — Hydra
Ulvenwald Hydra's power and toughness are each equal to the number of lands you control.
When Ulvenwald Hydra enters the battlefield, you may search your library for a land card, put it onto the battlefield tapped, then shuffle your library.
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Ulvenwald Hydra Discussion
4 days ago
Since you came and helped me out, I will return the favor!
Cards that could be replaced:
Acidic Slime: I personally feel Reclamation Sage just outshines the slime. For 2 more mana, all you're getting is deathtouch and the option of destroying lands, which our commander is already capable of doing himself (if needed).
Nevinyrral's Disk: I personally don't like all that much. This has a lot to do with the fact it comes in tapped, and the fact that I prefer Pernicious Deed. If you don't feel like you need this, it could very easily be replaced!
Warchief Giant: This card I would argue could be replaced. The other two are more impactful when they connect. However I realize he is a personal fav of yours, but it's a possibility ;)
Elixir of Immortality: I personally don't see much use for this. If you want the option of putting stuff back in your library, I would instead put in Haunted Crossroads from your maybeboard (since I assume you're intending to save creatures with it!). Also, the shuffle means you have technically lost access to them anyway, when they rightfully belong on top of our deck!
All artifact ramp over 4 mana: I personally would replace all of them with 2 mana signets and Fellwar Stone. That means you will rarely come into a situation where you can't cast one!
Sifter Wurm: I believe this card could be replaced as well!
Inclusions to maybeboard:
Viscera Seer: Nice sacc and top deck filter!
Aetherworks Marvel: Since you have a little energy theme going already, this could be another fun inclusion!
Blade of Selves: What's better than myriad creatures? Having myriad on everything!! XD
Mazirek, Kraul Death Priest: I just really like the idea of this card in the deck, with us saccing opponents permanents and our own!
Price of Glory: If you really hate that everyone else playing at instant/flash speed. We don't really have that many ways to interact with players on their turns anyway! :P
Xenagos, God of Revels: Our dragon is now a 2 turn clock!
Hope this helps making the deck even more awesome!
2 weeks ago
A visit from the God_Emperor himself, Bless the Maker!
Indeed, my closest approximation of the Old Grandfather of the Desert in this deck is Ulvenwald Hydra, but Magic has a few flavorful ones in its history, most notably Greater Sandwurm. Like you said, however, they just can't carry water in this deck from a strategic point of view. The best of these would probably be Sandwurm Convergence. This card makes me so sad, because it is so unnecessarily nerfed. 8CMC is ridiculous for this effect. At that cost, it should have been creatures without flying. Otherwise, 6 or 7 CMC seems much more fair. Alas...
Anyhow. Thanks for checking out the deck, amigo. Throw an upvote for the faithful my way and keep spreading that Dune love!
2 weeks ago
I think you may want to be a bit more careful with the phrase "price is no issue." It's one thing to say you're willing to spend a couple hundred bucks to pack in some real firepower, but if you tell folks there's no ceiling on this Wonkavtor I can (and will!) go ahead and suggest a $1000 in mana base upgrades.
Shocks - Blood Crypt, Stomping Ground, Overgrown Tomb
Shocks are very strong in EDH because the damage they do is mitigated by starting at 40 life, and it's an option you elect as needed. They also boast land types, which makes them ramp targets
- Mana Crypt - If you have the cash this is an auto include; it's a 2nd Sol Ring
- Worn Powerstone - Strong in any deck with a moderate to high CMC
- Kodama's Reach - A second Cultivate, which is good enough to want two of
- Skyshroud Claim, Hunting Wilds, Ranger's Path - If you have duals with the "Forest" type these all become very powerful
- Tempt with Discovery - Hits nonbasics, the more opponents that bite the more it benefits you
- Ulvenwald Hydra - Ramp on legs, hits nonbasics
You can save a good deal of money and cut all the / lands without hurting yourself much since the deck is mostly , and ramp lets you fix. Though they're still strictly better than just a straight Swamp or Mountain. That said, even at 50% green spells that's not enough reason to be running Emerald Medallion over basically any rock.
Alright, that about covers it for the mana base. I've run out of suggestion boxes so I'll break this into two posts.
4 weeks ago
Remove anything that doesn't say, "you may draw a card when a creature enters" or you might just deck yourself with your all-cheating. Momentous Fall, Soul's Majesty, or Life's Legacy could probably draw much better than Elemental Bond. With all the card draw this deck does, some redundancy with maximum hand size helps a lot. Spellbook, Library of Leng, Thought Vessel
I'm thinking a Brass Squire would be a nice inclusion, especially with some of my suggestions, or just because you move a lot of equipment around. Helm of the Host, can let you copy Grothama and have it fight itself for 20 cards drawn.
There are two big glaring weaknesses of this deck: Flyers, and removal. For removal best to worst: Beast Within, Song of the Dryads, Karn Liberated, Argentum Armor, Steel Hellkite, Spine of Ish Sah remove anything. Reclamation Sage, Acidic Slime, Bramblecrush, Woodfall Primus can slow down your opponents while building your board.
Never go without graveyard interaction, Tormod's Crypt, Scavenging Ooze, or Relic of Progenitus will put an end to the Spore Frog + Meren of Clan Nel Toth combo, Archaeomancer + Time Warp, and other shenanigans
Multani, Yavimaya's Avatar and Ulvenwald Hydra are both giant reach creatures that hang back on D. They can fight Grothama and live too, just be sure to Fog so they don't go attacking with 10 damage marked on them. Tornado Elemental, Whirlwind, or Hurricane can deal with your archetypal Angel, Demon, or Dragon, tribal decks. Alternatively, Deadly Recluse or Hornet Queen will make no one want to attack you
1 month ago
As far as counterspells, that's kind of up to you and how you wanna play this deck. If you're just trying to protect your stuff, then yeah there are too many.
If you wanna cut some, I'd remove Cancel, Rethink, and Unwind to start. There are always better options than Cancel (Disallow comes to mind), and Rethink and Unwind may not always work, and you want your counters to always work.
To replace stuff I'd try and get more advantage from your extra land dropping.
Retreat to Coralhelm will let you scry before you draw off Taty. Roil Elemental is just fun, and a little mean, but fun. Avenger of Zendikar would actually be decent with all your extra land drops. Rampaging Baloths is just great value. Ulvenwald Hydra is a card I underestimated when I first traded for it, but given that it gets you ANY land, and the reach, it's actually a decent card.
I mean, you're gonna have the extra mana, might as well cast some monsters!
1 month ago
Nissa's Pilgrimage, Enter the Unknown, Ulvenwald Hydra, Selvala, Heart of the Wilds, Samut, Voice of Dissent, Garruk, Primal Hunter, Life's Legacy, Momentous Fall, Heartbeat of Spring, and of course Fire breath
1 month ago
OK, so looking at your deck list it's apparent you're going full on 'walker style. I think if you're going to keep it this way, you should think about including more creature wrath. Damnation, Wrath of God, Day of Judgment, and In Garruk's Wake come to mind. This way people can't just swing at you unimpeded.
I also have a Jodah deck (Monsters, Friends, and the Right to Replicate), and I packed that sucker full of the kind of ramp where you pull land out of your library and put it into play.
Those spells include: Collective Voyage, Farseek, Urban Evolution, Explosive Vegetation, Ranger's Path, and Tempt with Discovery. I also have some creatures that grab land. Those are Farhaven Elf, Ulvenwald Hydra, and Yavimaya Dryad. Llanowar Scout fills a similar role. (I'm still tweaking this deck, but right now I'm happy with the ramp package. I did however have to up the number of basic lands to really benefit from the spells I selected.)
I think it's important to grab lots of land because you want to be able to use Jodah's ability as much as possible so you need all your colors.
Now that you have tons of land at your disposal, you have room for a secret weapon. A personal favorite of mine, Biovisionary and Rite of Replication. I include a Silence to ensure no one effs with the win. Worst case, you draw a counterspell with Silence. Cool thing with Biovisionary is, unlike most triggered instant-wins (like Mortal Combat), is this triggers at your endstep so you just do the thing, end your turn and win.
I also recommend trying Muldrotha, the Gravetide. It will let you cast 'walkers from the grave. It's stupid good.
For now, that's all I have. Gotta go back to work. Let me know what you think.
1 month ago
I like it, doing as much as you can to get as many lands out as possible. That being said...I'm wondering why no Burgeoning? Almost another Exploration and a fraction of the cost if you haven't already bought it. Sakura-Tribe Elder is also a classic that looks absent. Maybe at the same time throw in Crop Rotation for more instant speed card draw if Tatyova is on the field or Ulvenwald Hydra to benefit from lands n stuff. I'm also seeing a severe amount of Artifact/Enchantment hate...meta option or just for kicks? I'd also suggest Nissa, Worldwaker for that sweet sweet mana and ultimate. Otherwise, Garruk, Primal Hunter is also good and maybe Spellseeker to pull some ramp spells, or Undergrowth Champion and Roil Elemental?