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Primordial threats

Modern

Pygmyrhino990


Description

Many years ago I built a mono green Hydra deck. It did not work very well. So now I have a few copies of Primordial Hydra lying around. This is what I now plan to do with them.

After seeing many years of red green hydra decks, one thing became apparent to me. Hydras are very strong. Hydras have a very high power and toughness making them prime targets for removal. Well, why don't we just skip that whole mess altogether and get rid of it ourselves. And by that I mean we pick up the hydra and throw it at the opponent. Yep, we're running Fling.

The issue with my previous hydra deck was that it was just a bunch of large creatures thrown into a deck and I would hope for the best. After becoming a bit more accustomed to the competitiveness of magic, I discovered that you need your deck to be capable of winning by around turn 5. Thus we need to run faster cards than Oran-Rief Hydra
  • Apocalypse Hydra I only run this because of it's capability to get huge fast as well as burn.

  • Primordial Hydra The hardest hitter, allows a turn 8 32/32 creature, not that we should get that far anyway.

  • Hardened Scales Chosen to be a simple turn 1-2 drop so that on turn 3 I can launch a 4/4 primordial for an 11/11 the next turn to attack with then fling.

  • Elvish Mystic, Somberwald Sage: Good ramp for the early game. A turn 1 mystic means a turn 2 sage for a huge 7 Mana primordial on turn 3 for a killer blow on turn 4.

  • Mage Slayer, Fling, Soul's Fire. These are my hydra's best friends for obvious reasons.

  • Relentless Assault is good just in case I need to finish them off after a somewhat less successful attack, works especially well with Mage Slayer

  • Fog will probably switch for something more protective, but good for sparing me an extra turn to finish off my opponent

  • Groundswell: great considering the land count in the deck, otherwise because we have a lot of ramp, we can hold back on playing lands until the time comes

  • Invigorated Rampage is chosen because it synergises with the "deal damage equal to power" effects and gives trample in the case of Apocalypse Hydra

  • Commune with Nature helps me tutor up one of my hydras and chew through my deck to find other combo pieces otherwise

  • Blossoming Defense is handy protection in the event our hydra does nearly get shot down, plus it gives us a little extra P/T

  • Forest, Mountain I haven't chosen any non-basic lands yet and I'm trying to stay budget (below 100 if possible) so I'm open to recommendations

So far it seems rather obvious what the game plan is, get big hydras and attack, then use spells for extra damage, but there is an order to it.

Ideal opening hand setup:

So in an ideal world we have at least one cheap ramp, either Elvish Mystic, or Whisperer of the Wilds, 1 Primordial Hydra, a mountain, 2 forests, Hardened Scales and one of our creature -> damage spells (Fling, Mage Slayer or Soul's Fire)

The game plan is to smash out Primordial Hydra ASAP for as much as possible. As soon as he reaches above 10 +1/+1 counters (or half the enemies life total at a minimum of 10) we attack and use one of the burn cards to finish them off.

Turn 4 win

Opening hand: Forest x2, Mountain, Primordial Hydra, Elvish Mystic, Hardened Scales x2

Top deck: Hardened Scales, Fling

turn 1: forest + mystic

turn 2: forest + hardened scales x3

turn 3: mountain + primordial (pay 4 mana playing him as a 5/5 with scales)

turn 4: (primordial is a 13/13). attack with primordial and fling in second main.

Alternate turn 4 win, a little harder to set up

Opening hand: Forest x3, Elvish Mystic x4

Top deck: Fling, Relentless Assault or Soul's Fire, Primordial Hydra, Mountain

Turn 1: forest + mystic

Turn 2: forest + mystic x3

Turn 3: forest + primordial for 7 mana

Turn 4: mountain, attack with primordial for 10 dmg (if they have a blocker you can pump him if you want, but turn 4 guarantees the opponent won't have a really big blocker) then you can either use SF, Fling, or RA

Yet another turn 4 win

Opening hand: 2x Forest, 1x mountain, xenagos, Primordial, mysitc, Somberwald

Topdeck: fling

T1: Forest mystic

T2: Forest Somberwald

T3: mountain Primordial with 5 counters

T4: xenagos (using Somberwald for Mana) Primordial is a 10/10, xenagos gives +10, attack for 20 with trample, then fling through the rest.

So after coming into acquisition of the deck a few things become apparent. Ramp is precious and should be revered, and most opening hands should include 1-2 ramp creatures minimum. Also, not starting with a Hydra in hand is detrimental, so commune with nature is a godsend. Apocalypse Hydra is not as good as I would like it to be either, but is more of a worst case scenario burn, but has still won me games.

Possible changes might be swapping out the Apocalypse hydras for cheap creature tutor to find me Primordial Hydra. Otherwise a couple of the pump spells might get added or subtracted for better options.

Updates

Comments

Devinmlake says... #1

You definitely want at least 23 lands in this deck.

August 29, 2017 8:52 a.m.

Pygmyrhino990 says... #2

Why is that? I don't plan on casting my hydras for huge amounts and I have a tonne of ramp anyway

August 29, 2017 8:54 a.m.

Devinmlake says... #3

A lot of your ramp cost two and will probably get bolted off the table almost immediately. You don't want to get stuck at two land and get beaten to death. Also Gyre Sage needs you to play bigger guys before she even becomes ramp so she's not really that helpful early game

August 29, 2017 8:59 a.m.

eyedehawk says... #4

Been gone from the game for a couple of months so I'm a little rusty so my advice might not be the best but it seems that the idea you're running with is very similar to an infect deck. My advice would be to add in a little extra protection and sideboard the removal like Lightning Bolt as you should be focused solely on your offensive. For example,Path to Exile is a huge card in modern that doesn't necessarily do damage but gets rid of threats nonetheless. So I recommend a card like Vines of Vastwood or Apostle's Blessing to add in the overall protection.

September 21, 2017 11:33 p.m.

Pygmyrhino990 says... #5

Thank you for commenting, but k already have lightning bolt on the side with 1 in the main for extra damage. I would only ever side in the rest for spot removal. As for vines of the vastwood I had no idea that card existed and it will probably make an appearance in the deck.

September 22, 2017 5:16 a.m.

VaultSkirge says... #6

Xenagos, the Reveler+Temur Battle Rage+Primordial Hydra=Win. Also Cinder Glade is a pretty great budget land for about $2.

September 24, 2017 7:18 a.m.

VaultSkirge says... #7

September 24, 2017 7:19 a.m.

Pygmyrhino990 says... #8

I like the battle rage and the cinder glad but xenagos is five Mana which is a little slow for me even though I am able to get Mana super fast. Maybe as a 1 of.

September 24, 2017 7:32 a.m.

VaultSkirge says... #9

Ya i run 1 in my gruul deck

September 24, 2017 9:40 a.m.

Copperline Gorge and Rootbound Crag both could be decent playsets to grab on the relatively cheap side of things. Wooded Foothills would be an awesome addition in the grand scheme of things as well. Cheers

September 24, 2017 6:37 p.m.

Mr.Beaver says... #11

If the priority is to fling creatures rather than attack with them, why is Relentless Assault in the deck? Maybe you can replace it with another Fling so you can improve your chances of getting your win con when you need it.

October 11, 2017 3:25 p.m.

Pygmyrhino990 says... #12

The aim of the deck is to get about a ~10-15 P/T hydra, attack THEN fling. Relentless assault is there for synergies not only with xenagos but also because it allows me to get through high toughness creatures.

October 11, 2017 4:13 p.m.

maybe go up a couple lands, maybe some more high value creatures as a panic button in case your awesome plan gets disrupted

October 16, 2017 6:26 a.m.

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Date added 1 month
Last updated 3 weeks
Legality

This deck is Modern legal.

Cards 60
Avg. CMC 1.77
Folders interesting decks
Views 489