This deck has a strong focus on hydras an has win-cons of Fling and Bioshift. Bioshift makes an unblocked hydra huge and combos with Corpsejack Menace, while Fling sacks a huge hydra for lethal. Corpsejack Menace, Vorel of the Hull Clade and Strionic Resonator all help boost the hydras' counters. Axebane Guardian and Fog Bank ramp and keep me alive until I get a hydra out respectively. Plasm Capture can help me get out an enormous hydra, by providing ramp. Mana fixing is provided by Axebane Guardian, Arbor Elf and Farseek.
Rating and suggestions are always welcome!
I'm liking the deck.
I had a few similar ideas when I decided I wanted to make a hydra deck.
Coincidentally, I pulled Primordial Hydra from my first pack.
You may be interested in Vastwood Hydra and Kalonian Hydra when they release in M14.
Well if you didn't notice, Protean Hydra is a proxy for Kalonian Hydra and I'm not so sure if Vastwood Hydra is all that great.
Kalonian will be absolutely ridiculously powerful in simic, imagine it combined with the evolve creatures. They wont need a stronger guy than them to get more powerful. So instead of maxing out at around 3 or 4 ish. They'll just keep getting bigger and bigger.
The thing is, Cavern of Souls protects against counterspells, and I would not need it as a blocker, however, it's upkeep ability will trigger without being removal bait first. In addition, there is only one hydra with an upkeeep trigger. The only thing I'm worried about is Plasm Capture will be harder to use, and That I think provides more utility than Savage Summoning . Countering a board wipe with a mana dork, Corpsejack Menace , and vorel would win me the game. next turn, get 4 mana+5 from lands+one from the dork=10 mana, then Kalonian Hydra as an 8/8, vorel it up to 32/32, Essence Harvest
here's a very basic rule of thumb for assigning land count to your deck. 24 lands is the default number for medium mana curve decks. if your deck has a low mana curve you can justify playing fewer then 24 lands. 22 works for most aggro decks. a very slim one (with lots of 1 drops) can get away with 20 or 21. if your deck plays fewer then 20 lands it has to have a curve that is lower than low. lots of free spells, maybe a mana cheating mechanic. if your deck has a high mana curve you definitely need more then 24 lands. 26 is the most typical number for control decks. ramp decks often play as many as 27.
For each color in your deck count up every colored mana symbol in a spell's mana cost. Take the total number and divide by 2, round up. That is the minimum number of lands capable of producing that color of mana that your deck will require to cast its colored spells consistently.
Quote from metamorph on MTGS forums. Should help you a bunch.
Cool deck +1. If you are having trouble with mana, use 4 Farseek