I said the words, "...too bad you can't actually make a Tiny Leaders deck with Hydras."

lol

Boy was I wrong. Sure, there are many great Hydras that have a hefty CMC but there are also plenty that don't. The hardest part wasn't finding the Hydras, it was finding a commander.

Omnath, Locus of Mana is great, though not 100% fitting in the tribe. I'm ok with this. It would be even better if the mana carried over turns instead of just phases so you can pay a big fat X on a Hydra, but the basic strategy is to tap all of your green mana before combat to buff him up for battle and then spend the mana during your second main phase on defending creatures. Where Omnath does fit in is the category of big fatty fat creatures, and he cheats his way into that just fine.

As for Hydras I was able to find some good ones, but then expanded on a theme to add in "honorary hydras".

Feral Hydra : A simple 0/0 for 1+X that can buy more +1/+1 counters for mana. If nothing else it's a great way to sink your mana every turn. Without much in the way of non-creature spells its the best place to put it.

Genesis Hydra: Best saved for turn 5 or later when you can guarantee that you hit a card that you can play. It's unfortunate that a 0/0 can never be cheated in this way, but it's a good way to dig through your deck.

Hooded Hydra: A bit more interesting since you can either just hard cast him for any size or play him face down and Morph into a 5/5 for 5 (two mana cheaper over two turns for that size). When he dies he becomes a bunch of 1/1 snake tokens. Nice. "Hydraback Walker".

Lifeblood Hydra : Our first Hydra with Trample is also the most expensive. Three green plus X isn't cheap, but at least when he dies you gain life. The high cost is mitigated by the abundance of ways to add more counters.

Managorger Hydra: If your opponent can't kill it dead then the Managorger will eat your opponent dead. Just give it time.

Mistcutter Hydra: Cheap and effective. The only Hydra with Haste and also comes with protection from Blue and cannot be countered. Solid.

Primordial Hydra: Damn, son. Doubling it's counters every turn is just insane. Probably not the best option on turn 3 unless you know it's safe. It would be a 2/2 on turn 4, a 4/4 on turn 5, an 8/8 on turn 6, and a 16/16 with Trample on turn 7. Hard to pass at any stage of the game, this thing can and will become too big to handle.

Protean Hydra: Another good and cheap Hydra that is a bit harder to deal with. Makes for a great blocker that becomes an even better attacker. The doubled counters are not added until the end step so if all of it's counters are removed it just dies. I wouldn't play him for less than two counters, but the more the better.

Scourge of Skola Vale : 0/0 that is hard cast for 3 mana and two +1/+1 counters. If any of your other creatures are going to die, just feed them to this guy. Since the Scourge has Trample, this guy is easily one of the biggest and most menacing threats.

Vastwood Hydra: The last Hydra on the list is the Hydra that gives back. If Vastwood were to be eaten by Scourge it would gain twice as many counters. This is what Servant of the Scale is all about. Turns out he wasn't in allegiance with Dragons, but to Hydras.

Avatar of the Resolute : A late game powerhouse, this guy should be the final nail in your opponents coffin. Early game he serves as one of the very few means of dealing with Flyers.

Chlorophant : Another force to be reckoned with, if left unchecked the Chlorophant will grow out of control.

Experiment One: A well designed creature that will fluctuate in size and prove to be a true nuisance. Great to play on turn one.

Gyre Sage: The only mana ramp that should grow into a decent sized creature on it's own, but the amount of possible mana seems powerful with Omnath around and then plenty of creatures with X to sink the mana into that should trigger more Evolution.

Phantom Nantuko : The Phantom is like several Hydras rolled into one. Another hard cast with two +1/+1 counters but this guy can add counters for free once a turn. Until it is time to strike, the Phantom is best left on defense since he can block and tap to grow in size and then could attack the next turn. I like that he comes ready to go with Trample.

Predator Ooze: Yet another nuisance that begs to be dealt with before it grows out of hand. Indestructible sure is nice.

Scute Mob: Cute little scamps. Deal with it as a 1/1 or deal with it as a 5/5, 9/9, 13/13, etc...

Servant of the Scale: A great target to accumulate extra counters with the intention of moving them to another. Great snack for the Scourge.

Slith Predator : Best to play on turn two and then start attacking to accumulate counters. Another good target to accumulate extra counters since he has Trample and has an easy means of growing even more.

Tuskguard Captain: "...with Liberty and Trample for all!"

Undergrowth Champion: The mother of all things annoying. Undergrowth Champion is another defensive road block that should prove very difficult to deal with.

Armory of Iroas : Should be a sign for homeless Hydras that reads, "Will attack for +1/+1 counters."

Bow of Nylea: Counters, Damage, Life, Grave Robbing, and Deathtouch. Amazing.

Forced Adaptation : Turn any creature into a Clorophant with Forced Adaptation!

Hardened Scales: The cream of the crop for any +1/+1 counter deck, Hardened Scales will absolutely tip the Scales of justice in your favor.

Llanowar Reborn: A land that tosses a free +1/+1 counter at the first creature you play? Why not?

Ordeal of Nylea : Counters for Ramp. It's a beautiful thing.

Primal Cocoon : Also known as "Chlorophant Cocoon".

Ring of Kalonia : Also known as "Ring of Chlorophant".

Sword of the Animist: Ramp that nobody calls "Sword of the Chlorophant".

Basically every game should be like "Play a creature every turn that will slowly grow and eventually eat you".

I said it couldn't be done but I think this is a perfectly viable option for an aggressive Hydra based Tiny Leaders deck. Let me know what you think in the comments and as always thank you for reading :)

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Date added 7 years
Last updated 7 years
Legality

This deck is Tiny Leaders legal.

Rarity (main - side)

4 - 0 Mythic Rares

19 - 0 Rares

9 - 0 Uncommons

5 - 0 Commons

Cards 50
Avg. CMC 2.03
Tokens Morph 2/2 C, Plant 0/1 G, Snake 1/1 G
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