Aspect of Hydra

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Aspect of Hydra

Instant

Target creature gets +X/+X until end of turn, where X is your devotion to green.

wallisface on Hardened elves

1 month ago

Imo your list would be better without Hardened Scales - the only card that utilises it well currently is Bramblewood Paragon (Pelt Collector just gets out of range of gaining more counters quicker, Growth-Chamber Guardian being a 5/5 instead of a 4/4 is meh, and the extra counter on Joraga Warcaller feels negligible).

I think, because you’re a stompy deck, you’d probably benefit from ditching Hardened Scales and Bioshift in favour of more stompy/aggressive cards, like Rancor and maybe Aspect of Hydra, or some Elf mana-dorks to help you spew your hand out onto the board quicker

StoryArcher on Don't Let Em Breathe (Quick)

5 months ago

PickleNutz

I really appreciate you taking the time to leave comments, I'm always interested in input from experienced players.

Obviously this deck has no real removal to speak of, it's whole intent is consistent, aggressive pressure. To that end I've had to pass on a large number of truly excellent cards because they simply slow the deck down. Trying to save or protect any individual creature is actually often counter-productive in this deck as I pretty much always have more threats than my opponent can reliably deal with. Even great creatures like Questing Beast or Gargs usually end up sitting in my hand for that key round waiting for one last mana when I'd rather have played something that I could be using NOW.

I love Hardened Scales, and I have a +1/+1 counter deck that is an absolute blast to play, and it gets SO big that it's truly a sight to behold... but it's just a round or two too slow. Please check it out here: Don't Let 'Em Breathe (counters), give it a spin and let me know what you think.

FWIW, Aspect of Hydra never nets me less than +5/+5 and it's usually more in the +8 - +10. No, it doesn't give trample, but between Rancor and 15 creatures with various types of evasion, that's not usually an issue. All I need is one more attacker than my opponent has means to deal with and, as I said, that's rarely a problem.

wallisface on My Selesyna

11 months ago

So i’m a bit confused with the direction you’re trying to take here - it feels like you’re making 3 separate decks and trying to munge them together, with elements of ramp, +1 counters, and stompy. I think you need to pick a path and stick to it without deviation.

So, my big suggestion is, to pick a clear path, and then stick to it

wallisface on Hexproof ramp n pump

1 year ago

So, as you're effectively running a “mono green stompy” deck here, so my suggestions will be in line with that. My suggestions for adjustments will basically boil down to running something like this list here. In particular, Aspect of Hydra is a spectacular card to build around for a quick win.

You want to be winning the game fast, winning on turn 5 at the latest (ideally turn 4). With that in mind, you aren’t likely to have (and don’t want) more than 3 forests in play in a game, making most of your cards that care about forests just bad Giant Growths.

In that same vein of looking for fast-wins, you shouldn’t be having to worry about protecting your own life total, which is why I don’t think Fog is helpful. I’m not sure how drawing extra Rancor can feel “meh”, the card is insanely strong, and every green-stompy deck should be running 4 of them. If they’re not proving to be effective, i’d say that’s more a fault of your creatures lacking aggressive stats, rather than the card itself.

EnbyGolem on Mono-Green +1/+1 counters

1 year ago

This reminds me of a deck I had for a long time. It focused on using as many Green Mana Pips as possible. It had a handful of mana dorks like Llanowar Elves, Birds of Paradise, and/or Elvish Mystic to help ramp late-game win cons. The early threats included cards like Avatar of the Resolute, Predator Ooze, Leatherback Baloth, Strangleroot Geist, Garruk's Companion, and Steel Leaf Champion. Later in the game, I would use Primalcrux, Khalni Hydra, Aspect of Hydra, and Overwhelming Stampede to close out games. It was a lot of fun and made some huge attacks!

wallisface on

1 year ago

I agree with what zapyourtumor posted above. Additionally though:

  • every mono-green stompy deck wants to be running Aspect of Hydra, to secure those fast & easy wins.

  • ditch Garruk, he’s faaar too much mana and you should be aiming for the game to be over before you get enough land to cast him.

  • You should be able to get away with 18 lands.

  • as well as the creature suggestions made above, I can say you should defo be aiming to have Avatar of the Resolute in the mainboard. Scavenging Ooze is a creature that would be better suited in the sideboard rather than the maindeck

Epicurus on Power-4 Stompy Growth

1 year ago

I'm going to differ from the previous comment by suggesting that your mana curve is way too high. Honestly, I think that you need some low-cost stuff in there to keep you alive in the early game and maybe deal some damage well before you need 5 mana to cast anything.

Cards you might consider:

Obviously, you wouldn't be able to add all of these without overhauling the entire deck, but it gives you something to think about.

Cards that you might consider cutting to make room for some of this:

And then perhaps reduce the number of Gnarlback Rhino, Garruk's Uprising and Season of Growth to 2 each.

Just my thoughts. Cheers!

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