Aspect of Hydra

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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Aspect of Hydra


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

wallisface on My Selesyna

5 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

6 months 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

8 months 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

10 months 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

10 months 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!

Brian-123 on Infect

11 months ago

crap forgot 2 others Become Immense yes but since your chewing threw cards fast it should just become 1 mana anyways, Aspect of Hydra this one may or may not work out so well. and Primal Rage might be a nice addition if game stretches out and you got infect going with trample

wallisface on mono green beatdown

11 months ago

Some thoughts:

  • mono green stompy wants to come out fast, and come out swinging. My main concern is that your deck is quite slow & clumsy, with lots of mana dorks and lots of very-high-costing cards which are going to gum up your hand.

  • Some cards, like Colossal Dreadmaw, are just bad. Regardless of how casual you’re playing, this card is never worth it.

  • I would suggest ditching all 12 of your mana dorks, as well as Dreadmaw, to get some more aggressive low cmc creatures into the deck. I would also suggest dropping Stonecoil Serpent (it’s not great for stompy/aggro), and limit yourself to no-more than 2-copies each of Ghalta, Primal Hunger and Khalni Hydra (drawing multiple will make for bad, hard to play hands)

  • Creatures you should consider replacing the above with include: Avatar of the Resolute, Barkhide Troll, Experiment One, Pelt Collector, Steel Leaf Champion, Strangleroot Geist, and Yorvo, Lord of Garenbrig

  • Overwhelming Stampede is too slow a card, and often overkill. I would suggest running Aspect of Hydra instead, as it can get you wins much, much faster, and more reliably. You should also consider Rancor as another noncreature option.

  • Stompy/aggro has no real reason to run Utopia Sprawl imo. Also, 24 lands feels very excessive. Most mono-green stompy decks are generally looking to run around 18 (maybe 20 at a push).

There are a lot of existing decks built in modern for mono-green-stompy, including budget-builds. Have a google of “modern mono green stompy” should yield a ton of results to help you with your brew

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