Hydra's Growth

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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
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Hydra's Growth

Enchantment — Aura

Enchant creature

When Hydra's Growth enters the battlefield, put a +1/+1 counter on enchanted creature.

At the beginning of your upkeep, double the number of +1/+1 counters on enchanted creature.

Andromedus on Disregard

9 months ago

Edit: Removing this post as I answered my own question (I thought my post here had been deleted when I could no longer find it).

Thunder4 on A New Dawn for the Humankind 2.0

9 months ago

I really like a Hydra's Growth and Forgotten Ancient in my Kyler deck as well. Helps to make him, and everything, extra beefy.

Andromedus on Progress and Poverty

10 months ago

Kjartan Exactly! Not to mention Urza's Saga or Heliod, Sun-Crowned and so on.

And it doubles as creature removal which, when you maindeck four Giver of Runes you're winning those fights (plus if they do win your four Esper Sentinel extract a tithe).

The +1/+1 can ramp Primordial Hydra or Hydra's Growth like crazy and Ozolith, the Shattered Spire doubles that already absurd ramp speed again.

Oh and it can block red burn saving creatures from Lightning Bolt or saving you from Deflecting Palm humiliation.

Amazing card. Oh and did I mention that with Archon of Emeria down you can just wait until they cast their main phase spell and it becomes practically uncounterable.

wallisface on

11 months ago

Some thoughts:

  • you’re only at 58 cards - you need 60 for a legal deck.

  • I’d suggest going up to 20 lands (and also ditching the mana dork).

  • you currently have no other warriors in your deck, making Bramblewood Paragon pretty useless as you’ll almost never be gaining counters off it.

  • you’ll never be gaining counters from Scute Mob either - with only 18 lands you won’t have 5 in play until around turn 9-10… no game is lasting that long.

  • both Forced Adaptation and Hydra's Growth are super risky/unideal cards to run as your opponent only has to use one killspell to remove both the creature & enchantment (costing you 2 cards for their 1).

  • your deck currently feels very rag-tag/clumsy as far as being very slow to look threatening (Avatar of the Resolute and Rancor are the only cards that look strong in your deck currently. The rest feel weak/awkward/slow). Cards i’d suggest considering include Pelt Collector, Experiment One, Strangleroot Geist, Aspect of Hydra, Quirion Beastcaller, and maybe Servant of the Scale.

KingCarter on Vorin-Klaps

11 months ago

If you want the effect of Hydra's Growth on a creature, check out Kalonian Hydra and Primordial Hydra.

What is your goal with this deck? Just big creatures? Are +1/+1 counters the focus? Are you trying to do some sort of tribal focus?

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