Lair of the Hydra

Lair of the Hydra

Land

If you control two or more other lands, this enters the battlefield tapped.

: Gain .

: Until end of turn, this becomes an X/X green Hydra creature, This is still a land. X can't be 0.

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Lair of the Hydra Discussion

Jackfrost23 on Lacerating Landfall (Budget)

2 weeks ago

You should definitely lower your curve. Even with all your ramp cards like Emeria Shepherd and Rampaging Baloths are far to slow. If you want to stay as a more midrange deck some cards I think you should consider are:

Zuran Orb: this combos excellently with Titania, Protector of Argoth and Elvish Reclaimer. It can easily be fetched with Urza's Saga (which is also a great target to fetch off of Harrow). Urza's Saga + Ramunap Excavator is also a really great combo.

Kazandu Mammoth  Flip: this is an excellent beater that can also be played as a land.

Ancient Greenwarden: although this is more casual then the other cards I've suggested so far once it synergises really well with your gameplan so I thought I would suggest it anyways.

I would also suggest running some utility lands that could be fetched with Elvish Reclaimer or Harrow. Some good ones off the top of my head are:

Blast Zone: Having tutorable removal is always excellent and Blast Zone is even better due to its combo with Ramunap Excavator. It might also be good to add Crucible of Worlds as extra copies of Ramunap Excavator that aren't affected by most removal.

Some other cards you should consider are Lair of the Hydra, Ghost Quarter, Steppe Lynx, Skyclave Apparition and Knight of Autumn.

nbarry223 on 5c Neoform Value (Suggestions Wanted)

1 month ago

Ok, here's a landbase to try out (tried not to change too much and make it work a little better life-wise while still maintaining the ability to get most any color combination by the turn you need it):

1x Reflecting Pool
1x Yavimaya, Cradle of Growth
1x Ketria Triome
1x Zagoth Triome
1x Breeding Pool
1x Stomping Ground
1x Temple Garden
3x Windswept Heath
3x Wooded Foothills
1x Misty Rainforest
2x Forest
1x Plains
1x Island

Below can be 4 of anything from fast lands like you have now to vivid lands etc. I'll just list a few + lesser options in case you like any, but the core is above. You should concentrate on having access to then / then then lastly (couple exceptions which I explained). I tried to put them in order of relevance.

Vivid Grove (there's other vivid lands, this is the green one though, and you don't want many tapped lands)
Fire-Lit Thicket (there's other of this cycle, but this is first choice because it will help with your costs)
Barkchannel Pathway  Flip
Branchloft Pathway  Flip
Temple of Mystery (lots of temple options, sometimes the scry is worth the tapped land)
Wooded Bastion
Flooded Grove
Hengegate Pathway  Flip
Cragcrown Pathway  Flip
Grove of the Burnwillows
Lair of the Hydra (manland that you could transform at low cost, or large beater for endgame)
Nimbus Maze
Simic Growth Chamber (maybe it is worth waiting a turn to reuse a land, but probably not in most cases)
River of Tears
Exotic Orchard
Pillar of the Paruns

Sorin_Markov_1947 on WereWolves

1 month ago

All basics is not a good strategy right now. Faceless Haven is good, but if you're worried about mana, Den of the Bugbear and Lair of the Hydra are two of the better manlands and they go in this deck nicely.

I feel like Snakeskin Veil is much stronger than Roil Eruption here given the prevalence of Izzet and Dimir in the format.

abby315 on Weight of the Forest

1 month ago

Welcome to MTG! I'd start by getting down to a 60-card deck as you mention. Just increases the chances you draw your best cards. To get there you need to remove 9 cards, which should be non-lands IMO.

My suggestions:

  • 4x Feed the Clan (this is a good sideboard card but gaining life at the expense of a card is not where you want to be in most aggro decks)
  • 4x Harmonize (this is just not a great rate for 3 cards, there are better things to do)
  • 1x Llanowar Tribe

So that gets you down to 60 cards. I'd also make at least one further swap: to get more card draw back in there, I'd swap the remaining Llanowar Tribe for either 1x more Lifecrafter's Bestiary or Return of the Wildspeaker, which is a really neat modal spell that should net you a lot of cards with your big hydras, or it can close out the game.

There are also some upgrades you could make to the lands, if you'd like. I'd start by removing all the Radiant Fountains - again, gaining life isn't that important, and it's really bad to have a hand of 2x Radiant Fountain and a hand full of Llanowar Elves!

I'd swap them out for as many Lair of the Hydra you can afford. You could put in a few Treetop Village instead, but Hydra is better because it comes in untapped, eats up your extra mana, and is on theme!

Otherwise, looks like a fun and solid core for a deck. You've got a good manabase and ramp package, and you can just fill in the "top end" with cards that you like, as you've done. Have fun!

legendofa on The Only-Lands Challenge

1 month ago

Well, if you're removing cards, you could add a red source, like Mana Confluence, or even Tendo Ice Bridge or Aether Hub for single use.

I'm not trying to be pushy with my suggestions, and I hope I'm not coming off that way. I just don't see a lot of ways to ensure Lair of the Hydra connects, or Inkmoth Nexus deals significant damage in the current build.

ChrisHansonBiomancin on

2 months ago

Hey sweet idea. I feel like Symmetry Sage might be an underperformer here since there aren't any other creatures that benefit from 2 base power. Werewolf Pack Leader could be a good replacement since Delver gets you to pack tactics on turn 3 on the god draw, and Dragonsguard only needs one counter to trigger it as well.

Decisive Denial also seems like a solid upgrade over Concerted Defense since you have the colors and aren't doing a party deck.

It also might be worth considering if there are better things to do with the cantrip cards like Charge Through and Consider. Right now Dragonsguard is your only creature that really benefits from cards like that, given that Symmetry Sage's effect is redundant after the first trigger. Without Dragonsguard those cards are mostly just spinning your wheels, so you might be better off with more control elements or protection like Snakeskin Veil/Wild Shape.

Finally, you might want to cut some of the expensive spell-lands like Sea Gate and Turntimber and use basics instead, maybe Lair of the Hydra. You want your lands to come in untapped as much as possible in a deck like this and you're hopefully trying to win by turn 7, so the 7 cmc lands will only slow you down for the most part. Rimewood Falls is also worth consideration if you want more dual lands since it works with Vineglimmer Snarl.

I have a kinda-similar Simic tempo deck that I still need to update for Innistrad if you want to check it out for ideas - Flashless Flash (S22)

wisegreenbean on Fresh Fish

3 months ago

@Igorimus: It's a good thought! Hall of Storm Giants IS a pretty medium option for agro compared to Lair of the Hydra. The question is more a matter of colors than card quality, tho. A lands utility in this deck is mostly secondary to its ability to cast my spells on curve. It makes mono green lands a severe liability, as I have Master of the Pearl Trident to cast on turn 2. The real question is Hashep Oasis vs lair, which is more of a toss up; both are excellent. I lean towards the former because I foresee having only blue lands to start in some games, which is mostly fine outside Kumena's Speaker, and topdecking an untapped green for my coco on t4 is very important to me.

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