Lair of the Hydra

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl 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
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

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.

estoner on I solved mana screw and …

12 hours ago

I heard of that variant as well. They had the right idea, but didn't realize that when they remove the variance of drawing spells versus lands, that variance has to be relocated somewhere else to prevent breaking the game. Adding colorless lands to randomly "brick" your manabase achieves this, and Wastes are not only perfect because they lack basic land types and don't affect domain, they're already a part of the game.

From a lore standpoint, why are lands in your "library" to begin with? And conceptually, a player should have to build up from Wastes to something like a Tropical Island or a Cabal Coffers. It means that the texture of the game changes as you progress to later and later turns instead of just watching the numbers increase. And it's not as though you have NO colored mana: you still have your original 24 lands, just mixed in with a number of colorless sources.

Even to a newcomer, the concept of starting with Wastes, ramping during the game, and ultimately achieving a board state of a bunch of Forest, Lair of the Hydra, and a Nykthos, Shrine to Nyx makes sense and is thematically resonant.

People are misunderstanding the handicap system. In a game like Go or Golf, you're never FORCED to let the other player have a handicap. It's just an optional rule to let players who are in different leagues still enjoy the game. The idea of manabase dilution ENABLES a handicap, but you are never required to give one to either yourself or your opponent.

Also, in my personal opinion, Thoracle should be banned in all formats and Gidgetimer is a WOTC employee

hiiii on I'll Just Play During Your Turn

2 weeks ago

Hey! I'm trying to look into interesting 1CMC counterspells you could replace Remand with. Mana Tithe, Spell Pierce, Miscast, Swan Song or An Offer You Can't Refuse could be interesting, tho they all have different drawbacks. If you want to stick to 2CMC, I'd say Dovin's Veto and Counterspell are always good options. The former is noncreatures only, but it is uncounterable, and the latter of course costs so it's harder to cast on multicolor.

As for other cards, perhaps Lair of the Hydra could interest you. It's very similar to Celestial Colonnade, except you can make it bigger if you've got the means to do so. Sadly it's only, but it can enter untapped if played early. Upsides and downsides.

Apart from that, I don't see anything I'd personally change in your deck, it seems really solid!

If you want to add insult to injury you could always play Teferi, Time Raveler. If you're looking for creatures that are harder to get rid of, you could always get Gideon Blackblade. You could also run The Wandering Emperor for flavor points.

Hope this helped! It's awesome to see an older deck still being worked on 6 years later :D

StoryArcher on Don't Let Em Breathe (Quick)

2 weeks ago

Slashdance

I would actually avoid lands that come in tapped if you can, for the very reasons you mention - keep in mind, I only run 19 lands with no mana dorks which goes against conventional wisdom. If you were to drop Boseiju, Who Endures, I personally would replace it with Lair of the Hydra, since your third and fourth land coming in tapped is usually not as big a deal, but you need those first two or three lands you play to be available right away.

Broken Wings is another nice budget sideboard option I meant to mention - I use Reclamation Sage because the deck is predicated on casting creatures first and foremost, which is also why the main deck only has 7 non-creature spells.

The trick with decks like this is avoiding the instinct to drift into 'win more' mode. You normally only need to deal 17 - 22 damage to win the game, and you want to do that as quickly and as efficiently as you can. Being able to deal 100 points of damage on turn 5 is meaningless if you can't get there. Nothing in this deck is actually key to it winning, so it becomes very difficult to derail. Just make sure that you have a means to deal with Ensnaring Bridge and a way to recover from board wipers, which often means NOT casting a creature or two when what you have on the board should be enough.

StoryArcher on Don't Let Em Breathe (Quick)

2 weeks ago

Slashdance (love the name btw)

I appreciate the kind words. The fetch lands are there to make sure I get a trigger on the Narnam Renegade and to thin out the deck a little so that any draws I get from Werewolf Pack Leader get the most bang for their buck. You could probably go with straight forests to save some cash, but if you do I'd probably pull the Renegades for +1 Experiment One, +1 Pelt Collector and 2x Young Wolf. Going with more basic lands will protect you a bit from cards like Blood Moon and Magus of the Moon as well.

As far as some other budget options, Boseiju, Who Endures is also a very expensive, fairly new card. It's a very strong addition for what it does but is in no way necessary for the deck to operate. That could easily be a Forest as well. If you go all Forests, consider adding in a couple of Treetop Village or Lair of the Hydra and maybe a Dryad Arbor.

Sideboards are largely a product of your local meta and the one I have listed is just a handful of quality generic options. Prowling Serpopard, Scavenging Ooze, Beast Within, Damping Sphere and Grafdigger's Cage are just a few budget options out there, depending on what you're trying to stop.

StoryArcher on Don't Let Em Breathe (Quick)

3 weeks ago

demonicgrizzly I have, with pretty good success thus far. I was running a different version of mono-green before, with Hierarchs and a very heavy 3 CMC creature presence - lots of big threats like Yorvo, Rhonas, Old-Growth Troll, Augur of autumn, etc. It rolled in big threats, had a great card draw engine... and just didn't seem to work. My Hierarchs inevitably got bolted, darted, pushed or whatever and that slowed me down for the first two rounds, letting my opponent get his own gameplan going. This version has proven to be a much more consistent threat with fewer instances of stumbling out of the gate. Still tweaking it at the moment but pretty happy thus far.

The main thing I'm considering is whether I should drop the set of Narnam Renegade and the fetch lands and instead pull in a 2-3 Boseiju, Who Endures, another Lair of the Hydra and find a different 1 CMC creature, maybe Young Wolf?

Grind on Lofi Ramp to Cast Spells to

2 months ago

This deck looks awesome, and any deck where killer bees is a wincon has to get my upvote.
Have you considered Lair of the Hydra and Crawling Barrens, which seem to synergize with your big mana smacking goals?
Im also curious about your omission of Seedborn Muse and Nyxbloom Ancient as they seem on theme.
Cheers and have fun!

cyeRunner on Green Stompy - Modern

4 months ago

I recommend running 1-2x Lair of the Hydra, it is a good and cheap way to use open mana later in the game.
You can also run 1x Okina, Temple to the Grandfathers, if it's not over your budget.

theanimetrix on Battle of Wits Attacks For Lethal

7 months ago

mlequesne Hahaha I know what you mean. I always come back to look at this deck as well. Just something about it that draws me in. I did have both Lair of the Hydra and Frostwalk Bastion in the deck at one point but I traded them for either faster mana or some untapped lands after I felt the chances of getting different and hopefully better creature making land. Shark Typhoon is a really sweet suggestion and I'll definitely try some test runs with it. The only worry with it is that adding non land cards can actually cause difficulties when trying to play your entire deck. If you have too many non lands, one or 2 important cards can get stuck in the library. The suggestions are super awesome though I really appreciate it!

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