Creature — Hydra
Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on Oran-Rief Hydra. If that land is a forest, put two +1/+1 counters on Oran-Rief Hydra instead.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Oran-Rief Hydra Discussion
2 months ago
Other Cards that you could consider cutting
- Ondu Giant => Seedguide Ash this card is one more mana expsive and has to die inorder to get the lands, but could be such a good upside. This dieing with your commander reads ramp 3 draw 3 cards and gain 3 life
- Soratami Mirror-Guard I get what you are doing here, but I feel like there are better payoffs for this
- Timbermaw Larva => Rampaging Brontodon trample is 1,000% better on this card
- Wakeroot Elemental 5 greens for a 5/5? way overcosted
- Wave-Wing Elemental again similar argument to Windrider Eel not that big of an impact
- Wild Wanderer good but could have better options
- Aetherflux Reservoir I know this is good in commander but why? No synergy at all, there has to be a better card slot here
- Elixir of Immortality I used to put this in all of my decks too, but it is counter productive to your stragay with cards like Splendid Reclamation and The Mending of Dominaria
- Wayfarer's Bauble There is better ramp than this in green
- I see why you have Jiang Yanggu but I feel like there is stronger cards than that. I cut the card to tutor Journey for the Elixir for him sorry :(
- There are a bunch of other better than Ranger's Path you could add, I'll show them in the recommendations
- Future Sight and Ominous Seas both seem strange here. I get future sight can draw cards, BUT I feel you should use mana sinks rather than off the top of your library draw
- Ghostly Flicker is on thin ice, like yes you have all the etb creatures but sometimes it is a dead card. meh at best?
Other Cards that you could consider adding
This is where the fun begins and your wallet cries
- You want Nissa, Who Shakes the World great card, it is a mana doubler ramp, and also you just win with the ultimate
- I heard you like ramp try Tireless Provisioner and pick up one for me while you are at it please
- Here is a gaint list of green ramp Harrow , Growth Spiral , Explore , Khalni Heart Expedition , Roiling Regrowth , Grow from the Ashes , Urban Evolution , Migration Path , Natural Connection , Nissa's Renewal , Nylea's Intervention , Spring / Mind , Animist's Awakening , Omen of the Hunt
- Keeping your life total at a high level Kazandu Nectarpot , Grazing Gladehart , Retreat to Kazandu , Jaddi Offshoot
- Mana Sinks, you are going to have a lot of mana, might as well do something with it Kamahl's Druidic Vow ummm.... yes? Kefnet the Mindful one of my favorite Gods, that doesn't have a place. I look forward to getting attacked by him Sprout Swarm it is really easy for this card to be "free"
That is all I can think of at the moment. I'm sure I'll have more la
9 months ago
Gravity Well, Quest for Renewal, Elixir of Immortality, Predator Ooze and Oran-Rief Hydra seem a little underpowered to me, and Panharmonicon does not have very many good synergies in your list.
Your deck could use a few more lands too, 34 isn't enough to reliably hit the first 5+ land drops. I think Castle Garenbrig is a great candidate, but simply adding 5-6 more basic forests would also help.
11 months ago
I have a lot of experience with mono-green Assault Formation in modern and legacy casual, so I'll toss in some of my thoughts.
Perfect curves certainly aren't necessary, but you should be able to accomplish something on each of the early turns of the game. More than just playing any old card, it should be something that fits in with your overarching gameplan. I agree with cutting Adventurous Impulse as a 1-drop for this reason. It can't get you Formation, Bow, or any other noncreature combo piece you happen to be running. I'd usually run a Llanowar Elves style dork instead in a ramp list. Still, in walls, I think there are even better options than that. My personal favorite is Traproot Kami since it adds an early defender to the pool and can become a serious threat with Formation if the game goes long. Plus, it works well with the lands-matter strategy that Oran-Rief Hydra is also part of. Other options I've had less success with are Jaddi Offshoot for life, Portcullis Vine for cards, and Saruli Caretaker for slow mana. On 2, Sylvan Caryatid, Gatecreeper Vine, and Wall of Roots are all ramp options, but you're probably fine with just Battlement and Vine Trellis. Wall of Blossoms, however, I view as a must-have if you want to maximize your mana without running out of gas. The ability to up the defender count while replacing itself is so good that I even run a playset of the slower Carven Caryatid too, but this could be excessive depending on the deck. The last defender I'll mention is Tree of Redemption. It's more expensive, both in CMC and in dollars, but it is an undeniable threat with Formation. Higher toughness also makes better use of tricks like Sheltering Word and Feed the Pack.
For the top end of the curve, you might actually be underestimating how much mana the ramp walls can net. With your current setup, you only need 2 of either Guardian or Battlement and 1 other wall to have 9-11 mana on T4. Removal is obviously the biggest obstacle to this being a reality but it seems like you're preparing for a counterspell-heavy meta in a big way. Either you use your protection on the walls and win with Formation when they stop your bombs, or they wait to remove the bombs and you have protection saved up to stop them. Honestly, it feels like you might have too much defense in the mainboard but I'll touch on that later. My point here is that you are likely to have more than enough mana to cast threats much more substantial than the Hydra, and that's without modifications to your suite of defenders. In the current version of my deck, it isn't strange to have a game like: T1-Forest+Traproot Kami, T2-Forest+Overgrown Battlement, T3-Forest+Wall of Blossoms+Axebane Guardian, T4-Forest+Genesis Wave for x=9. Oran-Rief Hydra is a totally fine card to top off at if you build around it, but right now I don't even see it being better than Terra Stomper in a lot of games (and Stomper even has built-in counter protection now that I think about it XD). To get more value out of the Hydra, I'd swap the cycling lands for cheap fetches like Evolving Wilds to double up on landfall triggers, and I might also consider some +1/+1 synergy cards in the vein of Hardened Scales or Hydra's Growth. On the subject of landfall, Vinelasher Kudzu is an interesting option that fits with the plant/wall cards, at least thematically. Mechanically, Undergrowth Champion, Rampaging Baloths, and Avenger of Zendikar are all probably better. I've already mentioned Genesis Wave, but some other options for finishers that I've seen are Archetype of Endurance, Hydra Broodmaster, Primordial Hydra, Vigor, End-Raze Forerunners, Colossus of Akros, pretty much any eldrazi, and any red x-spell that can target players. If you choose something with x in the cost, having Umbral Mantle or Freed from the Real to generate infinite mana is beneficial.
The last thing I'd like to talk about are your noncreatures. As I mentioned before, 4 countermagic blockers seems a little excessive in the main 60. I personally struggle much more with Path to Exiles, Fatal Pushes, and Searing Bloods than Counterspells on most days, so I'd usually prefer the Vines of Vastwood or the flexible Veil of Summer. However, I don't know what your meta looks like. If countermagic is a big problem, another way to get around it is to add in plenty of redundancy. Instead of running only 4 bombs, run 8 so 1 is more likely to slip through. Savage Summoning and Insist are fine answers, yet they run the serious risk of becoming dead cards if your opponent isn't playing blue. Of your instants though, Subdue seems to be the weakest to me. It looks like it will usually be a bad Awe Strike or an inverted Berserk that can't contribute to damaging the opponent. If you had cards to benefit from toughness outside of combat like Kin-Tree Invocation, it could at least serve a similar role to Glyph of Destruction in Wall of Blood/Rite of Consumption decks. The final card I might reexamine is Bow of Nylea. generally, mass deathtouch is at its best when you either have a way to force damage (like Lure or Thornbite Staff) or when you want to create a disincentive for your opponent to block (like when running a Curiosity deck. The thing about a high power is that it already allows you to kill multiple blockers and the thing about trample is that it already discourages single blocking. Deathtouch on such a creature is therefore a little redundant. Sure, it's better to have it than not have it, but it might not be worthwhile if it comes at the cost of 3 mana and a card. I'd want some concrete way to take advantage of the Bow's activated ability to justify running it. For example, my G/W enchantment lifegain deck from Theros standard used the gain 3 life ability to buff Ajani's Pridemate. In your case, the +1/+1 might be the best choice to build around since it can overlap with the Hydra's trigger.
1 year ago
FRICK THOUGHT OF MORE:
Magus of the Candelabra (easy combo, all you need is any effect that taps for like a few more mana), Illusionist's Bracers with Arbor Elf or a bunch of other untappers. Nissa, Vital Force and Nissa, Vastwood Seer Flip are value from top to bottom.
Vorinclex, Voice of Hunger doubles your creature mana too now, and was pretty decent before at least ;)
1 year ago
Thanks DrkNinja. Recently pulled Ant Queen out for Elder Gargaroth as well as Titania, Protector of Argoth for Oran-Rief Hydra. I've considered Vedalken Orrery many times and one of the reason I've not slotted it in is that the restricting of plays to only a players own turn is a big part of how the deck ends up winning. That effect has netted me so many of my wins when the deck does win that I'm often hunting it out to set up a key alpha strike. I definitely am interested in your thoughts, though, if you think there's an obvious dead card in the current list to pull out for Vedalken Orrery.
1 year ago
Trying to determine if I have a place for Elder Gargaroth and Oran-Rief Hydra. My potential targets are Titania, Protector of Argoth, Ant Queen, Rampaging Baloths. Worth slotting in either one over one of the 3 options?
Commander / EDH
SCORE: 10 | 31 COMMENTS | 720 VIEWS | IN 3 FOLDERS
1 year ago
I have a similar deck and Sylvan Safekeeper has saved my creatures many times. I noticed Scapeshift in your maybe board and depending on your personal strategies and direction you want to take the deck, it can do some crazy things with not only Omnath, but also Oran-Rief Hydra and Avenger of Zendikar. While Scapeshift into Valakut, the Molten Pinnacle isn't always game ending its a nice way to eek out some extra surprise damage.
1 year ago
Really cool deck. With all the lands you have entering the battlefield, maybe a few landfall cards would be nice here? Something like Retreat to Hagra could be really nice, both giving you a buffer against aggro and the damage can quickly add up. Tireless Tracker might also be nice to draw into your threats in a pinch, and Oran-Rief Hydra could potentially become huge. Scapeshift also feels like it could be fun, but the lands entering tapped might be a dealbreaker. I have no idea if this is what you want to do with the deck, just maybe something to consider. I hope this helps.