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Format | Legality |
1v1 Commander | Legal |
Archenemy | 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 |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Primordial Hydra
Creature — Hydra
Primordial Hydra enters the battlefield with X +1/+1 counters on it.
At the beginning of your upkeep, double the amount of +1/+1 counters on Primordial Hydra.
Primordial Hydra has trample as long as it has ten or more +1/+1 counters on itself.
wallisface on U/G Mill
5 months ago
Some thoughts:
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Evolving Wilds is a really bad card - i’d recommend Prismatic Vista instead.
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you need more crabs to make this plan more reliable. Where’s the playset of Ruin Crab?
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I wouldn’t bother with Primordial Hydra, it detracts from the mill plan. Your deck’s never winning through damage.
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Memory's Journey serves no purpose and i’m not sure why it’s here.
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Jace, the Perfected Mind is miles better than Jace, Memory Adept
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Ghost Quarter isn’t great in mill because it doesn’t force your opponent to search, which means they can avoid being hit by Archive Trap. You want to be running Field of Ruin (field has the added bonus of letting you trigger your crabs again).
Andromedus on Disregard
1 year 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).
Slashdance on Shalai, Full Auto - Primer
1 year ago
qbaq84 Thank you! I do like Skyshroud Elf, but for the moment I am trying to keep the creature ramp to a minimum. I have a lot of 2-drops for ramp at the moment, but only 3 one drops, so I like Avacyn's Pilgrim a little bit more, and Skyrshroud is only green-specific ramp with added fixing at a cost. That said, I'll keep it in mind!
Also, I did make some changes just now: All Will Be One is back in the deck, I decided it really earned it's place due to it's removal capability (not for damage against an opponent).
Archangel of Thune and Spike Feeder are out ... they weren't performing as strong individually, though they had a nice infinite combo. AWB1 adds two infinite combos in their place.
Also added Vorinclex, Monstrous Raider and Branching Evolution, two more counter doublers. I removed Parallel Lives as it was a remnant from when I had more tokens in the deck and somehow missed removing it.
Took out Wood Elves as well, just not enough forests to justify it, and if anything I'd rather search for plains or mountains since we have more green lands anyhow.
Lastly, we added Doubling Season ... I don't actually own the card yet, but it's simply the best card for this deck, period. I will be getting one very soon. Until then, I added a Primordial Hydra to the deck.
Slashdance on Shalai, Full Auto - Primer
1 year ago
I really want to fit Primordial Hydra in the deck, as well as Mistcutter Hydra if at all possible.
But ... the deck list is getting really tight. I can't find a single thing I want to lose.
My first thought was going down to only 36 lands, but hitting land drops consistently and early very important to me, and we already cut down from 38 to 37 lands.
I don't think we can afford to lose any removal, protection, or card advantage spells. I'd prefer more, not less.
Anything to do with counters is pretty much set ... and again, I want more, not less.
This leaves Ramp as the only place to make adjustments, as we have 16 cards to help us with mana (because it's at the core of the deck's engine and we'll be mana hungry). At this point I'm thinking of losing either Cultivate or Kodama's Reach, since we've gone with very, very few basic lands to begin with. On the other hand, land is king when it comes to mana.
Ugh ... I dunno ...
Andromedus on Progress and Poverty
1 year 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.
KingCarter on Vorin-Klaps
1 year 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?
Suspence89 on Winter's Cold
1 year ago
Marit Lage's Slumber is fun Dead of Winter Is kinda busted for its cost and sometimes your big dudes will outsize the negative Kruphix, God of Horizons and Horizon Stone Doubling Cube to help bank your excess mana you'll be making Cultivate and Kodama's Reach because there isn't a better ramp spell Heroic Intervention Big Bois Hydra Broodmaster Neverwinter Hydra Corpsejack Menace to enable Zaxara, the Exemplary Polukranos, World Eater Primordial Hydra Altered Ego Tervigon Termagant Swarm Drawing Cards Blue Sun's Zenith Pull from Tomorrow Inspiring Call also doubles as a board protector Stroke of Genius Return of the Wildspeaker Rishkar's Expertise Soul's Majesty Momentous Fall Cut of the Profits Life's Legacy
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