Creature — Hydra
This enters the battlefield with X +1/+1 counters on it.
At the beginning of your upkeep, double the amount of +1/+1 counters on this.
This has trample as long as it has ten or more +1/+1 counters on itself.
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Primordial Hydra Discussion
2 weeks ago
Update 1 Cards Added In
Vigean Graftmage A cheap creature, with some +1/+1 syneregy, and a useful ability too. An easy add.
Cloudfin Raptor Another cheap creature that triggers Ezuri, and a flyer too. On top of that Evolve will help out too if it triggers.
Bring to Light A way of finding a flyer, a mana rock, or another creature. Not the cheapest card, but pays for itself with its ability to cast the follow up card for no mana.
Primeval Bounty Triggers Ezuri with its tokens, adds counters when non-creatures are cast, and some incidental Lifegain too? Easy add, just a shame its expensive.
Treasure Cruise In this deck the graveyard is dead space, so Delve is perfect here. More card draw is no bad thing.
Thrummingbird A cheap flyer that triggers Ezuri, and can also Proliferate too.
Hornet Queen Yes, it's a token generator, but the tokens are so very useful its worth the price. Plus triggers Ezuri too.
Sagu Mauler Potentially a finisher that can protect itself, and when it comes in as a Morph it will trigger Ezuri too. This is an experimental add to see if it works the way I hope it does.
Fathom Mage An Evolve card that adds card draw too. On top of that it triggers Ezuri, and I can never resist a foil!
Vorel of the Hull Clade Really obvious inclusion for boosting counters, and has great synergy with Ezuri.
Murkfiend Liege No they aren't counters but boosting the power of all blue and green creatures, plus having them available every turn is too tempting not to include.
Simic Manipulator Again an Evolve card and a way to make use of lots of +1/+1 counters.
Temple of Mystery Slow dual land with an additional Scry. An easy change for one of the many basics.
Yavimaya Coast Untapped dual land, foil, and allows me colourless if i don't want the pain. An easy swap for a Vivid land.
Botanical Sanctum If I need it untapped, it comes in untapped. If I can afford to wait, then well it gets played later! Again an easy upgrade on a basic.
Hinterland Harbor Again another easy swap for a Vivid land. If it comes out at the right time then it gets played untapped. If it doesn't then, well... I guess I didn't need it that badly.
Llanowar Elves More mana. Triggers Ezuri. Easy.
Animation Module Plenty of opportunity to trigger, and gives more Ezuri triggers too. Can also add more counters to other things too. Its versatility makes it an easy inclusion.
Primordial Hydra A big finisher that leans into the Counters theme.
Managorger Hydra Another creature that has the potential to grow into a large finisher, with Trample to get me there.
Skyrider Elf If I am honest this is basically a placeholder for something better, but its a flyer and also has good synergy due to convergence.
1 month ago
I'd prefer Primordial Hydra to Apex Devastator here. It doesn't need Rancor or Hydra's Growth to pose a serious threat and it pairs well with Kalonian Hydra . Also, cascading into Voracious Hydra is pretty awkward.
1 month ago
Whether Vexing Shusher is better than Destiny Spinner or Prowling Serpopard is largely dependent on what cards you need to get past counterspells and how early you expect your opponents to have counters prepared. In a deck with only a single copy of Primal Surge , it was really important for me to stop sorceries from being countered or it'd sort of be game over. I even included Greenwarden of Murasa as a backup plan since the deck really wants to Surge at all costs. Stopping sorcery counters is something only the Shusher can do out of those 3 cards. If, on the other hand, I was mostly concerned with creatures and enchantments being successfully resolved, The Spinner would probably be sufficient while coming with a bonus activated ability. This assumes that you aren't seeing counterspells on turn 2 though. In that case, you'd obviously prefer that the counter-blocker is itself counter-proof.
If you do decide to add Primal Surge , I would try to limit the number of instants and sorceries you have. Having some is totally fine if they're important for the deck, but every additional non-permanent slightly raises the chance that you're spending 10 mana to do nothing on a Surge. Adventure Awaits is definitely the card I'd cut first since it's not even necessary in the world where you're already drawing a lot of cards off of your creatures' abilities. Next, I think I'd scale back the number of enchant land auras. Most decks I've seen running an Arbor Elf package seem to run 4 enchantments at the highest levels of play and about 8 at the casual level. My deck runs 4, but Nykthos, Shrine to Nyx is essentially acting as another 4 for a total of 8. Stacking too many will get you more mana than is necessary and makes it all the more painful if and when your lands get destroyed. Otherwise, it's hard to say what else I'd cut. I don't think that highly of Heroes' Bane when compared to Primordial Hydra here since it requires another card to gift it trample, but even that seems fine for budget. You'll have to let me know how Kiora, Behemoth Beckoner performs if you decide to pick her up. I can see her being a bundled Garruk's Packleader and Kiora's Follower that I could swap Magus of the Candelabra for. I'm always wary of planeswalkers with no + abilities and haven't had the chance to see if she can prove me wrong.
2 months ago
Nice deck, I just built Gargos myself, it looks like your deck is more Voltron/fight themed than tribal (gotta get me a Scythe of the Wretched, thank you) but I would consider adding Unbound Flourishing to multiply all X costs and Kalonian Hydra and Primordial Hydra for big finishers
2 months ago
I'll just go through the mainboard cards I would personally cut first. Ancient Ooze : very big but requires trample or the like to actually do anything at 7 mana. Copper Myr : almost objectively worse here than most green mana dorks. Ezuri's Archers : not impactful enough in the main without a devotion or elf theme. Ghoultree : your creatures are too big to be dying that often and you want them alive anyway. Lumberknot : similar story to Ghoultree. Spawnwrithe : needs to be built around. Wall of Tanglecord : wastes the benefits of any Overrun effects. Predator's Rapport : more of a sideboard card unless burn is really popular. Reclaim : very slow and lacking enough good targets. Serpent's Gift : redundant and inefficient if you just run enough deathtouch creatures. Tower Defense : are there really enough flyers going around to have this in the main? Windstorm : see above. Spider Spawning : if this is what you're running Transguild Promenade for, it's not worth it without more GY synergy. Accorder's Shield : vigilance isn't impactful enough with no exert, tap abilities, or much else to abuse it. Brawler's Plate : very costly for the buff. Golden Urn : much worse than even the Rapport. Staff of the Wild Magus : staffs aren't even strong enough to do well in dedicated lifegain decks, unfortunately.
I'd say all of your maybeboard picks are better than the aforementioned cards. I'll list some other alternatives that come to my mind though. Primordial Hydra and Kalonian Hydra are some budget-unfriendly but highly dangerous beaters that you can get out relatively early. Joraga Treespeaker (or maybe Elvish Archdruid ) would make your archers much better by letting them double as mana dorks. Otherwise, I like Arbor Elf with Utopia Sprawl type auras on your forests to help ramp. If you prefer the vigilance idea, Champion of Rhonas is a budget Elvish Piper that likes not tapping in combat. If you like walls, Overgrown Battlement and Axebane Guardian can get ridiculous mana going. They also benefit from Assault Formation which synergizes with Tower Defense. In terms of small creatures with reach, Traproot Kami is my clear pick for mono-green, especially in multiplayer. If you need to add trample, Rancor is excellent value. If you need recursion, Eternal Witness should be near the top of the list. If you're struggling with flyers, maybe try Gravity Well . If you need more life, Engulfing Slagwurm likes forced blocks while Verdant Sun's Avatar likes playing beefy guys.
Given what you have already, I think shifting to include more deathtouch creatures and Lure s would be the most optimal plan. Viridian Longbow and Thornbite Staff are some other equipment that benefit from that strategy. For the creatures, Ohran Frostfang is a casual-only option that's completely busted in commander, and I'm always a sucker for Wasteland Viper 's versatility at only 1 mana.
2 months ago
2 months ago
I thought about it cause that would be a 1 hit kill I also was thinking about Primordial Hydra
3 months ago
Also since your deck works slightly around +1/+1 counters, it would be good to expand this a bit. A few cards that could help with this would be Solidarity of Heroes , Kalonian Hydra , Doubling Season , Bioshift , Karn's Bastion , Sword of Truth and Justice , Primordial Hydra .