Protean Hulk

Protean Hulk

Creature — Beast

When Protean Hulk is put into the graveyard from the battlefield, search your library for any number of creature cards with total converted mana cost 6 or less and put them onto the battlefield. Then shuffle your library.

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Legality

Format Legality
Tiny Leaders Legal
Legacy Legal
Commander / EDH Legal
Block Constructed Legal
Highlander Legal
Canadian Highlander Legal
Custom Legal
1v1 Commander Legal
Casual Legal
2019-10-04 Legal
Modern Legal
Pioneer Legal
Vintage Legal
Unformat Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal

Protean Hulk occurrence in decks from the last year

Latest Decks as Commander

Protean Hulk Discussion

cfost827 on Karador EDH Deck (Hulk/Boonweaver Combo's …

2 weeks ago

Hey All,

So.. I'm basically looking to reduce the strength of my current Karador deck to 75%-80% (or 8/10), as it's currently much too strong for the Meta I play in with my buddies. Perhaps make it more Toolbox or Graveyard focused (i.e. fill it up), and have more ways to win through combat rather than ONLY infinite combos (cEDH). Basically make it more fair and fun to play against (including for me lol).

My Deck List: My Tapped out Deck list link here https://tappedout.net/mtg-decks/karador-edh-boonweaverhulk-combos/

Background: This is the first deck I ever built about 7 months ago (built 2 more since). However, the problem was I built it off of a cEDH deck (minus the expensive land base) and didn't realize how powerful it will be. I really don't need to fill up my graveyard either (i.e. Entomb Hulk, Boonweaver, etc works just fine). I'm basically looking to completely change my Karador format but I'm still relatively new to MTG (mostly played my buddies decks for the past 2 years).

The strategy of my deck is basically to combo out (go infinite) as fast as possible. My deck relies on a lot of the common Karador combo's pieces (I have many different possible combo's): Protean Hulk, Boonweaver Giant, Pattern of Rebirth, Karmic Guide, Reveillark, Saffi Eriksdotter, Loyal Retainers, Sun Titan, Acidic Slime, etc etc. Obviously, I'm planning on removing Hulk, Boonweaver + Pattern of Rebirth. I'll probably keep the Karmic Guide/Reveillark combo though.

I also run a strong tutor suite with Demonic Tutor, Enlightened Tutor, Worldly Tutor and other strong cards like Academy Rector and extensive hate bears Gaddok Teeg, etc etc - (I try to only use when in a bind). So it would make sense to remove these.

What happens when I play this deck in our Meta: is that I don't really interact with the board/players much, as I'm just trying to tutor and find my infinite combo's as quickly as possible. This tends to annoy some people as the game will have interactions between players all over and then all of a sudden - I combo out infinitely and win the game. So every game either comes down to A) Me winning.. or B) Each player focusing their attention on me to kill me as quickly as possible, which is understandable, as I can go infinite quite quickly. So you can see why I need to reduce this and try to make my deck more fun to play with for everyone (including myself).

About my Meta/Playgroup: We always play 4 way player EDH (sometimes even 6!). There are some pretty optimized and strong decks. I would say generally decks in our meta are optimized anywhere from 60% - 80% (or 6/10 - 8.5/10). Most decks are valued mostly under $700 (which is on the high end). Infinite combo's are not thought of highly, though there a few decks that run them but it's not their main/only win cons. Our games generally last anywhere from turn 10 - turn 13 - but some decks have gone off turn 4-6 and won. So it does vary but mostly, our games go longer.

My thoughts on how to reduce my decks power (adjust to my meta) and make it more fun below - : - Remove the most powerful tutors - Remove Protean Hulk + Boonweaver Giant/Pattern of Rebirth/Academy Rector and other infinite combos - Remove most of the hate bears - Add more dredge - Add more cards to win through combat (Craterhoof Behemoth) - Transition deck to a Karador Toolbox box deck (can win through combat) ?

Please let me know your thoughts any advice will be helpful! Feel free to include links to any Karador deck lists you think I might find useful. Sorry for the long post but looking forward to all feedback

Thanks guys! :) -Cory

LitchOubliette on Commander Staples Cube

1 month ago

Changelog (22/11/2020)

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Black

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Green

Multicolored

Colorless

Mana Fixing

Reznorboy on My Opinion on New Partners

2 months ago

So, I've been wanting to build a deck or two using the new Partner Commanders from Commander Legends since they got spoiled. I may add to this list later.

I'm going to write the 6 Commander pairings (that include at least 1 card from the new set) that I think will be most likely to be meta-relevant, and some of my reasoning why I think so. I will try to avoid repeats. If you have a different opinion, I would be happy to hear it (in a respectful manner).

  1. Thrasios, Triton Hero and Livio, Oathsworn Sentinel

Basically, together these two form an almost purely better version of Roon of the Hidden Realm, which at one point was determined cEDH. Self-explanatory.

  1. Esior, Wardwing Familiar and Tymna the Weaver

Being able to easily put out a flying creature with Tymna who also protects both of them seems pretty good.

  1. Toggo, Goblin Weaponsmith and Kodama of the East Tree

When both of them are out, literally any permanent that enters your battlefield allows you to dump all of the lands from your hand onto the field. Combining this with wheels and shuffling effects allows for some fast comboing to be done.

  1. Falthis, Shadowcat Familiar and Jeska, Thrice Reborn

This allows you to essentially kill 3 creatures per turn for very little cost, as well as do decent quantities of Commander Damage in the late game, again, for a low cost.

  1. Krark, the Thumbless and Sakashima of a Thousand Faces

Once both are out, chances are that almost every instant and sorcery you cast will effectively come back to you virtually for free. If you make copies, even more value ensues.

  1. Gilanra, Caller of Wirewood and Halana, Kessig Ranger

I imagine a Protean Hulk deck becoming of this with a stompy/attrition back up plan. Halana would use her ability to whittle down opponents' creatures, and Gilanra producing mana, and eventually cards, with untap effects, using Gilanra and green creature tutors to eventually get out Protean Hulk and kill Hulk using Halana. (Though Hulk lines don't win the game in Mono-Green, they definitely don't hurt.)

This was originally going to be 10 pairings, but I only felt that these 6 were worth mentioning. If you can convince me that one is worth noting, I will add it.

goldlion on Google Ghave and The Search Engine of Doom

2 months ago

Sig1L, you bet! Opposition Agent is definitely a must include, thanks for reminding me to update this. In the past I'd use Protean Hulk to grab Maralen of the Mornsong and Aven Mindcensor. Now Maralen's new boytoy is most definitely Agent. One that note, your totally right Abzkaban, it puts us one step closer to going Golgari effectively with this.

And thanks for pointing that out about Recruiter. Old me missed that and new me needs to update this!

Winds of Abandon is a wicked include! Nice, Abzkaban. Flicker effects or things like Second Sunrise are effective ways to get the etbs to finish things off. Also, Ghave's built in sac ability has played a strong role in games as well. I'm going to get back to playtesting this as Abzan a little more to see if it's worth keeping the extra color.

jaymc1130 on Opposition Agent needs a preemptive …

2 months ago

TotesMcGoats

We've already addressed the "just use removal on it" angle and conclusively determined this is not a viable solution to the problem OP Agent presents. Now, you should want to run more spot removal in every deck once OP Agent is released because you will need the threat of spot removal to force opponents to hold onto that OP Agent until they can both cast it and protect it at the same time, but as a general solution to the problem the card presents (which is two fold: there is the game play pattern aspect that is extraordinarily powerful, and then there is the extreme degree of meta warping that will occur because the card is so powerful that every viable deck will be required to run it). Reacting to the second half of that equation and running more spot removal to help answer the first half of that equation does not really provide an answer to the second half of that equation, just reacts to it. This is why we can summarily dismiss the notion of "just bolt it" as a solution to the problem OP Agent poses, it doesn't actually solve the problem and only reacts to the situations that arise from the core of the issue.

This is exactly the argument people used for Flash for the longest time before the entire community finally gave up, cried uncle, and demanded the card be banned. The community at large was too lazy to find a true solution and instead opted for an ever increasing arms race of adding more and more cheap/free interaction to lists in reaction to the issue posed. This helped a little bit and forced the meta to shift slightly into longer and slower grindy style game play patterns because selling out to go for the turn 3 win every game became a sure fire way to lose the game on the spot just for attempting the line of play in such a greedy fashion. But none of this changed the meta warping effect of format that was allowed by the existence of Flash and this lazy attempt at a "solution" was utterly ineffective at addressing the core issue of the meta becoming a stagnant homogenized thing that people eventually became bored/annoyed with.

Now, with Flash, there was indeed a true solution in the form of the Inception style strategy that solved both halves of the equation to the point that Flash based combos became so useless the entire concept disappeared from the most competitive possible metas. Flash concepts have an inherent weakness that they are not card slot efficient and tend to devote 20-30 cards in the deck toward the deployment of a single combo win line that requires unique pieces that do not have existing duplicate effects (Flash, Protean Hulk, Narcomeba, Dread Return, etc). The solution was quite simple as it turned out: simply exile one of these critical points of failure faster than the Flash based concepts were able to employ a Flash based line of play as the removal of any number of these unique critical points of failure would cause the entire line of play (and thus the 20 or 30 cards devoted to it) to fail entirely. Extract was the solution, with an assist from Praetor's Grasp and targeted discard spells (at least until the printing of Veil of Summer that hosed Inception based concepts pretty hard) as this Inception strategy would dismantle opposing Flash strategies so consistently a turn, or even 2 turns, faster than the Flash concepts could deploy a Flash combo line that the Flash combo decks completely disappeared from the most competitive metas that adopted this solution to the problem. Now, most of the community never even attempted this solution, laughed at it outright, and went on ranting and raving about the existence of Flash to the point that a card that didn't really need to be banned for power level reasons was banned for power level reasons (I was perfectly happy with the ban myself, but purely from the standpoint that it would help diversify the meta as Flash based concepts had already proven they weren't overly powerful).

I relate all of this similar situation information to make a very specific point in relation to why such a solution cannot be found for OP Agent while it was found for Flash. And that point is very simple: it was easier to tutor for and play Extract than it was to tutor for and play Flash+Protean Hulk so the solution worked very effectively because the play pattern and deck construction techniques used to employ the counter strategy were significantly more efficient. This type of solution is not a possibility with OP Agent because the mere threat posed by it's existence negates and precludes the potential to use tutors to consistently and reliably find cards that could answer the threat it poses that are included in the deck. Counter strategies that employ specific cards to preemptively solve a problem before it arises are not a valid fix here, and as Flash conclusively proved beyond any shadow of doubt simply upping the interaction count in an every increasing arms race is also not a viable solution because it simply isn't effective, merely slows the pace of play, and a slower pace of play is an advantage to decks playing grindy OP Agent based strategies.

None of these above statements is in any way an "overreaction". This analysis is simply an accurate portrayal of the coming meta shift deduced and derived from the implications of a single card. It's less of a "Chicken Little the sky is falling" type of proclamation and more of a "the pace of current global climate change is incompatible with continued human existence and will result in the eventual extinction of the species and most life on Earth unless it's effects are halted" type of proclamation. Should people be concerned with going extinct tomorrow? No. But people need to be aware of the fact that the current trajectory of climate change will inevitably and invariably lead to that eventuality. Similar to OP Agent, humanity can do a lot to stop polluting the environment and actively harming the planet, but there is no true solution for a population growth rate that will even more quickly cause the planet to be uninhabitable. There are a number of ways to counter or remove an Agent, but there is no true solution to the coming stagnation and homogenization of the format outside of simply banning the offending party in much the same way there is no true solution to exponential population growth aside from expanding humanity's presence to other habitable worlds.

Guligal89 on colfenor

2 months ago

Directly answering your question, I think you should put all X cost creatures you can into the deck anyway because they are both an enabler and a payoff (infinite power creature), and are still good creatures if you don't pull off the combo. Now, should yo go artifacts? Well, I think that decission is up to you but I will highlight some of the pros/cons:

Pros: Artifacts will make your deck faster, more focused, more consistent and overall better (in a sense that it'll win more). It will be cheapier to make it competitive as there are a lot of cheap tutoring effects for that strategy, as opposed to the expensive black tutors. This way, you can spend little and still achieve a pretty good power level.

Cons: However, it'll be more complicated to pilot as the amount of possible combos will grow exponentially. That will also make your turns longer as you'll have to think harder to figure out what to do. That may be boring for your opponents. Also, if you don't tune it properly, you'll probably outpower your friends (you talked about a 5 power level) with a solitaire deck. Artifacts is not the kind of arquetype that lets your opponents interact with you (neither you interact with them), so not only could you outpower them but you'll do so in the most boring way possible.

If you ask for a personal recommendation, I'd stick to a more janky and goofy playstyle, keeping the core combo of X cost creatures to still win a decent amount of games, but not make it the only win-con. It is really funny not only for you but for everybody when you pull off a weird 6-card combo that no one knows about. An example of this would be the Infect combo I have in my list.

I will give you some recommendations if you wanna go harder into artifacts. When I started my list I first made an infinite budget version trying to get the best deck possible and worked from there. I may upload that one too later. I'll list some of the best cards that I put in there that are still budget. Also, if you wanna go into artifacts you should get some interaction as there are a ton of artifact hate cards (that also depends on whether your playgroup usually plays them).

Good artifacts that won't cost you an eye: Cathodion, Junk Diver, Salvager of Ruin, Workshop Assistant

Nonartifact cards that are still great for that strategy: Protean Hulk, Ranger of Eos, Pitiless Plunderer, Fecundity

Other comments about your deck, I'd try to cut some of the most expensive cards like Konrad or Deathreap Ritual, you can find functionally identical effects for a way lower CMC. For Konrad I'd suggest Disciple of the Vault and for deathreap ritual the forementioned Fecundity.

If you finally decide to reject the way of the artifacts and keep it more aristocrat-y, recursion-y, I'd recommend you to check the Undying mechanic, Luminous Broodmoth, Abzan Ascendancy, and sacrifice payoffs that aren't combo focused like Carrion Feeder or Devouring Swarm but pose a serious threat. You said you like gaining life so you may keep that theme if you include some Vito, Thorn of the Dusk Rose, Exquisite Blood effects

Gakros on Commanders by Power Level [EDH Tier List]

2 months ago

ABaggins,
there way too many viable win conditions on cEDH.
Isochron Scepter + Dramatic Reversal and in general infinite mana with commanders like Kenrith, the Returned King and Thrasios, Triton Hero.
There are like 8 different Protean Hulk piles.
There are like 2 different Razaketh, the Foulblooded piles.
Food Chain has more than 5-6 viable commanders that can consistently win turn 3-4.
Underworld Breach is the new kid on the block with 2-4 piles himself.
Worldgorger Dragon in rakdos.
and then there are really cool and weird commander specific wins.
examples: Selvala, Heart of the Wilds,Elsha of the Infinite,Najeela, the Blade-Blossom,Animar, Soul of Elements,Godo, Bandit Warlord,Niv-Mizzet, Parun and many many many more.

Sure Consultation Oracle needs 3 mana to win and currently is the fastest but there are a lot of tier 1 decks winning turn 3-4 without it.

dingusdingo on Budget Reanimation Targets

2 months ago

Sire Of Insanity is insanely good, and turns being ahead on the board into wins. Also quite inexpensive to purchase. Does great work when your deck plays from the graveyard

Terastodon is a 9/9 beater that solves 3 problems immediately. Also rather inexpensive to acquire. You can even nuke 3 of your own lands to get three 3/3's and one 9/9 for 18 swinging power on the field.

Protean Hulk isn't too expensive and is a fantastic choice if you have a creature based combo already in the deck.

Sheoldred, Whispering One is expensive to buy, but an absolute powerhouse in reanimator strategies. Sticking this on turn 3 can put you super far ahead.

Avatar of Woe can be great board control when reanimated early.

Massacre Wurm is about $2 after all the reprints, and while it isn't the best reanimation target, it can certainly bring the hurt for opponents.

Ancient Stone Idol is a 12/12 Trampler, no crazy effects but a massive beater that has a die trigger.

Most demons are decent choices. I'm a big fan of how Kuro, Pitlord can instantly clear a board, but his upkeep cost is kind of gross.

Most Titans are good choices too, Inferno Titan and Grave Titan for Korvold (no Prime Time in EDH)

As far as budget reanimation cards, I'm a huge fan of Apprentice Necromancer for reanimation targets with ETB triggers. It works extremely well with Sun Titan, which is out of Korvold colors but a gross combo to be aware of nonetheless (Sun Tit ETB returns the Necro, the attack trigger returns something else too). I also like Life / Death which has lots of potential in Korvold (make lands into creatures, then sac creatures to draw tons of cards) outside of just reanimation. Animate Dead and Dance of the Dead are both inexpensive at around $5 and $10 respectively last I checked and are worth getting, they will be staples even in 100% optimized reanimator. Whisper, Blood Liturgist has nice use when you get Korvold sac triggers, but needs cheap token or reusable bodies to use consistently and is expensive to cast at 4 CMC. Victimize is a great card, but once again requires bodies on the field. Exhume is fast to cast but you usually want to pair it with graveyard removal or time it well. Dread Return is a useful card that does well with lots of bodies and can be used twice. Doomed Necromancer is great Korvold tech but slow at 3 CMC + summoning sick, usually activating on turn 4 or later.

Buried Alive is a phenomenal card that can enable reanimator strategies, a definite must-include.

Cheap discard outlets also help move fatties from your hand to the graveyard. I can recommend Putrid Imp as the GOAT, but also Tortured Existence, Wild Mongrel, Faithless Looting, Noose Constrictor and Fauna Shaman. You can also look to some one-time spells to help you discard, I recommend Collective Brutality and Smallpox especially. Bog Witch can work wonders in slower metas, but will be a cut when your deck gets more optimized.

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