Steelbane Hydra

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed 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
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Steelbane Hydra

Creature — Turtle Hydra

This enters the battlefield with X +1/+1 counters on this creature.

, Remove a +1/+1 counter from this: Destroy target artifact or enchantment.

EDH 3 / 0
Kalonian Hydra feature for He/Him
EDH 5 / 3
Animar, Soul of Elements feature for Animar

Optimator on The start of my villain arc

2 months ago

Phyrexian Swarmlord seems really good with your commander. Might be a mandatory inclusion!

Dolmen Gate or Levitation might be good for all the attacking you'll be doing. Depends on how aggro the deck ends up though. A decent amount of your attackers have evasion already. Champion of Lambholt was a brilliant inclusion.

Maybe Steelbane Hydra for removal? SHould be good with your proliferate strategy

NV_1980 on Ezuri- The Tokens & Counters Are Coming Oh My!!

4 months ago

Kalonian Hydra; counter-doubling every attack seems pretty bad-ass. Spike Weaver is nice; when all your stuff is tapped and you want to prevent opposing attackers from dealing you damage. additions in here. As a control mechanism, I'd also recommend Steelbane Hydra; easy to recharge it with counters when Ezuri's there and keep zapping enchantments/artifacts.

MrHighscore on Dehydrated Hydras

7 months ago

It's been a couple of years, and the Hydra horde have matured!

Thanks for all your great suggestions while I've been away. I can see that the deck could need an overhaul with all the wonderful new cards

The following are now under consideration

New Hydras to make room for:

DreadKhan on Gnoll Patrol

9 months ago

I also think Gnolls are cool and approve of this premise! Here are my thoughts about the deck, hope they're helpful.

If you ever want to raise your budget a bit, Pathbreaker Ibex has huge synergy with your deck.

When I was testing out your deck I found that you seemed to be short of creatures for a deck that runs lots of creature payoffs and generally can't win without them. In a deck that's very creature centric I like to run closer to 40, if not more, Gruul has really, really good creatures to choose from. For example, you can run Wood Elves, Farhaven Elf over artifact ramp, these give you a creature body while also permanently ramping you (land ramp is much more stable than artifact ramp anyways). Creature buffs can be stapled to a creature, there are options like Thunderfoot Baloth, Goreclaw, Terror of Qal Sisma or maybe Blossoming Bogbeast or Kamahl, Heart of Krosa. You can use creatures as a great source of removal with options like Thorn Mammoth, Ulvenwald Tracker, Kogla, the Titan Ape, Gruul Ragebeast, Steelbane Hydra, Viashino Heretic, and Outland Liberator  Flip are all pretty decent at getting things off the table for you while also offering a physical presence. Not sure if they quite fit, but depending on your meta Silklash Spider and Squallmonger are pretty nasty surprises for decks that use Flying a lot, Squallmonger can even kill huge flyers with another player's help, or allow several players to quickly eliminate an archenemy that is lower in life.

There are a few good ways to double your power in Gruul, the new Two-Handed Axe is very interesting, the surprise Double Strike ability works well with your Commander, and the power doubling effect definitely does. Inquisitor's Flail is an incredible equipment if your Commander is either very big or has First Strike, yours can easily get big enough to justify the risk. Berserkers' Onslaught is really strong, even if it's 5 mana, Enchantments tend to stick around for awhile.

I think you should run more sources of Trample in here (there are some listed above as well), but with a budget restriction that does make it more of a challenge. Your Commander is really strong if he has Trample, but can be chumped by a 0/1 goat token without it (funny image, maybe he got hungry?). Garruk's Uprising is a really good card if you have enough creatures with power 4 and up, but the Trample is the real perk here arguably. Kessig Wolf Run might do the trick, and it's on a land. Brawn is pretty budget, but it can be hard to get it killed. War Cadence isn't exactly Trample, but it can easily let you swing with unblockable creatures if someone is tapped out, but remember this can also be used to create chaos on other people's attacks if you've got nothing better to do. It's also not Trample technically, but Siege Behemoth can bypass blockers for your attackers.

With a relatively low budget in Red, I feel like Rite of the Raging Storm is a very underrated card. Those 5/1s are never coming your way, but they will swarm anyone who can't deal with it on their opponent's turns, and yours gets the buff from your Commander fwiw. Breaker of Armies is a good way to clear out potentially a whole board worth of stuff of a vulnerable player, it can deter attacks vs you if their defenders are all going to be stomped by an Eldrazi.

If you can get your creature count high enough, you could sneak stuff like Lurking Predators in, which is pretty impressive card advantage over time in many metas. There is also Heartwood Storyteller, which is very good if you don't run many non-creatures.

MusicGoat18 on Progenitus EDH

11 months ago

Thanks again TheoryCrafter! I made cuts and changes based on your suggestion. I did my best to keep a balance while adding more cards for Zaxara, the Exemplary and Unbound Flourishing.

Cuts made:

Forgotten Ancient, Jodah, Archmage Eternal, Fist of Suns, Bootleggers' Stash, and swapped a few lands.

Cards added:

Shivan Devastator, Steelbane Hydra, Unbound Flourishing, and Bonfire of the Damned.

I still want to implement Progenitus' commander damage strategy on top of the hydra tribal idea, so I kept many of the exalt cards and mana fix/ramp. Another reason is that the ramp cards assist with values too.

Max_Hammer on

1 year ago

Huh, it broke, eh? Oh well, here's the list again, not hidden. (I usually accordion lists, so they don't take up three acres in comment space)

P.S. I swear I'm not being paid by Big Elementalist.

Max_Hammer on

1 year ago

You also said you think you might need more ramp, right? Well, I counted eighteen ramp spells. Unless you play test it and you think it needs more, then it probably doesn't. Although, I think you need some more hydras.

Fortunately, I also found some hydras for you!

Stealthy hydras here Show

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