Wren's Run 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
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Wren's Run Hydra

Creature — Hydra

Reach

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

Reinforce X— (, Discard this card: Put X +1/+1 counters on target creature.)

Master_J on Aesi physical copy

2 years ago

Some upgrades, things to look for and think about:

First, your commander Aesi, Tyrant of Gyre Strait wants you to play lands and draw cards. Anything you can change towards that theme will help your deck run better. Also, there's some "sub-optimal" choices that could be upgraded for other things, some of which may have come with other commander precons, are really cheap, etc. Lastly, it looks like your paper version here has some token and +1/+1 counters sub-themes, which I'd bet would make your deck less focused, leading to more random things going on or you not being able to execute a game plan consistently.

So, with all that in mind, I would suggest some of the following changes, and my reasoning behind them:

Change Arcane Signet for Thought Vessel. Arcane Signet is good and all, but Thought Vessel will help with the unlimited hand size for the same amount of mana.

Change Wolfwillow Haven and Gift of Paradise for things like Kodama's Reach and Cultivate. Again, enchantments tend to eat removal, sometimes just by accident, where as lands generally don't.

Change Migration Path, Explosive Vegetation, and Vastwood Surge for things like Nature's Lore, Rampant Growth, Farseek, Three Visits, or Sakura-Tribe Elder.

You could change Crushing Vines for Beast Within, since Beast Within is more versatile, and it looks like you have enough bodies to protect yourself from a 3/3.

If you can get your hands on a Scute Swarm, you'll have some awesome token stuff to go on.

Also, if you can get your hands on a Tatyova, Benthic Druid, you'll have some redundancy and not have to rely solely upon your commander (for when it's died too many times, or you don't have the extra lands / fetch to keep your commander chugging along.

Ghost Town is a cheaper land that will let you pick it up on opponents turns, so you'll always have at least one land to play on your turn.

You might want to change some other bodies like Ornery Dilophosaur and Wren's Run Hydra for bodies that fetch lands like Wood Elves, Farhaven Elf, or others like it (like Elvish Rejuvenator and Springbloom Druid). This will give you blockers earlier, help you ramp, and make use of your commander later in the game too.

You could possibly upgrade your land base a little (in case you find yourself without the right colors often enough?). Some include Breeding Pool (which is on the $$ side), Hinterland Harbor, Rejuvenating Springs, Command Tower, and maybe a few more.

If you want a few bigger bodies to make use of your lands, I'd suggest Multani, Yavimaya's Avatar and Ulvenwald Hydra.

Hopefully this helps with how you think about your deck, some choices of cards, what you ultimately want the deck to do, and things to look for. Let me know if you have questions on choices or anything else.

legendofa on Innistrad: Midnight Hunt and Crimson …

2 years ago

Slightly off topic, but the so-called iconic creatures are being shoved in everywhere. Wren's Run Hydra is, in my opinion, one of the most completely flavorless, gratuitously pander-y card in the game. Apologies to anyone who likes it, but hydras in Lorwyn make no sense to me.

Back on track, does anyone have any predictions for the planeswalkers of the set? If Sorin shows up, there's a pretty good chance Nahiri will be there too. Add or Davriel, and that just leaves .

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