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Flail Hydra, Morophon EDH

Commander / EDH

maddjackyl


Sideboard


Maybeboard


FLAIL HYDRA!

This commander deck, lead by Morophon, the Boundless, is all about getting hydras, making them big and throwing them at your opponent... Literally!

The original intent was building a hydra tribal which would pair well with an 'X' casting cost theme, since many hydras have that worked in to their costs. I started to build around this idea after cracking an Unbound Flourishing during a release event for Modern Horizons. Trying to build for the 1% chance of getting to the flourishing led to rethinking this plan, and while there are still some 'X' costs outside of the hydras, it's no longer the theme. Morophon helps a bit to lessen everyone's casting cost, although it's still a bear to get it out at times.

I thought, what could be better than making big hydras that get bigger like Primordial Hydra or a creature with a Hydra's Growth. When they get big why not use a 32/32 hydra with a Fling. So a jank deck idea was born.

With either a Cultivate or Animist's Awakening it's been easy enough to ramp into Morophon around turn 4 and he helped to cast a turn 5 Progenitus in the second playtest. The Dryad of the Ilysian Grove really does some clutch work early in the games toward the same effect. Selvala, Heart of the Wilds is great for ramp and can give card draw once some hydras are established, but I've found that I get limited to no card draw from her since some of the creatures on the field get too big too quick. Plenty of fixing effects as well including Farseek, Gem of Becoming, Exotic Orchard, and a Felwar Stone. Card draw isn't terrible but could be improved. Right now it's supported by: Greater Good Inspiring Call Colossal Majesty. Sometimes this means too many cards because of our big creatures, and we're not running a lot of recursion besides Eternal Witness or Sun Titan, as well nothing to increase our hand size.

Plenty of counter adding, doubling and moving effects are incorporated in different phases. Victory's Envoy adds at upkeeps, Forgotten Ancient earns counters when opponents cast spells and can transfer during your upkeep, and Loyal Guardian drop +1/+1 on each of your creatures at the beginning of combat. Pir, Imaginative Rascal Helps add an additional counter of any kind (which is why he made the cut and Hardened Scales didn't since it only adds an additional +1/+1). Hadana's Climb   And all the doublers Solidarity of Heroes, Primal Vigor, Corpsejack Menace, except for Doubling Season (didn't want to spend the extra).

Since Morohon anthem's all other hydra's, hypothetically unless you bring it out with some other creature declared *not recommended, so playing a Spike Cannibal or Thief of Blood doesn't outright kill the other hydra's on board. Thief has been a great card to use in response to an action with Alchemist's Refuge or Leyline of Anticipation on the field. Either Thief or Spike can be the overall win condition too, as they gather counters and you can blast opponents at that point with parallel damage with Chandra's Ignition or Jarad, Golgari Lich Lord.

For Win-Cons, those parallel damage effects from Chandra's Ignition pair very well with Tainted Strike and if not needed for multi-target elimination, Soul's Fire works well too. I did add Simic Ascendancy as well because of the amount of counters entering play at any given time. Lastly, we add in some utility in the lands with Kessig Wolf Run, and Skarrg, the Rage Pits so we can finish a game with good old fashioned stompy if we need.

Not running many tutors, however the ones we have do some work. Uncage the Menagerie can end up getting us all our '2' drop hydras for only 6 CMC total. Value. Bring to Light is an undervalued, but high cost tutor. It's ability to get more just by playing more colors of mana reaps rewards and the fact that it can potentially get any 5 CMC Sorcery, Instant or Creature is worth the higher cost. This especially important since the higher cost is negated as the casting of the card is then free. Idyllic Tutor brings us usually our most powerful enchantments like Death's Presence for some extra +1/+1 counter shenanigan's.

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98% Casual

Competitive

Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

38 - 2 Rares

21 - 2 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.53
Tokens Hydra */* G
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