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Gargos EDH Strictly Tribal: Hydras

Commander / EDH* Budget Casual Mono-Green Ramp Stompy

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This is a strictly tribal hydra deck, simple and green!

Strategy

The deck is a traditional mono green, our plan is to ramp lands up to 6cmc and cast Gargos, from here on we aim to make a huge hydra every turn, I recommend to prefer 1 10/10 creature over 2 6/6 creatures. Gargos is able to protect our board from spot removals quite well but we suffer from mass removals, that is why a lot of draw engines have been put in to allow us to repopulate the board as fast as possible.

Template

The deck was designed on a very simple template:

36 - 38 Lands

The first few turns are critical and we definitely want to have at least 3 lands in our open hand also we have a lot of ramps so 38 lands is the minimum, I also tried 40 and I was very comfortable with that. We have 17 basic lands, all of which will often be brought to the board with our ramps, and 21 utility lands. Many of these utility lands are explained later. I point out Lair of the Hydra which has a very situational utility but a huge flavor (HUGE!!!), Desert which was inserted to bring some unexpected chaos in combats and can be used on Hungering Hydra and Protean Hydra and finally Thespian's Stage, playing in 4 can be fun to copy something to our opponents. Feel free to replace these lands with what you enjoy most.

20 Core Strategy

This is a deck that wins with creatures, our big limitation is the quality of hydras available in the edh card pool at the moment, critical not to go below 20 creatures because for us they are also the triggers for many draw engines.

8 - 10 Support

These cards must help us pursue our strategy, I have included 4 pieces to protect our creatures and especially Gargos which is a key piece and 6 cards that add abilities to our huge creatures. The two main abilities we are looking for are Trample and Vigilance.

Utility lands: Bala Ged Sanctuary  , Llanowar Reborn, Mosswort Bridge, Oran-Rief, the Vastwood, Reliquary Tower, Rogue's Passage.

8 - 10 Draw

I have included 5 enchantement draw engines, they are solid and often require 1 card from opponents to be removed. We also have Hunter's Prowess and Soul's Majesty which not only fill our hand but also grant us a trigger on Gargos.

Utility lands: Bonders' Enclave, Memorial to Unity, Path of Ancestry, Turntimber, Serpentine Wood  , War Roomfoil.

8 - 10 Ramp

WE WANT LANDS! So we play 10 + 2 ramp, with a good curve: 3 drop 1 (Search for Tomorrow is considered cmc1), 3 Rampant Growth and 3 Cultivate. I have included two cards that allow a mass land drop, Boundless Realmsfoil and Traverse the Outlands. Their impact on the game is very high allowing you to play even without Gargos on the field. Bonus card here is Tempt with Discovery, played with 3 opponents it allows you to bring the utility lands you want to the table.

Utility lands: Blighted Woodland, Castle Garenbrig, Myriad Landscape.

8 - 10 Removal

Here we have 5 spot removals, 4 of which grant Gargos trigger becoming de facto 2 for 1. We also have 3 mass removals, as a mono green our choice is very limited but we try to capitalize on our huge mana pool (Pest Infestation and Spinning Wheel Kick) and our huge creatures (Monstrous Onslaught).

Utility lands: Blast Zone, Boseiju, Who Endures, Khalni Territory  , Vastwood Thicket  (which grant us a trigger on Gargos).

3 Jolly

We can use these slots to insert what we like to play or to cover some lack we feel in the game, I used them to add 3 more creatures!

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96% Casual

Competitive