From the now deleted: Section: The Best Card
Without a doubt, the best card in the deck is Unbound Flourishing. This card makes every card you cast and/or every ability you activate with a in its cost twice as powerful. We will see later with what card you can use this one and how strong it is.
From Section 2: The Hydras
A pretty straightforward Hydra that can become more and more powerful if you have mana to invest in it. Bonus: Your opponents can also help you do that!
Even though this species can be domesticated we recommend you unleash its monstrous side and let it roam free against your opponents.
This Hydra might be one of the first Hydra to have ever existed. It is part plant and part Hydra. It might even generate another creature if you know how to properly take care of it.
Did you ever ask yourself what will happen if you mix a Snake, an Hydra, and a Mummy together? Search no more because the answer is here... actually, run!
Our second Plant Hydra hybrid. This one is also known as the immortal Hydra. Each time it will receive damage a new one will take its place. Spooky.
Let's just say that Polukranos doesn't like your opponents' creatures, and they don't really like him that much either.
A generous Hydra that will give his brothers and sisters more counters on them if he ever dies. So sad. So pure.
From Section 3: The Triggers
At Instant speed and for only one green mana this card will give a slight boost to one of your Hydras and let Gargos do the removal work. And the best part is that you can cast it again, for free this time, during your next upkeep!
With only one mana you will be able to remove TWO creatures. On top of that, you might be able to draw up to 2 cards, not bad.
The HUGE Draws
This card does the same thing as the one above but also gives your targeted Hydra a small +3 boost. Correctly executed this +3 will result in 3 more cards drawn.
The Flexible
Strive is a wonderful mechanic with our commander because it allows us to be flexible with the amount of mana that we dispose of. By paying the additional cost we can target multiple creatures which means we can destroy multiple creatures. With enough mana, this can be a one-sided board wipe!
On top of that, this particular card allows you to tap the targeted creature to remove even more creatures this turn. Just Wow!
Strive
Double the number of +1/+1 counters on each of your targeted creatures. We can't say no to bigger Hydras, we just can't.
Strive
Gives a slight boost to your creatures but most importantly allows you to untap them. It can be really useful after a combat step to put your defense back on and at the same time destroy even more creatures. Or to untap your best mana producer Karametra's Acolyte.
With the Multikicker cost associated with this card, you can basically do the same thing as Strive.
Besides that, you will be able to put any quantity of mana to boost your Hydras and other creatures even more! Unbound Flourishing goes really well with this card and having a counter on creatures who didn't have any will just make you and the Kalonian Hydra even happier.
The Big Costly Ones
With this spell, you will be able to target more than three of your creatures to destroy up to the same amount on your opponents' fields. Besides that, you will give and also double the number of +1/+1 counter on your targeted creatures so enjoy having even bigger Hydras!
This card is really flexible, you can use it to target up to three creatures and give them more +1/+1 counters or just ignore it and bring back better cards or even just get lands.
From Section 4: The Ramp Package
A not so common ramp card since it needs a lot of mana sinking to be great. But thanks to our best card Unbound Flourishing this can be easily achieved.
Technically this card is not "ramping" but it will help you cast bigger and deadlier Hydras by reducing their cost of 1. Coupled with your commander you now have 5 free mana to put inside your Hydras!
This one too is not pure ramping but it will allow you (and your opponents) to play more lands and draw more cards each turn. Let them cast their big creatures to smack them down with your Gargos.
Like previously stated in Step 4: The Triggers (The Big Costly Ones), this card is really flexible, you can use it to target up to three creatures and give them more +1/+1 counters and/or bring back better cards or even just get lands.
Although this card costs a lot it will allow you to double your mana and draw a card each time you cast a creature. With all the ramp that you will do this will greatly help you cast bigger Hydras.
From Section 5: The Draw Package
This card will allow you to draw one more card each turn for the downside of letting your opponents do the same. We don't really care about the downside since we will use this to our advantage to let them cast their big creatures that we will destroy right after with our commander.
Even though this card has the possibility to draw you up to two cards it will be better used as a Trigger for Gargos, Vicious Watcher.
Those two cards do basically the same thing by allowing you to draw cards equal to the number of damage dealt by the targeted creature during a single turn. With Trample or another form of evasion, those cards can allow you to draw a LOT of cards really easily.
The Fetch Effect
The role of the cards in this category is mainly to grab our best card Unbound Flourishing or any other good card in the way of their activation.
Each time you cast a creature card you will be able to search the top of your deck to an amount equal to the creature power you've played. From all those cards you'll be able to pick one and put it on top of your deck. Thanks to our Hydras and our other big creatures we will be able to go really deep in our deck to find the perfect card we need for the situation.
A card that could go really well with this one is Vivien, Champion of the Wilds. This card is not currently in this deck, but the ability to cast a creature card before your turn to search and put the best card for your next draw is a really good synergy.
You can't really have more straightforward than this card. Pay the cost and tap it to go search for any card from your deck.
Did you ever played Magic and just drew lands? It's sad, isn't it? Well, search no more because with this card you will be able to search as deeply as you want in your deck for all the creatures you want! Even though this card cannot search for our best card Unbound Flourishing, it is one that works really well with it.
If you are in a dead hand situation or if one of your big Hydra is going to the grave, cast this spell at instant speed to instead sacrifice a big creature and recycle it into card draw and life gain.
With Vivien, you can plus her to get a land or a creature, the two type of cards we have the most in this deck. You can still miss, yes, but it is the only way to plus her and wish to reach her ultimate.
This card will allow you to protect your Hydras with +1/+1 counters on them as well as draw some cards. Not all of our Hydras have +1/+1 counters on them but enough to include this card here.
Just so you be aware of this, you will kill Garruk, Primal Hunter by activating his minus right after he is summoned on the board so you might want to wait a turn or two (or not).
** From Section 6: The Tramplers**
One Time Only
This card can be considered a big finisher by giving all of our creatures Trample and boosting them an amount equal to the greatest power among creatures we control. Again, thanks to our Hydras, this amount will surely be a huge one!
Each time you cast a creature, another creature of our own will gain Trample until the end of the turn. You can target the creature who's just entered the battlefield but that will be counter-intuitive if that card doesn't possess Haste. Overall, it is a small Trampler effect, but quite a good one at the start of the game.
Card draw, buff, and evasion via Trample on a single card! We (me and the Hydras) really like this.
Those two cards have basically the same effect of granting all of our creatures with the majestic keyword Trample. On top of that, you can use Nylea, God of the Hunt ability to boost one of your creatures if you have spare mana.
The ultimate ability of this Planeswalker is outrageous! If you're able to do achieve it, all of your creatures will gain +2/+2 and have vigilance, trample, and be indestructible until the rest of the game. Basically, if you have this emblem with you, you win.
Something even better than Trample in certain conditions is Intimidate. This Keyword will allow all of your Green creatures (you only have that) to be impossible to block if your opponents don't own a green creature or an artifact creature. Therefore, if one of your opponents only owns a few green creatures you can use Gargos, Vicious Watcher to remove them and then charge freely against him to do a ton of damage!
** From Section 7: The Other cards**
Recursion
Those cards will allow you the return any or specific type of cards from your graveyard directly to your hand.
This card seems like a strange choice to include in a Gargos, Vicious Watcher deck, but hear me out.
First, you equip it to Gargos, then you trigger Gargos to fight a creature that you would like to have on your side of your field, but not one that can kill Gargos when fighting it. The fight resolves and the creature dies, which then triggers the Scythe which brings back the creature on your side with the Scythe attached to it. Repeat this process as much as you like. This can not only remove threats but also make sure you can take advantage of those threats or prevents their owner from returning it from the graveyard to their hand or the battlefield. On a bonus note, you can also equip it on one of your Hydras without Trample or any kind of evasion to force the opponent you are attacking (preferably one without creature tokens) to choose between blocking and giving you their creature or lose a bunch of life. Either way, you win.
This card will allow us to protect all the creatures we have with +1/+1 counters on them, which means that Vigor is a powerhouse with this card and in some cases can allow us to protect all of our board as well as draw us a bunch of cards.
** From Section 8: The Mana Base**
You can destroy a pesky opponent's land and replace it with a Forest at the same time!
Since our Hydras love counters and we have some Planeswalker, having the possibility to make them bigger and better is never a bad thing in my book!
If you have enough mana available you can sacrifice this one to replace it with two Forests!