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Hail Hydra - Tribal EDH [Gargos - Primer]

Commander / EDH Counters Hydra Mono-Green Primer Stompy Trample

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Fight me like a man!

The last one I fought was delicious. - Gargos

Welcome folks to the 5th version of Hail Hydra a mono-colored Tribal EDH deck around one of my favorite creature types: the fearsome Hydra.

Thanks to M20 who gave us this awesome new legendary creature Gargos, Vicious Watcher we now have a really flavorful and practical option for a Hydra deck general.

Let's dive in!

How the deck works and How to play with it:

The Hydra Lord Himself

Gargos, Vicious Watcher is a 8/7 mono-green Hydra with two very nice abilities.

The Reduction of Mana Cost

Gargos is able to reduce the mana cost of your Hydra spell which is neat since we are a Hydra Tribal deck.

On top of that, his ability that gives us this mana reduction can, and most definitely will, be used in the value of our Hydras and so, for exactly mana, you've invested actually up to in each of those Hydras!

The Fight Trigger

The second ability of Gargos, Vicious Watcher means that if any player (including you) targets one of your creatures Gargos will fight a creature that an opponent controls. This means that Gargos is also a removal tool that can kill some of the greatest threats with really little effort, thanks to his 8 Power. But be careful because targeting a creature with more than 6 Power will kill Gargos since he only has 7 Toughness.

The Numbers

We run 22 other Hydras in this deck.

Let's meet them!

The Counter Matters Hydras

In this sub-species we have:

He just likes getting bigger and bigger and bigger and bigger. Dump your mana in him and let him become the Heroes' Bane he is meant to be!

An easy to cast Hydra, but this one comes with an evasion ability and if it is dealt damage, will become even bigger! So nice.. It's such a shame that it doesn't have Trample...

Who wants bigger Hydras? This guy. Always and forever.

This Hydra loves mana so much that it LITERALLY eats it. Let your opponents do their shenanigans and observe this majestic Hydra take huge proportion.

Our second easy-to-cast Hydra. But this one really hate Blue players. So much that it has protection from them. And on top of that, this one has Haste so you can swing with it right away!

This is a big boy that asks the question "Bigger or Meaner" to your opponents. A political Hydra, just when I thought I had seen everything.

A new boy just joined the generic Hydra gang! This Hydra from the faraway land of another game and IP can come on the battlefield HUGE or small and has a built-in new form of protection. On top of that, it has Trample by default! I can't wait to try to smack some faces with this new big boy!

This Hydra likes Lands and Forests so much that it will become bigger just by having new ones around him.

A Big Bad Hydra that becomes bigger during each of your upkeep. So lovely.

This one is our last easy-to-cast Hydra. This one works in a similar way as Hungering Hydra with the exception that when it is dealt damage it removes counters before adding twice the amount that was removed from it, with the small condition that it is not dead. I think we can really feel the Hydra moto with this one: If a head is cut off, two more shall take its place

Our most beautiful good boy! He can make himself bigger or kill something right when he appears. He's such a good boy!

Small Hydra gonna get big one day. This cannibalistic Hydra gets bigger each time it has a meal, really useful when we don't want our other Hydras to go to waste if an evil person wants to remove them from this world.

Small seed will get bigger and might even eat you at some point. This Hydra-plant hybrid from the futuristic plane of Kamigawa would like to get bigger before dying to help your other Hydras in entering the battlefield even larger than before.

This Hydra will help your other Hydras grow bigger and bigger, sometimes even by sacrificing a part of itself to do so. So helpful, so pure.

The Monstrous Hydras

In this sub-species we have only:

This Mama Hydra will let you borrow her babies if she ever became Monstrous. Be gentle with her.

The Utility Hydras

In this sub-species we have:

This Hydra was last seen on Tarkir and has a good relationship with snakes. Good for you Hoody.

This Hydra is able to taste the flesh of each opponent at the same time. So Dangerous.

You know the saying the best attack is the best defense and the best defense is the best attack, well don't look further because this saying just came alive with this powerful invulnerable Hydra!

This Hydra will give his life for you and in exchange, you will gain life and draw cards. Praise the Lifeblood.

This Hydra really hate steel and ... magical steel? Anywho, this Hydra is the perfect companion to devour any pesky artifact or enchantment your opponents have. NOM NOM NOM, this Hydra probably.

This horrifying Hydra comes to us with a bonus Land and challenges you to make it bigger every turn, something a Green Mage already loves to do.

Do you hate Flyers? Well, this Hydra too!

Thanks to Gargos, Vicious Watcher, we can target our own creatures to destroy theirs.

Let's see what are the best tools to use to do such a thing.

Of our 100 cards, 13 of them are used to trigger our commander but also to help you do various things.

The Small

In the small trigger tools, we can find:

Since an Aura target, we can use this powerful one to give the Trample keyword to one of our Hydras that is missing the famous keyword and at the same time remove one opponent creature from the board. On top of that, this card doesn't go into the graveyard, instead, it will go straight back into your hand for you to use it again!

This is such a stupid card. Since it costs a single to cast AND another to return to your hand you can basically abuse it to trigger Gargos multiple times and kill a bunch of creatures your opponents have. I can't recommend it enough. Also, it can allow you to block some pesky flyers which is something the deck struggles a bit against.

Keep this card to protect Gargos or any other important Hydra from destruction and blow up another one from the player who wanted to destroy your creature.

Like Withstand Death this card allows you to protect an important creature, as well as trigger Gargos to destroy a powerful creature that would have otherwise killed it.

Another cheap spell that can protect any of our good boys and girls as well as make Gargos safe to attack (and kill) nearly anything.

This card will give evasion to one of your Hydra on top of giving it some protection. What for two manas this isn't enough you? Well, what about killing one of your opponent's creatures at the same time? This can also be used to protect Gargos.

I remember when I saw this card for the first time and thought about including it into this deck it made me laugh at the possibility of killing an opponent with an army of squirrels that were created because Gargos likes to enter into a bunch of fights. Let's just say that it didn't take too long to not just be a possibility, but actually became reality.

Fog effects are underrated in EDH/Commander in my opinion and can change the course of a game on itself with a single spell, so I always like to have at least one in my deck. What I like with this one is that it is a Fog that can trigger Gargos as well as allow her to not take damage from the fight it is about to enter into. Really marvelous and perfect for this deck.

Put this card on one of your Hydras who already has 3 or more +1/+1 counters on it to destroy a creature and give yours another counter. On top of that, if you attack with that Hydra you will ramp for 2 Forest!

Ok this "can" trigger Gargos, but I don't really recommend using it against your own creatures, but hey, who knows, you might be in a situation where this is actually useful to do. If this happens, please tell me I'm curious to know what situation would push you to do such a thing.

The HUGE Draws

If you do it correctly you will be able to destroy a creature and draw a bunch of cards. Since Hydras are really big creatures the synergy with this card and the following ones are beyond reason and you will cackle when you will draw that many cards. Useful tip: Be sure to have evasion on the targeted Hydras or at least Trample to maximize the number of cards you will draw.

The best of the 3 Draw spells that target one of our creatures. With this one, you don't even need to do damage. Just enjoy drawing a bunch of cards and destroying a creature at the same time!

I am really sad that I didn't find this card when I built the first version of this deck. It is such a wonderful card to put onto Gargos, Vicious Watcher or your biggest and meanest Hydra because it will eventually die to removal and therefore you will be able to heal yourself for a LOT and also draw a LOT. It's really perfect. Oh, and it will also trigger Gargos, so you know... YES! Join the deck immediately.

Since we are in Green we have access to most of the best and the classiest form of ramps.

The Classics Spells

Those cards are so straightforward they don't even need to be introduced:

The Not so Common

Slap this on a creature with already 3 +1/+1 counter on it and swing with it to automatically trigger this chef kiss of a ramp spell.

This is actually a pretty useful removal spell that in the right condition will also ramp you. Early in a game, you can easily destroy a Sol Ring or an Arcane Signet to ramp yourself. Not bad, not bad at all.

This Enchantment is actually quite versatile. You can easily drop two lands a turn with it in play and if in a hurry you can always crack it for and cast something. All of that for only two manas is quite awesome.

The passive ability of this Planeswalker will double the mana generation of your Forest and since we are in mono-green that means basically all of our lands. She will also allow you to untap a land that you can immediately tap for another this turn. If you are able to get to her ultimate you can create some HUGE Hydras.

Oh boy, this card can do a lot and you will see it as you go through this primer, but you need to choose it wisely depending on your situation at the beginning of your combat. One of those is a very interesting ramp option that transforms any of your lands into a mana producer until the end of the turn. It doesn't look that much, but I found it very useful to cast smaller spells or even some Hydras when coupled with Gargos cost reduction effect.

Basically a Harrow, but that can easily give us 3 Lands for 3 Mana if we have a big Hydra out when casting it (which isn't hard with this deck).

The Creature Ramp

A simple, easy-to-cast creature, that you can sacrifice to get a land. On top of that, it is a one-headed Hydra. Also known as Snake.

To many people, this card doesn't seem like much considering its effect and its heavy colored mana cost but drop it on turn 3 and you can easily get out Gargos, Vicious Watcher on turn 4 without any problem.

A really useful mana-dork since it taps for our Devotion to green. And since all of our permanents are green this creature can tap for a ridiculous amount of mana each turn. Thanks also to our Hydras who have multiple Forest icons in their mana cost!

One of our good boys will give us a Land (any Land on top of that!) when it enters the battlefield. Such a great value.

A new good boy would really like you to find a way to put even more counter on it before its death to then reward you with a bunch of lands that enter the battlefield untapped.

I always loved this card so much. It is one of my favorite characters from the Conspiracy sets and I always wanted one for this deck, but they were pretty expensive until the recent reprint in Commander Master. As an Elf, she can generate mana, but as an awesome card, she can give us mana at a rate that can be more and more explosive considering we can use all the mana she gives us into an cost Hydra to make it big, draw and then have even more mana on the next turn! I'm so happy to finally have one for this deck.

The Arficat Ramp

Does Sol Ring need any explanation? I don't think so and neither do you.

God this card is powerful. It literally does EVERYTHING you could wish for: Ramp, Life Gain, Buff, Draw, and Washes your dishes. And on top of that, thanks to the big creatures we use this will basically always cost only to cast.

Combat based Draw:

This card allows 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, that card can allow you to draw a LOT of cards really easily. Best of all, it is an Instant so you can (and should) use it exactly at the right moment to get the most of it.

This card will make all of your attacking creatures have deathtouch, which, when paired with the Trample keyword, will allow you to assign a single point of damage to a blocker to kill it and have the rest go through and therefore make you draw a bunch of cards.

Power based Draw:

Those tow cards have a similar effect allowing you to draw a number of cards equal to the power of one of your creatures.

Thanks to those enchantments combined with the reduction our commander provides, whenever one of your Hydra will enter you will automatically draw a card!

Even if this one isn't related to power matters cards it does the same thing as the two previous enchantments but with all of your creatures regardless of their power and therefore wanted to include it here with those.

This one is related to power, but instead of being restricted to cast or ETB it can draw you a card per turn if you own a "big" creature at the beginning of combat (I say "big" because power 3 is very small for us hehe), but other than that this card can do basically everything so use it as you wish!

This beautiful card will allow us to draw a card each time we enter the biggest creature on the board. Thanks to her activated ability that gives us a big chunk of mana, we can always have the biggest creature on board when our Hydras have an in their cost!

Death Draws:

The die trigger of this Hydra will allow you to draw cards equal to his power. The bigger this Hydra becomes the bigger the paycheck will be.

The bigger the Hydra on which this card is, the bigger the payoff!

If you are in a dead-hand situation or if one of your big Hydras is going to the grave, use this more than useful tool at instant speed to sacrifice your big creature and recycle it into a LOT of card draw. This is a real MVP and it allowed me to draw 80 cards on my first game with it.

Since our Hydras are big bad creatures we need them to have Trample or any other form of evasion (which some already have) to prevent them from being chomp-blocked by a 1/1 and don't do any damage. This is why we run some cards that will give them a much-deserved form of evasion.

Evasion for one only

Protection and evasion are always welcome in a single card in this deck and this is no exception.

This one will grant us the Trample keyword and will always come back to us, what a wonderful thing.

If you're able to squeeze your Hydra in this tiny hole I can guarantee you that your opponent will be scared to hell when they'll see your biggest and most majestic Hydra ringing at their door!

Forever and for all

  • Brawn NEW (2ND EDITION)

As long as this card is in our graveyard all of our good boys will have the Trample keyword. This is a TRUE friend.

If Brawn needs to be in our graveyard this one just needs to be on the battlefield to give the best keyword our Hydras could wish for and on top of that, it will draw us cards so it will never be dead in our hand if Brawn is already active. We love it!

This card will allow us, for a one-time-only deal to sacrifice it and give protection to all our board as well as being unblockable until the end of the turn, which means this could be a win condition that comes from nowhere!

At the cost of leaving one huge Hydra behind, we make all of our other creatures so big and so stompy that nobody can stop us from claiming victory!

This card can do so much and again it proves itself reliable by giving Trample and a small boost to all our creatures during each of our combat phases. If you already have another effect that gives Trample to all your creatures then chooses another mode, it is just that easy and versatile with this card.

We also run other cards in this deck that doesn't need their own category because we run a few of them.

Protection

This weird creature loves our Hydras as much as we do! It will protect them with his life and in the process make them bigger. How? Probably with his big heart.

A good old Fog to protect ourselves from death with, in bonus, a target to select to trigger our Commander.

A way for us to dodge a board wipe and therefore not have to redeploy our board.

Even though this spell has a high mana cost of this is basically a free counterspell that can also counter abilities for anything that wants to target our precious Gargos, Vicious Watcher or any of our other big Hydras if they are powerful enough.

By sacrificing it we can make sure our board is protected from any form of target removal, thief, or any other shenanigans effects directed at our Hydra babies.

Removal

Those two cards have the possibility to destroy artifacts and enchantments two of the most powerful type of cards in Magic.

And with this one we can destroy literally any permanent type, we don't really care about creatures because of Gargos ability but for the other ones, this is the best tool we have.

Trigger Booster

This single card is here to take advantage of the Fight ability Gargos, Vicious Watcher has.

Thanks to this mana artifact we can now fight creatures our opponents have with Hexproof.

Just pure value

With the increasing speed of the EDH format, I've found my deck prone to a lot of removal and board wipes. Thankfully, EDH all-star Greater Good can help me bounce back on my feet in terms of card draw, but I've still found myself too often at the mercy of tapping out and not being able to attack with my freshly cast creatures. So I've looked for haste enablers for mono-green, which there isn't a lot of, but I've fallen in love with Yeva, Nature's Herald. It can help us cast our big Hydras at the end step just before the start of our turn, to avoid removal and board wipes and swing right away during our turn with our Hydras. Even better sometimes, a surprise blocker or three can change the game on its head completely. With Yeva, I'm also able to keep mana open to use for my removal pieces which is something really nice and really good.

Ramping Land

If you have enough mana available you can sacrifice this one to replace it with two Forest! (Much earlier than with Blighted Woodland)

A Land that taps for two mana without the drawback of Temple of the False God or Jungle Basin and can be put in a mono-colored deck, I call this a great value.

The condition for this Land to enter untapped is ridiculously easy to achieve and after that, you can save 1 mana by activating its ability to play any of your creatures which most of the time means that Gargos, Vicious Watcher is entering the battlefield a turn sooner.

Utility Land

Evasion on a Land is basically a free spell! This is literally free real estate.

You will be able to activate easily the ability of this Land thanks to all the high power that your creatures will have. And a free card is always welcome.

This deck has a LOT of drawing effects that give you a burst of new cards, thanks to this Land you will be able to keep each of them.

Sometimes you get mana flooded and this card is a good welcome when those situations occur because you can cheaply get rid of it and replace it, hopefully, by not a land.

Basic Land

Finally, we are running 29 basic Forests.

And you know what is awesome about Forests? It's where our baby Hydras lives!

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!

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Date added 4 years
Last updated 7 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

30 - 0 Rares

20 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.33
Tokens Beast 3/3 G, Emblem Nissa, Who Shakes the World, Hydra */* G, Morph 2/2 C, Snake 1/1 G, Squirrel 1/1 G
Folders Decks I like, EDH Primer, Decks, definitely, EDH Decks, :)
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