Mana Acceleration into Hydras

by Hur1ey on 13 September 2015

Main Deck (60 cards)

Sideboard (31 cards)

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Deck Description

Mana acceleration into Hydras! The name says it all! But you don't have to tell them that ;)

The deck has been cost out to be around $45 (60 card Main Deck), but if your feeling a bit splurgy... think about picking up Primordial Hydra (~$8), Omnath (~$12), and even Vigor (~$20)

How to Play

-=Overview=-

It's all about having a solid opening hand with mana acceleration that can enable you to start placing hydras by turns 4-5.

Attacking and ending the game quickly should be your priority once you have a comfortable amount of mana (around 8).

Your win condition is to attack with a significantly large hydra/hydras, let blockers be declared, use a instant to give your hydras trample! (Temur Battle Rage has won me many games). Mage Slayer is your ace-in-the-hole if your having trouble getting your hydras through.


-=Strengths=-

-Very large creatures
-Extremely strong in the mid game
-Can continue scaling well into the late game (Though I recommend avoiding the late game)
-Reliable Mana acceleration
-Around $45


-=Weakness=-

-Boardwipes
-Creature destruction
-Not many options to deal with different scenarios. You mana accelerate, make hydras, attack with trample... If that isn't going to win you the game, you have very few other options


-=Creatures=-

Apocalypse Hydra - Strong hydra that, at 7 mana, is a 10/10 that has the utility to ping small targets.

Genesis Hydra - Utility Hydra that can help you pull out Mage Slayer, Managorger Hydra, or a mana creature.

Kalonian Hydra - It doubles counters.... Need I say more?

Karametra's Acolyte - With some elves and Hydras, this creature gives a lot of mana.

Managorger Hydra - The only time I slow my mana acceleration is for this card. Get this out turn 2-3 if possible, but it's useful at almost any point in the game.

Mistcutter Hydra - Haste Hydra!

Savageborn Hydra - Double Strike Hydra with the option to grow!

Sylvan Caryatid - High value mana creature.


-=Sorceries=-

You know what Search for Tomorrow, Rampant Growth, and Explosive Vegetation do...


-=Instants=-

Mutant's Prey - Your version of creature destruction, just hope you have big enough hydras.

Naturalize - My rule of thumb is to always have a form of artifact/enchantment destruction. Can be swapped out.

Solidarity of Heroes - Double your counters!? Do it to like 3 Hydras?!? Yes please!

Temur Battle Rage - Double Strike and Trample, in an Instant... This card WILL win you games.

Windstorm - Kill all the birds, cause you should have the mana to do it!


-=Equipment=-

Mage Slayer - If you can get this on a hydra and attack... This equipment will make winning the game much easier.


-=Conclusion=-

Currently testing if removing some sorceries/mana creatures and adding Cloudpost and Glimmerpost is a stronger way to mana accelerate. Will report back once I know!

Thanks for reading and any suggestions would be appreciated! (And likes!)

Deck Tags

  • Hydra
  • Gruul
  • Mana Ramp
  • Budget

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 894 times.

Mana Curve

Mana Symbol Occurrence

000837

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Mana Acceleration into Hydras

You should consider adding Kalonian Hydra, Protean Hydra, and Vigor

1
Posted 14 September 2015 at 01:54

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Thanks! I added a Kalonian to my deck, and Protean and Vigor to my sideboard. Protean might see some play, but Vigor is much too rich for my blood!

0
Posted 14 September 2015 at 04:08

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MattZager has deleted this comment.

Posted 14 September 2015 at 01:55

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I would remove "Temple of the False God" because it's the only card that messes up your modern legality.

There would be another version of ramp that also can help you to avoid getting damage: Defender ramp. The key cards for this would be "Axebane Guardian" (~0.14$ per card) and/ or "Overgrown Battlement" (~0.20$ per card). I have used this method in a G/W angel deck and a good starting-hand allows me to play nearly any angel (even cmc 8 Avacyn) on T4+

Cards like "Utopia Sprawl" can be very effective in combination with some 'untap' creatures.
Depending on how many spells you and/ or your opponent can cast per turn "Scorned Villager" could also be worth a look.

If you need some protective spells take a look at "Ranger's Guile" (~0.12$ per card), "Vines of Vastwood" (~1.20$ per card) or "Withstand Death" (~0.15$ per card).

An alternative win option for you could be "Helix Pinnacle" (~6.50$ per card) (or "Door to Nothingness" (~1.23$ per card) if you manage to get the 5 colours together)

Greetings
Muktol

1
Posted 14 September 2015 at 06:35

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