Hydraponic

by jackbot on 22 June 2010

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

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Deck Description

Pyrohemia + phytohydra multiplayer.

Once you get rolling with board control using aether flash and pyrohemia, pump up your hydras and spites damage with pyro activations. throw down a primal rage and watch as your already weakened opponents are facing 20/20 hydras

Deck Tags

  • Multiplayer

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 944 times.

Mana Curve

Mana Symbol Occurrence

8002034

Card Legality

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

Deck discussion for Hydraponic

I like this deck i might make something like it soon. Only thing i can think of to make it better might be some nonbasic lands that can produce different colors or some teramorphic expanses. Drawing sample hands made me think that this deck is pretty vulnerable in the first few turns while trying to draw enough/the right color mana.

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Posted 26 June 2010 at 18:52

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I must agree with what boxy74 said... this deck seems very powerful but it has a lack of early game creatures/spells. Also with absolutely no Mana filtering you may get screwed for the late game. I would suggest adding either multicolor mana or Evolving wilds. Beyond this you should lower the card count to 65 as you will find that with 75 cards you will tend to not draw the cards that you want/need.

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Posted 28 June 2010 at 18:21

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thanks for the comments !! :) i havent played since prophecy and i think it shows :P i had to do a lot of research on new duel lands to add but i think the new list should add some more versatility to that.

ive changed a few things around including adding some cheap efficiant creatures that can take a beating of pyrohemia / survive aether flash. added more duel lands and more mana in general. got rid of some of the enchants such as 1 primal rage 1 quest for renewal and 1 pariah as the opponent should not have many creatures by the time these cards are worth anything to me.

the biggest change was removing lifelinks and adding Mayael's Aria. this is a cheap enchant that is important for multiplayer as it not only gives good lifegain, it basically means i just have to hold my own and not have to play aggressivly to be able to win, i just have to hold my own.

I still think its weak early game so any comments are welcome!

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Posted 30 June 2010 at 02:06

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I would agree that this can be a strong deck in the long run, but lacks in the first 3-4 turns. Which is what a lot of players are going for. (3-4 turn kills) Might wanna try to trim it down, take a few out and fill it up with some of your favorites, and throw in some mana acceleration.

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Posted 01 July 2010 at 05:43

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added birds of paridise, knotvine mystic and rampart growth for mana acceleration. also 2x sterling grove for enchantment protection/fetch. keep the ideas coming!

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Posted 01 July 2010 at 22:50

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just goldfished for fun and by turn 9 had a 150/150 fungal behemoth and 49/50 biirds x2 50/50 knotvine mystic 30/30 vigor... all with trample. this revalation to me says that cheap efficiant creatures early game will be pumped up anyway so i should replace the expensive hydras

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Posted 01 July 2010 at 23:38

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maybe add in wild nacatl? might help solve your early game problems : / really nice deck though, and something that ill probly take a stab at in the future

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Posted 10 July 2010 at 14:15

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