Hydra

by CanadianBacon on 16 May 2011

Main Deck (60 cards)

Instants (7)


Planeswalkers (1)


Artifacts (2)


Enchantments (7)


Land (20)

Sideboard (5 cards)

Instants (5)

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Deck Description

The main strategy of this deck is as follows. First few turns are used to gain or hold advantage on the battlefield in the form of creatures by playing the lower converted mana cost ones, such as the Llanowar Elves and Scryb Sprites (Remember that Llanowar Elves can be used as Mana themselves, and can bring in other Llanowar Elves or Scryb Sprites). By turn 4-6, at least one Spike Rogue and one Protean Hydra should be out. This is a formidable combination because they can feed off of one another to increase their power and toughness. Around this time, Asceticism should be played as soon as possible to protect the weaker creatures. Once field advantage is either tied or gained, bring out the higher cost (but deadly) creatures like Phytohydra and Khalni Hydra. Hopefully by this point you’re not being Mana-fucked, so being able to put out at least one higher cost creature a turn will not be an issue. If at any time, there is a threat or bolstering effect occurring from your opponent by way of an enchantment, destroy it BEFORE THEIR TURN ENDS with Demystify. If you know there are more than one of said enchantment, and they are either an extreme threat to your deck or are a keystone of your opponents deck, use Scour instead.

Deck Tags

  • Creature-Based

Deck at a Glance

Social Stats

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This deck has been viewed 1,054 times.

Mana Curve

Mana Symbol Occurrence

1500039

Card Legality

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

Deck discussion for Hydra

Okay.....
You have zero artifact destruction..... I don't know the last time I played against a deck without a sword coming at me, -4 demystify, +4 naturalize. Dual lands are almost required at this stage in the game, so you may want to refer to the link below for some suggestions.
http://www.magicdeckvortex.com/visual_spoilers_lands_dual_color_lands.htm
Also, your mana requirements are more green than white, adjust your mana accordingly, -2 plains, +2 forest. Moving on, serra's blessing and steely resolve are useless. If you really like asceticism in there, pull -2 serra's blessing, -2 steely resolve, +1 asceticism. That will strengthen the combo for what you described above. The khalni hydra doesn't fit the counter scheme, so -2 khalni hydra. Noble Hierarch is disgusting for the purpose of this deck, +3 noble hierarch. Nature's spiral could be helpful, +3--sideboard. And since youre playing white, there's no excuse for not having silence in there, +3 silence. Garruk would thrive in this deck as well, +2 garruk wildspeaker. Oh, and since there's pretty much all counter creatures in this deck, why not throw in a couple contagion clasps for thier proliferatory goodness, +2 contagion clasp. -4 scryb sprites, for they do not fit the scheme. -2 scour, if you really want that ability THAT bad, just use some surgical extractions. You don't need to use black mana, if the card is that bad, you can afford 2 life to remove it and all other copies outside of play from the game. +2 surgical extraction--sideboard. As you can see, I put some time into this... do me a favor and reciprocate, yo!

0
Posted 18 May 2011 at 04:41

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