Tiny Leaders: Hydras

by xNicholasx on 10 February 2015

Main Deck (50 cards)

Sideboard (2 cards)

Creatures (1)

Sorceries (1)

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Deck Description

Prototype for a hydra fling deck in Tiny Leaders

Bow gives deathtouch, deathtouch + Trample is OP.

The wall also ends up being mana ramp.

Kessig Wolf Run can boost damage on a final swing/supply trample if needed.

Champion of Lambholt can more or less make your creatures unblockable.

Hydras. Lots of Hydras.

Fling and Soul's Fire for a direct damage kill after combat.

A few removal cards just in case of something holding me back from winning.

How to Play

Lay lands.
Lay Mana Rocks.
Lay Commander.
Lay Walls that can also produce Mana.
Hydras.
Hydras.
Hydras.
Fling.
GG.

Deck Tags

  • EDH
  • Tiny leaders
  • Hydra
  • Gruul

Deck at a Glance

Social Stats

12
Likes

This deck has been viewed 4,610 times.

Mana Curve

Mana Symbol Occurrence

000736

Card Legality

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

Deck discussion for Tiny Leaders: Hydras

I quite like the deck but I think you can do better than Rending Vines, Wasteland Viper, and Gruul Keyrune.

0
Posted 17 February 2015 at 05:23

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^This. You have a great start, and I think your deck is keeping relatively budgety, so my suggestions will stay there too:
Gruul Keyrune-> Gruul Signet. cheaper option, gives you access to both colors, maintains ramp. You don't need the keyrune for beating, you have Hydras to do that!
Basalt Monolith > nature's lore. Lands are more reliable than artifacts, cheaper, give you instantly accessible ramp.
Wasteland Viper > Temur Battle Rage. Viper is meant for defense, and this is an all out assault deck. give your hefty hydras instant-speed double strike and trample and watch them well up with tears.
Rending Vines and artifact mutation > Destructive Revelry and Hull Breach. Hull breach loses instant speed, but does give you access to kill both an artifact and an enchantment, and you won't be needing saprolings (again, all out assault beat sticks, not swarm).

Also, provide some cover/evasion for those hydras (they will be prime pickings for removal):
zhur-taa druid > vines of vastwood. Stops their removal spell and beefs up your hydra. Zhur-Taa is too slow and doesn't provide enough value in the deck.
Bow of Nylea > alpha authority. Protect the hydra, evasion, and cheaper. Deathtouch is great for swarm, but with big creatures anything blocking will be killed regardless of deathtouch. Also, the other abilities are too incremental and slow for the deck strategy.
Domni Rade > Rancor. I have a feeling you'll scoff at this one, but hear me out. Only 2 of your hydras have intrinsic trample. Rancor is beef + evasion, allowing all your guys to push damage through regardless of any weenie chump blockers they have. Domni only has a 38% chance of giving you value with his +1, his -2 is insignificant when your creature has trample, and if you play this deck right you should NEVER hit his ultimate.

One more card you should consider including: Life's legacy. Don't know which card you would want to remove for it, though. It is an absolute powerhouse with quick, beefy decks.

Okay, didn't mean to write a novel, but I think you have a great start on what could be a really powerful deck! Good luck beating in face with hydras- I just built an animar hydra TL deck myself!

2
Posted 25 March 2015 at 19:01

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