mark-pitblado
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Commander
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{"ops":[{"insert":"X marks the spot"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This deck is straightforward to play, focusing on leveraging spells with X in their mana cost with "},{"insert":{"card-link":"Zaxara, the Exemplary"}},{"insert":" 's ability to create tokens. With access to green and blue, you get plenty of ramp and plenty of card draw to keep the engine humming, with some black mana for targeted removal and finishers. There is a hydra tribal subtheme, leveraging "},{"insert":{"card-link":"Gargos, Vicious Watcher"}},{"insert":"'s discount ability.\n\nEarly-game - ramp"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The strategy for the first 3 turns is straightforward, try to ramp as much as possible with cards like "},{"insert":{"card-link":"Nature's Lore"}},{"insert":" , "},{"insert":{"card-link":"Sol Ring"}},{"insert":" and "},{"insert":{"card-link":"Open the Way"}},{"insert":". The trickiest part about getting "},{"insert":{"card-link":"Zaxara, the Exemplary"}},{"insert":" out on turn 4 will be making sure you have all 3 required mana colours. Playing tapped lands on turn 1 and turn 2 is fine if it helps setup a good turn 4. \n\nMid-game - big scary creatures"},{"attributes":{"header":2},"insert":"\n"},{"insert":"With "},{"insert":{"card-link":"Zaxara, the Exemplary"}},{"insert":" online, you will have access to plenty of mana, and can begin casting some big X spells to draw cards and create scary creatures. The creatures themselves are unlikely to win the game (there isn't a ton of cards that give trample or unblockable), their main purpose is to keep opponents burning resources while you continue to get more lands down. "},{"insert":{"card-link":"Hydroid Krasis"}},{"insert":" in particular provides a lot of value in the mid-game. Through flying, it represents a threat to many decks, and also draws you cards. "},{"insert":{"card-link":"Unbound Flourishing"}},{"insert":" is another ridiculously powerful card in the mid-game.\n\nTry to hold up a few mana for counter spells or protection. There is an abundance of value in the deck, don't feel pressured to overplay. \n\nLate-game - look for a finisher"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Winning with big hydras is always a possibility, however there are also other cards added specifically to finish the game. "},{"insert":{"card-link":"Exsanguinate"}},{"insert":" and "},{"insert":{"card-link":"Profane Command"}},{"insert":" will each enable you to drain a bunch of life. "},{"insert":{"card-link":"Villainous Wealth"}},{"insert":" is very impactful when X is large. At this stage in the game you should have ample opportunity to see which deck will be the best target to hit something big. "},{"insert":{"card-link":"Freed from the Real"}},{"insert":" is instant infinite blue mana when attached to "},{"insert":{"card-link":"Zaxara, the Exemplary"}},{"insert":", providing a complete win with "},{"insert":{"card-link":"Exsanguinate"}},{"insert":" (the last time you tap Zaxara, tap for 2 black).\n\n"},{"insert":{"card-link":"Simic Ascendancy"}},{"insert":" is an alternative win-con that is easier to execute thanks to the additional hydra tokens we create with each X spell. It will likely be removed on sight, so expect to only have 1 or 2 turns to pile on the counters.\n\nPlaystyle"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Play whichever X spell feels best for the situation, and be aware of board wipes from opponents. Cards like "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":" and "},{"insert":{"card-link":"Hooded Hydra"}},{"insert":" provide plenty of defense, and so one thing you should never need to be concerned about is losing to creature attacks. On the attack, swinging with 20 or 30 power is really fun!\n\nWeaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Flyers can be a real problem, as not many of the hydras have reach. Bounce spells can be annoying from blue decks, because you won't want to waste a counterspell on such a cheap card, and the opponent will get a lot of value from bouncing something that was expensive to cast. The good news is that you will still get the cast trigger from "},{"insert":{"card-link":"Zaxara, the Exemplary"}},{"insert":" , and so at least will get a large hydra token for them to have to deal with.\n\n"}]}
Counters
Nyxborn Hydra
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Reach, trample
This permanent enters with X +1/+1 counters on it.
Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura and has reach and trample.
Reach, trample
This permanent enters with X +1/+1 counters on it.
Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura and has reach and trample.
Creature Enchantment - Hydra

Simic Ascendancy
: Put a +1/+1 counter on target creature you control.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment.
At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment.
At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
Enchantment

Counters
(CTRL to add secondary)
Creature
Primo, the Unbounded
Trample
Primo enters with twice X +1/+1 counters on it.
Whenever one or more creatures you control with base power 0 deal combat damage to a player, create a 0/0 green and blue Fractal creature token. Put a number of +1/+1 counters on it equal to the damage dealt.
Primo enters with twice X +1/+1 counters on it.
Whenever one or more creatures you control with base power 0 deal combat damage to a player, create a 0/0 green and blue Fractal creature token. Put a number of +1/+1 counters on it equal to the damage dealt.
Legendary Creature - Wolf Fractal

Creature
(CTRL to add secondary)
Draw
Genesis Hydra
When you cast this spell, reveal the top X cards of your library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield. Then shuffle the rest into your library.
This creature enters with X +1/+1 counters on it.
This creature enters with X +1/+1 counters on it.
Creature - Plant Hydra

Ingenious Prodigy
Skulk (This creature can't be blocked by creatures with greater power.)
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, if this creature has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, if this creature has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.
Creature - Human Wizard

Draw
(CTRL to add secondary)
Enchantment
Lattice Library
This enchantment enters with X study counters on it.
When this enchantment enters and whenever you cast your first spell with in its mana cost each turn, create a 0/0 green and blue Fractal creature token. Put a number of +1/+1 counters on it equal to the number of study counters on this enchantment.
When this enchantment enters and whenever you cast your first spell with in its mana cost each turn, create a 0/0 green and blue Fractal creature token. Put a number of +1/+1 counters on it equal to the number of study counters on this enchantment.
Enchantment

Enchantment
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
Kurbis, Harvest Celebrant
Kurbis enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.
Remove a +1/+1 counter from Kurbis: Prevent all damage that would be dealt this turn to another target creature with a +1/+1 counter on it.
Remove a +1/+1 counter from Kurbis: Prevent all damage that would be dealt this turn to another target creature with a +1/+1 counter on it.
Legendary Creature - Treefolk

Protection
(CTRL to add secondary)
Ramp
Animist's Awakening
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Sorcery

Mana Bloom
This enchantment enters with X charge counters on it.
Remove a charge counter from this enchantment: Add one mana of any color. Activate only once each turn.
At the beginning of your upkeep, if this enchantment has no charge counters on it, return it to its owner's hand.
Remove a charge counter from this enchantment: Add one mana of any color. Activate only once each turn.
At the beginning of your upkeep, if this enchantment has no charge counters on it, return it to its owner's hand.
Enchantment

The Eternity Elevator
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ | : Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ | : Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Legendary Artifact - Spacecraft

Unbound Flourishing
Whenever you cast a permanent spell with a mana cost that contains , double the value of X.
Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains , copy that spell or ability. You may choose new targets for the copy.
Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains , copy that spell or ability. You may choose new targets for the copy.
Enchantment

Ramp
(CTRL to add secondary)
Removal
March of Wretched Sorrow
As an additional cost to cast this spell, you may exile any number of black cards from your hand. This spell costs less to cast for each card exiled this way.
March of Wretched Sorrow deals X damage to target creature or planeswalker and you gain X life.
March of Wretched Sorrow deals X damage to target creature or planeswalker and you gain X life.
Instant

Profane Command
Choose two —
• Target player loses X life.
• Return target creature card with mana value X or less from your graveyard to the battlefield.
• Target creature gets -X/-X until end of turn.
• Up to X target creatures gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
• Target player loses X life.
• Return target creature card with mana value X or less from your graveyard to the battlefield.
• Target creature gets -X/-X until end of turn.
• Up to X target creatures gain fear until end of turn. (They can't be blocked except by artifact creatures and/or black creatures.)
Sorcery

Removal
(CTRL to add secondary)
Sorcery
Celestial Reunion
As an additional cost to cast this spell, you may choose a creature type and behold two creatures of that type.
Search your library for a creature card with mana value X or less, reveal it, put it into your hand, then shuffle. If this spell's additional cost was paid and the revealed card is the chosen type, put that card onto the battlefield instead of putting it into your hand.
Search your library for a creature card with mana value X or less, reveal it, put it into your hand, then shuffle. If this spell's additional cost was paid and the revealed card is the chosen type, put that card onto the battlefield instead of putting it into your hand.
Sorcery

Sorcery
(CTRL to add secondary)
Tokens
Tokens
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"X marks the spot"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This deck is straightforward to play, focusing on leveraging spells with X in their mana cost with "},{"insert":{"card-link":"Zaxara, the Exemplary"}},{"insert":" 's ability to create tokens. With access to green and blue, you get plenty of ramp and plenty of card draw to keep the engine humming, with some black mana for targeted removal and finishers. There is a hydra tribal subtheme, leveraging "},{"insert":{"card-link":"Gargos, Vicious Watcher"}},{"insert":"'s discount ability.\n\nEarly-game - ramp"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The strategy for the first 3 turns is straightforward, try to ramp as much as possible with cards like "},{"insert":{"card-link":"Nature's Lore"}},{"insert":" , "},{"insert":{"card-link":"Sol Ring"}},{"insert":" and "},{"insert":{"card-link":"Open the Way"}},{"insert":". The trickiest part about getting "},{"insert":{"card-link":"Zaxara, the Exemplary"}},{"insert":" out on turn 4 will be making sure you have all 3 required mana colours. Playing tapped lands on turn 1 and turn 2 is fine if it helps setup a good turn 4. \n\nMid-game - big scary creatures"},{"attributes":{"header":2},"insert":"\n"},{"insert":"With "},{"insert":{"card-link":"Zaxara, the Exemplary"}},{"insert":" online, you will have access to plenty of mana, and can begin casting some big X spells to draw cards and create scary creatures. The creatures themselves are unlikely to win the game (there isn't a ton of cards that give trample or unblockable), their main purpose is to keep opponents burning resources while you continue to get more lands down. "},{"insert":{"card-link":"Hydroid Krasis"}},{"insert":" in particular provides a lot of value in the mid-game. Through flying, it represents a threat to many decks, and also draws you cards. "},{"insert":{"card-link":"Unbound Flourishing"}},{"insert":" is another ridiculously powerful card in the mid-game.\n\nTry to hold up a few mana for counter spells or protection. There is an abundance of value in the deck, don't feel pressured to overplay. \n\nLate-game - look for a finisher"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Winning with big hydras is always a possibility, however there are also other cards added specifically to finish the game. "},{"insert":{"card-link":"Exsanguinate"}},{"insert":" and "},{"insert":{"card-link":"Profane Command"}},{"insert":" will each enable you to drain a bunch of life. "},{"insert":{"card-link":"Villainous Wealth"}},{"insert":" is very impactful when X is large. At this stage in the game you should have ample opportunity to see which deck will be the best target to hit something big. "},{"insert":{"card-link":"Freed from the Real"}},{"insert":" is instant infinite blue mana when attached to "},{"insert":{"card-link":"Zaxara, the Exemplary"}},{"insert":", providing a complete win with "},{"insert":{"card-link":"Exsanguinate"}},{"insert":" (the last time you tap Zaxara, tap for 2 black).\n\n"},{"insert":{"card-link":"Simic Ascendancy"}},{"insert":" is an alternative win-con that is easier to execute thanks to the additional hydra tokens we create with each X spell. It will likely be removed on sight, so expect to only have 1 or 2 turns to pile on the counters.\n\nPlaystyle"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Play whichever X spell feels best for the situation, and be aware of board wipes from opponents. Cards like "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":" and "},{"insert":{"card-link":"Hooded Hydra"}},{"insert":" provide plenty of defense, and so one thing you should never need to be concerned about is losing to creature attacks. On the attack, swinging with 20 or 30 power is really fun!\n\nWeaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Flyers can be a real problem, as not many of the hydras have reach. Bounce spells can be annoying from blue decks, because you won't want to waste a counterspell on such a cheap card, and the opponent will get a lot of value from bouncing something that was expensive to cast. The good news is that you will still get the cast trigger from "},{"insert":{"card-link":"Zaxara, the Exemplary"}},{"insert":" , and so at least will get a large hydra token for them to have to deal with.\n\n"}]}


































































