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Commander
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{"ops":[{"insert":"Big hydras fighting things when it's not their turn\n\n"},{"attributes":{"bold":true},"insert":"GAMEPLAN:"},{"insert":"\n\nRamp early game, bring out Gargos before other people have big creatures. Once he's on board your job is to keep him alive and well, cheating out as many large X cost hydras as you can. Late game you're looking to target your own hydras with effects, removing creatures you don't want to deal with out of turn. Finish the game with trample or the Omnivore.\n\n"},{"attributes":{"bold":true},"insert":"STARTING HANDS:"},{"insert":"\n\nLook for at least 3 lands and ramp. Your priority needs to be getting Gargos online as soon as possible otherwise you'll end up losing value long term. A non-X cost hydra is always nice to see in the opening hand as it's less opportunity cost than the alternative.\n\n"},{"attributes":{"bold":true},"insert":"THINGS TO LOOK OUT FOR:"},{"insert":"\n\nCommander tax really stacks up with this deck. Gargos will more than likely be treated as a raid boss to be taken down and you need to prepare for that. Don't bring him out if you haven't got a hydra to cheat for good value, you're begging to get hit with something you don't forsee.\n\nHold instants in hand for interrupt value, use Gargos' target trigger as a bargaining tool where possible. Having a 7/8 (worst case scenario) run at someone in their turn is very scary.\n\nSpecific cards that are noteworthy expanded upon below:\n\n"},{"attributes":{"bold":true},"insert":"DRAW:"},{"insert":"\n\nOracle's Restoration: 1 cost Pump, 1 card draw and most importantly a trigger on Gargos. Don't play unless commander is online.\nWarrior's Lesson: Instant speed 1 mana Gargos trigger with chance to draw big. Target trample creatures\nGenesis Hydra: Don't use X Cost Hydras from his entry effect if possible. A risky card to play\nLifeblood Hydra: Get it medium size then swing at something larger than you. Free cards!\nHunters Prowess: High cost high reward draw with a +3 pump, trample and a Gargos trigger.\n\n"},{"attributes":{"bold":true},"insert":"RAMP:"},{"insert":"\n\nRampant Rejuvenator - get a few counters on this and swing into something bigger than you, don't get too greedy\nWhisperer of the Wilds - this card should only really be used if you've got the ferocious effect\nThe rest of the ramp is self-explanatory, mana dorks and standard budget green stuff.\n\n"},{"attributes":{"bold":true},"insert":"REMOVAL:"},{"insert":"\n\nWhiptongue Hydra: This is your go-to way to remove all flying creatures.\nNessian Wilds Ravager: Use the tribute as a political tool to take out a bigger threat. Not worth casting when you're public enemy #1\nBeast Within: Hold this for something really troubling as it's your best cheap true removal\nPrimal Might: Same as Beast Within but for non-creatures. Hold for when you see something horrid.\nVoracious Hydra: You're usually taking the counters over the fight, Gargos can fight things later\n\n"},{"attributes":{"bold":true},"insert":"The following spells are used as removal when you target a Hydra while Gargos is on the field:"},{"insert":"\nTitanic Brawl: Instant speed fight that targets. You get 2 fights for the price of one here\nPrimal Might: Sorcery Speed temporary pump that leads to a Gargos Trigger. Late game winner.\nCoordinated Clobbering: Sorcery speed 1 mana removal that leads to two seperate Gargos triggers. Use when someone's going wider than you'd like to take out 3 things in one turn before combat.\n\n"},{"attributes":{"bold":true},"insert":"PUMP:"},{"insert":"\n\nInvigorate: Instant speed +4 pump and a Gargos activation.\nMassive Might: Instant speed 1 mana Gargos activation and +2 pump\nAspect of Hydra: Late-game pump spell at instant speed for 1 mana again. Activates Gargos\n\n"},{"attributes":{"bold":true},"insert":"PROTECTION:"},{"insert":"\n\nMistcutter Hydra: Blue hatred\nRangers Guile: Instant 1 mana protection and a Gargos trigger\nSilkguard: Use this as wide as you can for X amount of Gargos triggers, this can wipe boards\nTamiyo's Safekeeping: Instant 1 mana protection with a Gargos activation\nTyvar's Stand: Hexproof and Indestructible with a Gargos trigger\nSnake Umbra: Good protection from losing a valuable creature a turn too early. Draw is a nice perk.\n\n"},{"attributes":{"bold":true},"insert":"COUNTERS / HYDRAS:"},{"insert":"\n\nI won't speak about them all here, as they all do similar things with counters and X cost. I'll just go through the noteable game-winners.\n\nOzolith, the Shattered Spire: Get this out as soon as possible, your deck will scale so much quicker\nOran-Rief Hydra: Don't hold this in hand, get out before anything else if you have it. Landfall triggers will stack very quickly\nKalonian Hydra: This thing scales very quickly and you should prioritise protecting it over pretty much anything else\nManagorger Hydra: This is always first priority to go on the field. Opening hands with this card usually mean trouble for everyone else\nNeverwinter Hydra: Only play this if you can realistically spend 8 mana or more to cast. 3D6 averages you 12 / 13 counters making this a game winner\nFeral Hydra: Genuinely only in the deck because I find it hilarious please don't bank on anyone paying the 3\nHydra's Growth: Doubles +1/+1 counters on upkeep, use on an already large creature with trample\n\n"},{"attributes":{"bold":true},"insert":"LAND:"},{"insert":"\n\nThe deck mostly uses forests - the other three lands are self-explanatory. Lair of the Hydra is a fantastic opening piece but other than that what you'd expect.\n\n\n"}]}
Counters
Neverwinter Hydra
As this creature enters, roll X d6. It enters with a number of +1/+1 counters on it equal to the total of those results.
Trample
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Trample
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Creature - Hydra

Ozolith, the Shattered Spire
If one or more +1/+1 counters would be put on an artifact or creature you control, that many plus one +1/+1 counters are put on it instead.
, : Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery.
Cycling (, Discard this card: Draw a card.)
, : Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery.
Cycling (, Discard this card: Draw a card.)
Legendary Artifact

Protean Hydra
This creature enters with X +1/+1 counters on it.
If damage would be dealt to this creature, prevent that damage and remove that many +1/+1 counters from it.
Whenever a +1/+1 counter is removed from this creature, put two +1/+1 counters on it at the beginning of the next end step.
If damage would be dealt to this creature, prevent that damage and remove that many +1/+1 counters from it.
Whenever a +1/+1 counter is removed from this creature, put two +1/+1 counters on it at the beginning of the next end step.
Creature - Hydra

Counters
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Draw
Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

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

Draw
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Finisher
Finisher
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Land
Land
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Protection
Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

Protection
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Pump
Pump
(CTRL to add secondary)
Ramp
Nissa's Pilgrimage
Search your library for up to two basic Forest cards, reveal those cards, and put one onto the battlefield tapped and the rest into your hand. Then shuffle.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, search your library for up to three basic Forest cards instead of two.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, search your library for up to three basic Forest cards instead of two.
Sorcery

Ramp
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Removal
Nessian Wilds Ravager
Tribute 6 (As this creature enters, an opponent of your choice may put six +1/+1 counters on it.)
When this creature enters, if tribute wasn't paid, you may have this creature fight another target creature. (Each deals damage equal to its power to the other.)
When this creature enters, if tribute wasn't paid, you may have this creature fight another target creature. (Each deals damage equal to its power to the other.)
Creature - Hydra

Polukranos, World Eater
: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
When Polukranos becomes monstrous, it deals X damage divided as you choose among any number of target creatures your opponents control. Each of those creatures deals damage equal to its power to Polukranos.
When Polukranos becomes monstrous, it deals X damage divided as you choose among any number of target creatures your opponents control. Each of those creatures deals damage equal to its power to Polukranos.
Legendary Creature - Hydra

Removal
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Tokens
Tokens
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Maybeboard
Apex Devastator
Cascade, cascade, cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Multiple instances of cascade each trigger separately.)
Creature - Hydra Chimera

Benevolent Hydra
This creature enters with X +1/+1 counters on it.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.
Creature - Hydra

Green Sun's Twilight
Reveal the top X plus one cards of your library. Choose a creature card and/or a land card from among them. Put those cards into your hand and the rest on the bottom of your library in a random order. If X is 5 or more, instead put the chosen cards onto the battlefield or into your hand and the rest on the bottom of your library in a random order.
Sorcery

Nissa, Who Shakes the World
Whenever you tap a Forest for mana, add an additional .
+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
Legendary Planeswalker - Nissa

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

Phyrexian Hydra
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
If damage would be dealt to this creature, prevent that damage. Put a -1/-1 counter on this creature for each 1 damage prevented this way.
If damage would be dealt to this creature, prevent that damage. Put a -1/-1 counter on this creature for each 1 damage prevented this way.
Creature - Hydra Phyrexian

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Big hydras fighting things when it's not their turn\n\n"},{"attributes":{"bold":true},"insert":"GAMEPLAN:"},{"insert":"\n\nRamp early game, bring out Gargos before other people have big creatures. Once he's on board your job is to keep him alive and well, cheating out as many large X cost hydras as you can. Late game you're looking to target your own hydras with effects, removing creatures you don't want to deal with out of turn. Finish the game with trample or the Omnivore.\n\n"},{"attributes":{"bold":true},"insert":"STARTING HANDS:"},{"insert":"\n\nLook for at least 3 lands and ramp. Your priority needs to be getting Gargos online as soon as possible otherwise you'll end up losing value long term. A non-X cost hydra is always nice to see in the opening hand as it's less opportunity cost than the alternative.\n\n"},{"attributes":{"bold":true},"insert":"THINGS TO LOOK OUT FOR:"},{"insert":"\n\nCommander tax really stacks up with this deck. Gargos will more than likely be treated as a raid boss to be taken down and you need to prepare for that. Don't bring him out if you haven't got a hydra to cheat for good value, you're begging to get hit with something you don't forsee.\n\nHold instants in hand for interrupt value, use Gargos' target trigger as a bargaining tool where possible. Having a 7/8 (worst case scenario) run at someone in their turn is very scary.\n\nSpecific cards that are noteworthy expanded upon below:\n\n"},{"attributes":{"bold":true},"insert":"DRAW:"},{"insert":"\n\nOracle's Restoration: 1 cost Pump, 1 card draw and most importantly a trigger on Gargos. Don't play unless commander is online.\nWarrior's Lesson: Instant speed 1 mana Gargos trigger with chance to draw big. Target trample creatures\nGenesis Hydra: Don't use X Cost Hydras from his entry effect if possible. A risky card to play\nLifeblood Hydra: Get it medium size then swing at something larger than you. Free cards!\nHunters Prowess: High cost high reward draw with a +3 pump, trample and a Gargos trigger.\n\n"},{"attributes":{"bold":true},"insert":"RAMP:"},{"insert":"\n\nRampant Rejuvenator - get a few counters on this and swing into something bigger than you, don't get too greedy\nWhisperer of the Wilds - this card should only really be used if you've got the ferocious effect\nThe rest of the ramp is self-explanatory, mana dorks and standard budget green stuff.\n\n"},{"attributes":{"bold":true},"insert":"REMOVAL:"},{"insert":"\n\nWhiptongue Hydra: This is your go-to way to remove all flying creatures.\nNessian Wilds Ravager: Use the tribute as a political tool to take out a bigger threat. Not worth casting when you're public enemy #1\nBeast Within: Hold this for something really troubling as it's your best cheap true removal\nPrimal Might: Same as Beast Within but for non-creatures. Hold for when you see something horrid.\nVoracious Hydra: You're usually taking the counters over the fight, Gargos can fight things later\n\n"},{"attributes":{"bold":true},"insert":"The following spells are used as removal when you target a Hydra while Gargos is on the field:"},{"insert":"\nTitanic Brawl: Instant speed fight that targets. You get 2 fights for the price of one here\nPrimal Might: Sorcery Speed temporary pump that leads to a Gargos Trigger. Late game winner.\nCoordinated Clobbering: Sorcery speed 1 mana removal that leads to two seperate Gargos triggers. Use when someone's going wider than you'd like to take out 3 things in one turn before combat.\n\n"},{"attributes":{"bold":true},"insert":"PUMP:"},{"insert":"\n\nInvigorate: Instant speed +4 pump and a Gargos activation.\nMassive Might: Instant speed 1 mana Gargos activation and +2 pump\nAspect of Hydra: Late-game pump spell at instant speed for 1 mana again. Activates Gargos\n\n"},{"attributes":{"bold":true},"insert":"PROTECTION:"},{"insert":"\n\nMistcutter Hydra: Blue hatred\nRangers Guile: Instant 1 mana protection and a Gargos trigger\nSilkguard: Use this as wide as you can for X amount of Gargos triggers, this can wipe boards\nTamiyo's Safekeeping: Instant 1 mana protection with a Gargos activation\nTyvar's Stand: Hexproof and Indestructible with a Gargos trigger\nSnake Umbra: Good protection from losing a valuable creature a turn too early. Draw is a nice perk.\n\n"},{"attributes":{"bold":true},"insert":"COUNTERS / HYDRAS:"},{"insert":"\n\nI won't speak about them all here, as they all do similar things with counters and X cost. I'll just go through the noteable game-winners.\n\nOzolith, the Shattered Spire: Get this out as soon as possible, your deck will scale so much quicker\nOran-Rief Hydra: Don't hold this in hand, get out before anything else if you have it. Landfall triggers will stack very quickly\nKalonian Hydra: This thing scales very quickly and you should prioritise protecting it over pretty much anything else\nManagorger Hydra: This is always first priority to go on the field. Opening hands with this card usually mean trouble for everyone else\nNeverwinter Hydra: Only play this if you can realistically spend 8 mana or more to cast. 3D6 averages you 12 / 13 counters making this a game winner\nFeral Hydra: Genuinely only in the deck because I find it hilarious please don't bank on anyone paying the 3\nHydra's Growth: Doubles +1/+1 counters on upkeep, use on an already large creature with trample\n\n"},{"attributes":{"bold":true},"insert":"LAND:"},{"insert":"\n\nThe deck mostly uses forests - the other three lands are self-explanatory. Lair of the Hydra is a fantastic opening piece but other than that what you'd expect.\n\n\n"}]}









































































