leavepaulalone
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Commander
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0 - Hydras
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

Capricopian
This creature enters with X +1/+1 counters on it.
: Put a +1/+1 counter on this creature, then you may reselect which player this creature is attacking. Only the player this creature is attacking may activate this ability and only during the declare attackers step. (It can't attack its controller.)
: Put a +1/+1 counter on this creature, then you may reselect which player this creature is attacking. Only the player this creature is attacking may activate this ability and only during the declare attackers step. (It can't attack its controller.)
Creature - Hydra Goat

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

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

Warden of the Grove
At the beginning of your end step, put a +1/+1 counter on this creature.
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Creature - Hydra

0 - Hydras
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1 - Counter Shenanigans
Agatha's Soul Cauldron
You may spend mana as though it were mana of any color to activate abilities of creatures you control.
Creatures you control with +1/+1 counters on them have all activated abilities of all creature cards exiled with Agatha's Soul Cauldron.
: Exile target card from a graveyard. When a creature card is exiled this way, put a +1/+1 counter on target creature you control.
Creatures you control with +1/+1 counters on them have all activated abilities of all creature cards exiled with Agatha's Soul Cauldron.
: Exile target card from a graveyard. When a creature card is exiled this way, put a +1/+1 counter on target creature you control.
Legendary Artifact

Calix, Guided by Fate
Constellation — Whenever Calix or another enchantment you control enters, put a +1/+1 counter on target creature.
Whenever Calix or an enchanted creature you control deals combat damage to a player, you may create a token that's a copy of a nonlegendary enchantment you control. Do this only once each turn.
Whenever Calix or an enchanted creature you control deals combat damage to a player, you may create a token that's a copy of a nonlegendary enchantment you control. Do this only once each turn.
Legendary Creature Enchantment - Human Druid

1 - Counter Shenanigans
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2 - Ramp
Earthbender Ascension
When this enchantment enters, earthbend 2. Then search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Landfall — Whenever a land you control enters, put a quest counter on this enchantment. When you do, if it has four or more quest counters on it, put a +1/+1 counter on target creature you control. It gains trample until end of turn.
Landfall — Whenever a land you control enters, put a quest counter on this enchantment. When you do, if it has four or more quest counters on it, put a +1/+1 counter on target creature you control. It gains trample until end of turn.
Enchantment

2 - Ramp
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3 - Card Advantage
The Legend of Kyoshi
(As this Saga enters and after your draw step, add a lore counter.)
I — Draw cards equal to the greatest power among creatures you control.
II — Earthbend X, where X is the number of cards in your hand. That land becomes an Island in addition to its other types.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Draw cards equal to the greatest power among creatures you control.
II — Earthbend X, where X is the number of cards in your hand. That land becomes an Island in addition to its other types.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


3 - Card Advantage
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4 - Flash Enablers
4 - Flash Enablers
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5 - Haste Enablers
Runadi, Behemoth Caller
Whenever you cast a creature spell with mana value 5 or greater, that creature enters with X additional +1/+1 counters on it, where X is its mana value minus 4.
Creatures you control with three or more +1/+1 counters on them have haste.
: Add .
Creatures you control with three or more +1/+1 counters on them have haste.
: Add .
Legendary Creature - Shaman Cat

5 - Haste Enablers
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6 - Finishers
Fangs of Kalonia
Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on each creature that had a +1/+1 counter put on it this way.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Loading Zone
If one or more counters would be put on a creature, Spacecraft, or Planet you control, twice that many of each of those kinds of counters are put on it instead.
Warp (You may cast this card from your hand for its warp cost. Exile this enchantment at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this enchantment at the beginning of the next end step, then you may cast it from exile on a later turn.)
Enchantment

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

6 - Finishers
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7 - Fogs
Perch Protection
Gift an extra turn (You may promise an opponent a gift as you cast this spell. If you do, they take an extra turn after this one.)
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Instant

7 - Fogs
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Land
Adagia, Windswept Bastion
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
Land - Planet

Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This is a hydra tribal deck built around "},{"insert":{"card-link":"Mikey & Leo, Chaos & Order"}},{"insert":". Hydras love playing with +1/+1 counters, and our commander turns almost every hydra in the deck into a "},{"insert":{"card-link":"Spirited Companion"}},{"insert":". However, "},{"insert":{"card-link":"Mikey & Leo, Chaos & Order"}},{"insert":"'s ability only triggers once each turn, so we want it triggering on opponents' turns too. Lucky for us, many hydras like "},{"insert":{"card-link":"Managorger Hydra"}},{"insert":", "},{"insert":{"card-link":"Phytohydra"}},{"insert":", "},{"insert":{"card-link":"Benevolent Hydra"}},{"insert":", and of course honorary hydra "},{"insert":{"card-link":"Walking Ballista"}},{"insert":" do just that.\n\nThis deck draws cards like crazy because of our commander, and other cards like "},{"insert":{"card-link":"Terrasymbiosis"}},{"insert":", "},{"insert":{"card-link":"Tireless Tracker"}},{"insert":". This allows us to craft a perfect hand over the course of the early and mid game and eventually do what this deck was built to do: W"},{"attributes":{"bold":true},"insert":"in the game out of nowhere with one gigantic hydra."},{"insert":"\n\nUnlike many tribal decks, this is generally not a "},{"insert":{"card-link":"Coat of Arms"}},{"insert":" style deck where we build up an army of creatures over multiple turns. Instead, we want to setup in the early turns and eventually invest all our mana into one huge hydra—preferably with haste like "},{"insert":{"card-link":"Goldvein Hydra"}},{"insert":" or"},{"insert":{"card-link":"Mistcutter Hydra"}},{"insert":"—and catch our opponents by surprise.\n\nWe have a few ways of making this easier, "},{"attributes":{"bold":true},"insert":"Ramp"},{"insert":" ("},{"insert":{"card-link":"Nexos"}},{"insert":"), "},{"attributes":{"bold":true},"insert":"Flash Enablers"},{"insert":" ("},{"insert":{"card-link":"Vernal Equinox"}},{"insert":"), "},{"attributes":{"bold":true},"insert":"Haste Enablers"},{"insert":" ("},{"insert":{"card-link":"Skateboard"}},{"insert":"), and "},{"attributes":{"bold":true},"insert":"+1/+1 Counter Doublers"},{"insert":" ("},{"insert":{"card-link":"Fangs of Kalonia"}},{"insert":"). Even better if a single card can handle multiple angles at once like "},{"insert":{"card-link":"Runadi, Behemoth Caller"}},{"insert":" and "},{"insert":{"card-link":"Radagast of Rhosgobel"}},{"insert":".\n\nIn the early game, I recommend not spending too much mana to play big hydras. Instead, I suggest just getting them onto the battlefield using the least mana possible to draw more cards with "},{"insert":{"card-link":"Mikey & Leo, Chaos & Order"}},{"insert":". The massive amount of card advantage we have plus cards like "},{"insert":{"card-link":"Smile at Death"}},{"insert":" should keep enough hydras on the battlefield to maintain our synergies through the mid game.\n\nOne last suggestion is to save the surprise +1/+1 counter doublers like "},{"insert":{"card-link":"Level Up"}},{"insert":" and "},{"insert":{"card-link":"Fangs of Kalonia"}},{"insert":" until you're pretty sure you can finish an opponent off. Even better if you can combo one of these cards with a warped "},{"insert":{"card-link":"Loading Zone"}},{"insert":" to really do some damage.\n\nHope you enjoy!\n"}]}















































































