Budding HydraXG
Creature - Hydra
~ comes into play with X +1/+1 counters on it.
If damage would be dealt to ~, remove that many +1/+1 counters from it instead.
On your end step, if +1/+1 counters were removed from ~ this turn, put a token that's a copy of ~ on the battlefield with that many +1/+1 counters on it. Rather than regrow their heads, some Hydras reproduce through their loss instead.
0/0
Scarring HydraXG
Creature - Hydra
~ enters the battlefield with X +1/+1 counters on it.
When damage would be dealt to ~, remove that many +1/+1 counters from it instead. Put 2 +1/+0 counters on ~ for each +1/+1 counter removed this way. Some Hydras are born without the ability to regenerate heads. The loss of their heads serves only to further increase the ferocity of the remaining ones.
0/0
Hydra Hatchling G
Creature - Hydra
~ enters the battlefield with a +0/+1 counter on it.
At the beginning of your upkeep, put a +0/+1 counter on ~.
If there are 5 or more +0/+1 counters on ~, it has "Sacrifice ~: Put a 0/0 green Hydra creature token onto the battlefield with X +1/+1 counters on it where X is the number of +0/+1 counters on ~."
0/0
Many-Headed HydraXX(R/G)
Creature - Hydra
When ~ enters the battlefield, put X 1/1 red and green Hydra Head creature tokens onto the battlefield.
The power and toughness of ~ are equal to the number of tokens put onto the battlefield by ~ on the battlefield.
When damage would be dealt to ~, sacrifice that many tokens put onto the battlefield by ~ instead. If you don't, destroy ~.
When a token put onto the battlefield by ~ is destroyed, on the end step of the turn put 2 1/1 Hydra Head creature tokens onto the battlefield.
When ~ leaves the battlefield, sacrifice all tokens put onto the battlefield by ~.
*/*
Guardian HydraXG
Creature - Hydra
Defender
~ enters the battlefield with X +1/+1 counters on it.
~ can block as many creatures as there are +1/+1 counters on it each combat. A hydra mother will stop at nothing to protect its brood.
0/0
Modal Hydra1G
Creature - Hydra
~ enters the battlefield with 2 +0/+1 counters on it.
When a +1/+1 counter would be put on ~, instead put 2 +0/+1 counters on ~.
Remove a +0/+1 counter from ~: Put a +1/+0 counter on ~.
Remove a +1/+0 counter from ~: Put a +0/+1 counter on ~. X: Put X +0/+1 counters on ~.
0/0
Spellbreaker Hydra XUG
Creature - Hydra
~ enters the battlefield with X +1/+1 counters on it.
Remove any number of +1/+1 counters from ~: Counter target spell unless its controller pays 1 for each +1/+1 counter removed this way.
0/0
Budding HydraXG
Creature - Hydra
~ comes into play with X +1/+1 counters on it.
If damage would be dealt to ~, remove that many +1/+1 counters from it instead.
On your end step, if +1/+1 counters were removed from ~ this turn, put a token that's a copy of ~ on the battlefield with that many +1/+1 counters on it. Rather than regrow their heads, some Hydras reproduce through their loss instead.
0/0
Alright. I would like a little more precise formulation on the last ability, but the intent is clear.
Scarring HydraXG
Creature - Hydra
~ enters the battlefield with X +1/+1 counters on it.
When damage would be dealt to ~, remove that many +1/+1 counters from it instead. Put 2 +1/+0 counters on ~ for each +1/+1 counter removed this way. Some Hydras are born without the ability to regenerate heads. The loss of their heads serves only to further increase the ferocity of the remaining ones.
0/0
Eeew. I'm not a fan of two types of counters. Maybe you can just avoid the problem by not using the cost for this hydra and start it at 5/5 or something - just adding +1/-1 counters:
Scarred Hydra :3mana::symg::Symg:
Creature - Hydra
If ~ would be dealt damage, put that many +1/-1 counters on it instead.
5/5
I'm personally not a fan of that type of counters, but it is already a lot less opportunity for clutter/confusion this way.
Hydra Hatchling G
Creature - Hydra
~ enters the battlefield with a +0/+1 counter on it.
At the beginning of your upkeep, put a +0/+1 counter on ~.
If there are 5 or more +0/+1 counters on ~, it has "Sacrifice ~: Put a 0/0 green Hydra creature token onto the battlefield with X +1/+1 counters on it where X is the number of +0/+1 counters on ~."
0/0
I'd switch to:
Hydra Hatchling
Creature - Hydra
~ enters the battlefield with a +1/+1 counter on it.
At the beginning of your upkeep, put a +1/+1 counter on ~.
As long as ~ has power 4 or less, prevent all damage it would deal.
0/0
Many-Headed HydraXX(R/G)
Creature - Hydra
When ~ enters the battlefield, put X 1/1 red and green Hydra Head creature tokens onto the battlefield.
The power and toughness of ~ are equal to the number of tokens put onto the battlefield by ~ on the battlefield.
When damage would be dealt to ~, sacrifice that many tokens put onto the battlefield by ~ instead. If you don't, destroy ~.
When a token put onto the battlefield by ~ is destroyed, on the end step of the turn put 2 1/1 Hydra Head creature tokens onto the battlefield.
When ~ leaves the battlefield, sacrifice all tokens put onto the battlefield by ~.
*/*
I'm not certain whether I'd prefer two of these being able to use each others Heads, but I probably do. It seems the wording could get a lot simpler if you don't try to discern the source of the Heads.
Guardian HydraXG
Creature - Hydra
Defender
~ enters the battlefield with X +1/+1 counters on it.
~ can block as many creatures as there are +1/+1 counters on it each combat. A hydra mother will stop at nothing to protect its brood.
0/0
I wish this was a phytohydra.
Modal Hydra1G
Creature - Hydra
~ enters the battlefield with 2 +0/+1 counters on it.
When a +1/+1 counter would be put on ~, instead put 2 +0/+1 counters on ~.
Remove a +0/+1 counter from ~: Put a +1/+0 counter on ~.
Remove a +1/+0 counter from ~: Put a +0/+1 counter on ~. X: Put X +0/+1 counters on ~.
0/0
PLay this against wither. Use feedback.
Spellbreaker Hydra XUG
Creature - Hydra
~ enters the battlefield with X +1/+1 counters on it.
Remove any number of +1/+1 counters from ~: Counter target spell unless its controller pays 1 for each +1/+1 counter removed this way.
0/0
At least add some mana to the activation cost. This is already an incredibly potent deterrent against playing anything at all. Not a card many would enjoy.
Private Mod Note
():
Rollback Post to RevisionRollBack
Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
As for Many-Headed Hydra, I guess it can just be legendary. Having more than one is a bit ridiculous anyway.
Hydra of Many HeadsXX(R/G)
Legendary Creature – Hydra
When ~ enters the battlefield, put X 1/1 red and green Hydra Head creature tokens onto the battlefield.
The power and toughness of ~ are equal to the number of Hydra Head tokens on the battlefield.
When damage would be dealt to ~, sacrifice that many Hydra Head tokens instead. If you don't, destroy ~.
When a Hydra Head token is destroyed or sacrificed, at the beginning of the following end step, if ~ is still on the battlefield, put 2 1/1 red and green Hydra Head creature tokens onto the battlefield.
When ~ leaves the battlefield, sacrifice all tokens put onto the battlefield by ~.
*/*
Is 1U enough of an additional cost for Spellbreaker's ability?
Spellbreaker Hydra XUG
Creature - Hydra
~ enters the battlefield with X +1/+1 counters on it. 1U, Remove any number of +1/+1 counters from ~: Counter target spell unless its controller pays 1 for each +1/+1 counter removed this way.
0/0
Spellbreaker Hydra XUG
Creature - Hydra
~ enters the battlefield with X +1/+1 counters on it.
Remove any number of +1/+1 counters from ~: Counter target spell unless its controller pays 1 for each +1/+1 counter removed this way.
0/0
Only going to comment on this one, because its the only one I see potential in. I like the idea of it, but I would try something more similar to the following.
Spellbreaker Hydra xUG
Creature - Hydra
Flash
~ enters the battlefield with X +1/+1 counters on it.
Whenever ~ enters the battlefield, counter target spell unless its controller pays X. If X is 5 or more and that spell would be countered this way, exile it instead of putting it into its controllers graveyard. If X is 10 or more and that spell would be countered this way, search the spells controllers' library, hand, and graveyard for all cards with the same name as the countered spell, and exile them as well, then shuffle that players library.
*/*
Creature - Hydra
~ comes into play with X +1/+1 counters on it.
If damage would be dealt to ~, remove that many +1/+1 counters from it instead.
On your end step, if +1/+1 counters were removed from ~ this turn, put a token that's a copy of ~ on the battlefield with that many +1/+1 counters on it.
Rather than regrow their heads, some Hydras reproduce through their loss instead.
0/0
Creature - Hydra
~ enters the battlefield with X +1/+1 counters on it.
When damage would be dealt to ~, remove that many +1/+1 counters from it instead. Put 2 +1/+0 counters on ~ for each +1/+1 counter removed this way.
Some Hydras are born without the ability to regenerate heads. The loss of their heads serves only to further increase the ferocity of the remaining ones.
0/0
Creature - Hydra
~ enters the battlefield with a +0/+1 counter on it.
At the beginning of your upkeep, put a +0/+1 counter on ~.
If there are 5 or more +0/+1 counters on ~, it has "Sacrifice ~: Put a 0/0 green Hydra creature token onto the battlefield with X +1/+1 counters on it where X is the number of +0/+1 counters on ~."
0/0
Creature - Hydra
When ~ enters the battlefield, put X 1/1 red and green Hydra Head creature tokens onto the battlefield.
The power and toughness of ~ are equal to the number of tokens put onto the battlefield by ~ on the battlefield.
When damage would be dealt to ~, sacrifice that many tokens put onto the battlefield by ~ instead. If you don't, destroy ~.
When a token put onto the battlefield by ~ is destroyed, on the end step of the turn put 2 1/1 Hydra Head creature tokens onto the battlefield.
When ~ leaves the battlefield, sacrifice all tokens put onto the battlefield by ~.
*/*
Creature - Hydra
Defender
~ enters the battlefield with X +1/+1 counters on it.
~ can block as many creatures as there are +1/+1 counters on it each combat.
A hydra mother will stop at nothing to protect its brood.
0/0
Creature - Hydra
~ enters the battlefield with 2 +0/+1 counters on it.
When a +1/+1 counter would be put on ~, instead put 2 +0/+1 counters on ~.
Remove a +0/+1 counter from ~: Put a +1/+0 counter on ~.
Remove a +1/+0 counter from ~: Put a +0/+1 counter on ~.
X: Put X +0/+1 counters on ~.
0/0
Creature - Hydra
~ enters the battlefield with X +1/+1 counters on it.
Remove any number of +1/+1 counters from ~: Counter target spell unless its controller pays 1 for each +1/+1 counter removed this way.
0/0
Alright. I would like a little more precise formulation on the last ability, but the intent is clear.
Eeew. I'm not a fan of two types of counters. Maybe you can just avoid the problem by not using the cost for this hydra and start it at 5/5 or something - just adding +1/-1 counters:
Creature - Hydra
If ~ would be dealt damage, put that many +1/-1 counters on it instead.
5/5
I'd switch to:
Creature - Hydra
~ enters the battlefield with a +1/+1 counter on it.
At the beginning of your upkeep, put a +1/+1 counter on ~.
As long as ~ has power 4 or less, prevent all damage it would deal.
0/0
I'm not certain whether I'd prefer two of these being able to use each others Heads, but I probably do. It seems the wording could get a lot simpler if you don't try to discern the source of the Heads.
I wish this was a phytohydra.
PLay this against wither. Use feedback.
At least add some mana to the activation cost. This is already an incredibly potent deterrent against playing anything at all. Not a card many would enjoy.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Not sure I follow.
As for Many-Headed Hydra, I guess it can just be legendary. Having more than one is a bit ridiculous anyway.
Legendary Creature – Hydra
When ~ enters the battlefield, put X 1/1 red and green Hydra Head creature tokens onto the battlefield.
The power and toughness of ~ are equal to the number of Hydra Head tokens on the battlefield.
When damage would be dealt to ~, sacrifice that many Hydra Head tokens instead. If you don't, destroy ~.
When a Hydra Head token is destroyed or sacrificed, at the beginning of the following end step, if ~ is still on the battlefield, put 2 1/1 red and green Hydra Head creature tokens onto the battlefield.
When ~ leaves the battlefield, sacrifice all tokens put onto the battlefield by ~.
*/*
Is 1U enough of an additional cost for Spellbreaker's ability?
Creature - Hydra
~ enters the battlefield with X +1/+1 counters on it.
1U, Remove any number of +1/+1 counters from ~: Counter target spell unless its controller pays 1 for each +1/+1 counter removed this way.
0/0
Only going to comment on this one, because its the only one I see potential in. I like the idea of it, but I would try something more similar to the following.
Spellbreaker Hydra xUG
Creature - Hydra
Flash
~ enters the battlefield with X +1/+1 counters on it.
Whenever ~ enters the battlefield, counter target spell unless its controller pays X. If X is 5 or more and that spell would be countered this way, exile it instead of putting it into its controllers graveyard. If X is 10 or more and that spell would be countered this way, search the spells controllers' library, hand, and graveyard for all cards with the same name as the countered spell, and exile them as well, then shuffle that players library.
*/*
Reminds me of Mystic Snake combined with a Syncopate which would be amazing, imo.