Visually this card looks a helluva lot like a mono-green Progenitus but I guess a lot of hydras do. Personally I think this card is so awesome. Green has PLENTY of ways to protect its creatures.
what other creatures kill in two swings with no drawback for 5 mana? can't think of any. i'd consider running this in a "big jund" build over almost anything else.
Silverheart was better than a 10/10 for 3GG and saw little play, because it didn't do enough to warrant a 5 mana investment unless it lived an entire turn.
This card is not better than a 10/10 and dies to a lot more removal than Silverheart did.
I don't think the Exava synergy will be enough to get this played, but it might be. I do not see this card being played in tournaments in any deck that isn't running Exava.
you all forget that we had this totaly broken and undercosted thragtusk in this standard season.
that means that not wolfi siverheart was too weak, but thragtusk too strong, so he took his place in every deck.
i'd just like to reiterate something. something important.
2-turn-clock
it's a five drop with a 2 turn clock, all by itself. making other stuff better is almost unimportant. if you have any way of protecting it or your opponent doesn't have that removal spell in their hand, you win in 2 turns.
the hydra is going to be replacing wolfir silverheart in my decks that need a big finisher for the mid game, such as big jund which has highly disruptive low-cost removal and hand disruption, yet needs a decent mid game over-the-top bomb to close out games. this guy is exactly the right sort of dude. 2 turn clock is just disgusting. love it.
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
Looks fun in Riku Creatures EDH. I like the idea of playing two then kicking and copying Rite of Replication for 12 of them, and getting 12 double counters when you attack. A nice game ender for sure.
Looks fun in Riku Creatures EDH. I like the idea of playing two then kicking and copying Rite of Replication for 12 of them, and getting 12 double counters when you attack. A nice game ender for sure.
In that case it seems "overkill" ^^ (as absolute any fattie would do the trick if you get like 6 copies of them).
What's that Kalonian Hydra!? Timmy is stuck in the well!...wait, Spike is stuck in the well!? Hold on hold on, now you're telling me Johnny is stuck in the well!? Which one is it! Oh, it's all three...
Hmm could barely be playable. 5 mana creatures that easily die to removal are a little hard to justify sometimes but hellkite proves worthy for sure. Granted that attacks for 10 in two turns and has a neat ability too but attacking for 8 and potentially boosting some other stuff a little is sweet too.
The decent cards that will have +1+1 counters in this type of deck will be experiment one and scavenging ooze, both perfectly fine on their own in some sort of gruul/naya aggro. For now that sort of aggressive deck is probably red too so hellkite is still superior but if that rotates or for some reason you're in selesnya this might be a decent finisher. I do think it slightly edges out the +4+4 soulbinder just for being more consistent despite being a little slower. Just attacking once with this and a experiment one / scavenging ooze should pretty much be game, and there will definately be games that you just attack a second time and win with your 16/16.
Hmm could barely be playable. 5 mana creatures that easily die to removal are a little hard to justify sometimes but hellkite proves worthy for sure. Granted that attacks for 10 in two turns and has a neat ability too but attacking for 8 and potentially boosting some other stuff a little is sweet too.
The decent cards that will have +1+1 counters in this type of deck will be experiment one and scavenging ooze, both perfectly fine on their own in some sort of gruul/naya aggro. For now that sort of aggressive deck is probably red too so hellkite is still superior but if that rotates or for some reason you're in selesnya this might be a decent finisher. I do think it slightly edges out the +4+4 soulbinder just for being more consistent despite being a little slower. Just attacking once with this and a experiment one / scavenging ooze should pretty much be game, and there will definately be games that you just attack a second time and win with your 16/16.
and we still have Yeva in standard for a few more months.
Hydras are great Timmy cards but never really do anything in constructed for a reason.
This one will own in limited but outside that, meh.
This card outraces thundermaw in the same mana slot. This is actually, for once, a good hydra that you won't feel bad paying for in relation to it's cost. As far as green five drops go this is one of the better ones, especially considering that it boosts the rest of your team (if that's relevant). Wizards actually tried on this one and it shows.
Ironically enough, the one card out of tonight's previews that people here seem to think is too good is the one with the least amount of Standard viability.
Look; this card isn't bad by any means, but at the end of the day, it's a 4/4 for 5. There's some cool combo potentiality here, but if a 7/5 for 5 doesn't see any real play (Zhur-Taa Ancient), then a card like this... very likely not.
For most of the competitive decks you'll end up seeing out there, this guy unfortunately doesn't really do enough. He provides no real advantage on his own.
You just compared a 7/5, with a weak ability, to a two-turn clock.
This card is good, but I don't see why everyone is screaming power creep. This is just a Green Mythic, that's all. There's nothing more to it. Yeah it's good but then again isn't that supposed to be the point of a Mythic Rare green creature?
This guy will be playable for sure. Hes a beatstick on steroids and can win games on its own. Whats not to love? It will hinge on what removal we have for cheap besides doom blade and supreme verdict and the ilk.
Some fun synergies with Corpsejack Menace. It'll enter play as an 8/8, then jump to 24/24 on its first swing. If that doesn't do it somehow, it'll jump again to 72/72 the next turn.
people keep saying it has great synergy with other stuff and how it does X with like 3 other cards on turn 7....
but it doesn't need any of that, because it wins in 2 turns by itself! just protect it and smile. maybe even drop a rancor on it and feel a little dirty inside. or at the very most, and least close to sensible, swing and fling for 32 damage the second time it piles in there. this creature is absolutely beyond nuts. forget the synergy. just get in the damn red zone.
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
Put it in to play with Reveillark, cast it the turn after Rubblebelt Raiders, it's a hydra that will still be awesome when played for free with something like Unexpected Results or Garruk, Caller of Beasts.
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I'm gonna try running 4x Alpha Authority if I can fit them in.
Wasn't thinking scavenge, but was thinking:
I think this is pretty good stuff.
what other creatures kill in two swings with no drawback for 5 mana? can't think of any. i'd consider running this in a "big jund" build over almost anything else.
in an older style fires of yavimaya deck this is pretty much the best card ever printed. better even than saproling burst and hero of bladehold because it's in green and gets bigger.
you all forget that we had this totaly broken and undercosted thragtusk in this standard season.
that means that not wolfi siverheart was too weak, but thragtusk too strong, so he took his place in every deck.
2-turn-clock
it's a five drop with a 2 turn clock, all by itself. making other stuff better is almost unimportant. if you have any way of protecting it or your opponent doesn't have that removal spell in their hand, you win in 2 turns.
the hydra is going to be replacing wolfir silverheart in my decks that need a big finisher for the mid game, such as big jund which has highly disruptive low-cost removal and hand disruption, yet needs a decent mid game over-the-top bomb to close out games. this guy is exactly the right sort of dude. 2 turn clock is just disgusting. love it.
Standard:
UR Ral Combo
Modern:
U Merfolk
R Goblins
Commander
RB Grenzo, Dungeon Warden
R Feldon of the Third Path
In that case it seems "overkill" ^^ (as absolute any fattie would do the trick if you get like 6 copies of them).
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The decent cards that will have +1+1 counters in this type of deck will be experiment one and scavenging ooze, both perfectly fine on their own in some sort of gruul/naya aggro. For now that sort of aggressive deck is probably red too so hellkite is still superior but if that rotates or for some reason you're in selesnya this might be a decent finisher. I do think it slightly edges out the +4+4 soulbinder just for being more consistent despite being a little slower. Just attacking once with this and a experiment one / scavenging ooze should pretty much be game, and there will definately be games that you just attack a second time and win with your 16/16.
and we still have Yeva in standard for a few more months.
Many thanks to DNC at Heroes of the Plane Studios
This one will own in limited but outside that, meh.
This card outraces thundermaw in the same mana slot. This is actually, for once, a good hydra that you won't feel bad paying for in relation to it's cost. As far as green five drops go this is one of the better ones, especially considering that it boosts the rest of your team (if that's relevant). Wizards actually tried on this one and it shows.
Turn 6: Armed (Armed/Dangerous) + Phytoburst attack for 28 trample.
You just compared a 7/5, with a weak ability, to a two-turn clock.
See, I can do it to.
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but it doesn't need any of that, because it wins in 2 turns by itself! just protect it and smile. maybe even drop a rancor on it and feel a little dirty inside. or at the very most, and least close to sensible, swing and fling for 32 damage the second time it piles in there. this creature is absolutely beyond nuts. forget the synergy. just get in the damn red zone.