I was thinking that I could make a deck based on Protean Hydra: it would have lots of equipments/Enchantment Auras to make the Hydra unable to die from damage and cards like Lightning Bolt to get him pumped up quickly. Otherwise, I would think the creatures would be for stalling until I get him out... I'm not really sure, that's why I came here =D. I don't even know what type of deck this would be classified as (Aggro?). If someone could give me a push in the right direction, or even make up a decklist for me, I'd appreciate it a lot.
In GR I would say definetly use Shield of the Oversoul for indestructablility. Shielding Plax gives Trollshroud and cantrips. Pariah on that Protean Hydra would be hilarious if you were playing white. Some reusable ping effects would be useful to grow your Hydra. You need to make sure you have a good way to protect it from removal. Shroud stops point removal, while Indestructibility stops both point and mass removal, but doesn't prevent a Path to Exile or Swords to Plowshares.
So load the deck with shroud/trollshroud cards and indestructibillity-cards? What about other creatures, I wouldn't think that Protean Hydra should be the only one should it? I would like to add Pariah if there were more white options besides the one. Rosheen Meanderer looks really good for him, too. Is having burner spells in there to use on him a good idea? Just single :SymR: ones to boost him quickly seems good to me...
Well, indestructablility will not be the best card to protect him. See, he already has the clause "prevent all damage"
Quote from From the gatherer »
All damage that would be dealt to Protean Hydra is prevented, even if it doesn't have that many +1/+1 counters on it. This is true even if Protean Hydra has no +1/+1 counters on it at all (and is able to remain on the battlefield because some other effect is boosting its toughness). If the amount of damage that would be dealt to Protean Hydra is greater than the number of +1/+1 counters on it, all the +1/+1 counters on Protean Hydra are removed from it.
What he needs is powerful +x+x effects, like Armidillo cloak. No matter how much damage is dealt to the hydra, he will still be a 2/2 and he will accumulate counters.
Also, if you're focusing the deck so much on this card, you need some tutors. Ranger of Eos can fetch two of them in one go, and you could also use a couple of other good one drops. If you're on a budget, a simple worldly tutor can get the job done.
I also feel that use of the "phantom" creatures could be good, because you really need to be using Armadillo cloak. Phantom centaur and Phantom tiger both are amazing with this enchantment.
See I thought that power-up effects would be good, but the two other guys made me think that it wasn't, I was thinking a simple card like Spidersilk Net would suit this purpose. So, I think I should take out Indestrucibility and proabably Shield of the Oversoul. I don't really know many good power-up cards, though, anyone help?
Armadillo Cloak and Behemoth Sledge are both awesome. I didn't realize that Shield of the Oversoul wouldn't be that good because he would lose all his counters and die anyways. The problem with giving regular shroud is that you won't be able to target him with burn spells or other auras. I would add Ranger of Eos to fetch Hydra and some other one drops, like maybe Wild Nacatl or something like that. You could maybe even cut red altogether and use cards that give -1/-1 counters to your hydra, which causes +1/+1 counters to be removed. Then he gets double that number back.
I don't really like Loxodon Warhammer because it doesn't power up toughness, which is my main priority, sure power is good, but I'd prefer that he can't die.
You're right, regular shroud stops myself, too... I'm not so sure about cutting red, looking at DTrain's avatar, what about Banefire?
Ranger of Eos is definately good, but are you sure Protean Hydra is a 1 CC? I thought :xmana: counted as 1 by itself?
Since you are already planning on playing Red, I'd run red damage sweep in here. The biggest problem I have with the Hydra is that my opponents never block/attack like I want them to so I can actually boost him up (stupid opponents!). Some sweep from yourself can help guarantee that he gets bigger, and can clear blockers out of the way.
Since you are already planning on playing Red, I'd run red damage sweep in here. The biggest problem I have with the Hydra is that my opponents never block/attack like I want them to so I can actually boost him up (stupid opponents!). Some sweep from yourself can help guarantee that he gets bigger, and can clear blockers out of the way.
That's precisly the reason I wanted to run red. I had planned on using burn spells on the Hydra after I enchant/equip him so I can boost him myself, and if my opponent doesn't want to block, then I don't have to care, I can make the Hydra strong enough myself so that if they don't block it it can deal enough damage be a problem.
That's precisly the reason I wanted to run red. I had planned on using burn spells on the Hydra after I enchant/equip him so I can boost him myself, and if my opponent doesn't want to block, then I don't have to care, I can make the Hydra strong enough myself so that if they don't block it it can deal enough damage be a problem.
OK, this is starting to seem more like a theme deck now, which is cool. For your burn/sweep, go with X spells over stuff like Pyroclasm and Volcanic Fallout. This way your Rosheen Meanderers (which are quite fun, just don't forget he's legendary) can do more than just power up the Hydra. My personal preference is Starstorm and Fault Line over Earthquake, but that is your call. And at that point, Apocalypse Hydra isn't a terrible idea either.
In terms of boosters, like others have stated I'd choose ones that boost toughness and give trample. *IF* you don't play white for Armadillo Cloak, the most cost-efficient one seems to be Horned Helm. Rancor is also great - even though it doesn't boost toughness, the fact it comes back makes it wonderful.
For land-fetch/ramp, I'd go with rampant growth on turn 2 so you can cast the Meanderer on turn 3, and a massive Hydra on turn 4.
You bring some very intresting points; however, I'd like to point out that if I used Rosheen Meanderers on field sweeping cards, like Earthquake, she would be fueling her own death. That's the problem I have with complete field sweepers: not all my cards are indestructible. I supposed I could just boost her until I don't have to worry about it anymore, but I'm still a little shakey about it. I'll have to do a little more research on it. The Apocalypse Hydra idea isn't bad: I just bought 3 of them and I don't have a place for them yet
Uril seems like a good idea, why is the Hexmage good? Gilder Bairn looks great. I'm just torn between too many ideas: can someone put up a deck list that they think fits?
Maybe Fireball rather than Banefire so you can have other targets too. Unless your really worried about counterspells, in which case Banefire would be better. Holy Strength is usually bad, but it could be quite useful in here. Apocalypse Hydra is awesome here because it benefits from Rosheen and can ping Protean Hydra for more counters. Soul's Might lets you double the number of +1/+1 counters, as does Gilder Bairn.
Well, I don't think my play group uses any counterspells... lol So, Fireball is definately the way to go, then. My problem with Gilder Bairn is that you have to tap it before you can use it. I can't use it if my opponent has anything higher than 2. Maybe Holy Strength, but like I said, I'm torn between too many choices, in order for me to make the choices I'd have to play with them, and, at the moment, that's impossible. That's why I was hoping someone else could make up a decklist...
I think Windstorm would be a great addition: the Meanderer can help it, I hadn't planned on including anything with flying and the only way I'd have to block flying would be with Spidersilk Net.
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Modern: UR Storm RU
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4 Indestructibility
4 Shield of the Oversoul
4 Shielding Plax
2 Lightning Greaves
2 Greater Auramancy
4 Llanowar Elves
4 Lightning Bolt
3 Prodigal Pyromancer
4 Pariah
4 Rupture Spire
6 Forest
6 Plains
5 Mountain
I'd like some feedback... Helpful, please, like i've said I'm not sure what I'm doing with this.
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What he needs is powerful +x+x effects, like Armidillo cloak. No matter how much damage is dealt to the hydra, he will still be a 2/2 and he will accumulate counters.
Also, if you're focusing the deck so much on this card, you need some tutors. Ranger of Eos can fetch two of them in one go, and you could also use a couple of other good one drops. If you're on a budget, a simple worldly tutor can get the job done.
I also feel that use of the "phantom" creatures could be good, because you really need to be using Armadillo cloak. Phantom centaur and Phantom tiger both are amazing with this enchantment.
Last but not least, Rancor is some good.
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Spiderboy4DarkNightCavalier and XenoNinja at Heroes of the Plane Studios for the AMAZING sig pic and avvy.GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
You're right, regular shroud stops myself, too... I'm not so sure about cutting red, looking at DTrain's avatar, what about Banefire?
Ranger of Eos is definately good, but are you sure Protean Hydra is a 1 CC? I thought :xmana: counted as 1 by itself?
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That's precisly the reason I wanted to run red. I had planned on using burn spells on the Hydra after I enchant/equip him so I can boost him myself, and if my opponent doesn't want to block, then I don't have to care, I can make the Hydra strong enough myself so that if they don't block it it can deal enough damage be a problem.
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OK, this is starting to seem more like a theme deck now, which is cool. For your burn/sweep, go with X spells over stuff like Pyroclasm and Volcanic Fallout. This way your Rosheen Meanderers (which are quite fun, just don't forget he's legendary) can do more than just power up the Hydra. My personal preference is Starstorm and Fault Line over Earthquake, but that is your call. And at that point, Apocalypse Hydra isn't a terrible idea either.
In terms of boosters, like others have stated I'd choose ones that boost toughness and give trample. *IF* you don't play white for Armadillo Cloak, the most cost-efficient one seems to be Horned Helm. Rancor is also great - even though it doesn't boost toughness, the fact it comes back makes it wonderful.
For land-fetch/ramp, I'd go with rampant growth on turn 2 so you can cast the Meanderer on turn 3, and a massive Hydra on turn 4.
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Vampire Hexmage, Gaea's Anthem, and Gilder Bairn are pretty awesome with the Hydra as well.
With al the enchantments, why not Uril, the Miststalker and maybe Mesa Enchantress?
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GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Kracked Graphics
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