Jump to content

UG Midrange Hydra


Lunar Origins

Recommended Posts

Creatures
=4=
Arbor Elf
Elvish Mystic
Sylvan Caryatid
=3=
Prophet of Kruphix
=2=
Arbor Colossus
Polukranos, World Eater
Prime Speaker Zegana
=1=
Primordial Hydra
 
Instant
=4=
Simic Charm
=2=
Cyclonic Rift
 
Sorcery
=4=
Gitaxian Probe
Unexpected Results
=2=
Urban Evolution
 
Planeswalker
=2=
Kiora, the Crashing Wave
 
Land
=6=
Forest
=4=
Island
Misty Rainforest
Breeding Pool
=2=
Verdant Catacombs
 
Probably a lot of subpar choices in this deck, as I'm not very sure what's good and what's not, but it has been running fairly smoothly and it makes me really happy.
Link to comment
Share on other sites

Is this modern? It seems fun, but there are some cards that are just genuinely better than others here and also, there are just some cards that would be interesting to try out in here. I'll probably give a bunch of advice when I get back later tonight.

But first, Birds of Paradise and Noble Hierarch. You probably only need to run6 1 drops and have room for cards that just gain value or slow down the opponent such as Remand. You could try to run more lands or Nyxthos, and Nissa, Worldwaker could be powerful just by itself.

But what are you trying to accomplish so that I can really help you out?

Link to comment
Share on other sites

With the help of Rai, I changed up the deck to kinda fit into modern a bit more.

 

4 Sylvan Caryatid
2 Prophet of Kruphix
1 Arbor Colossus
1 Cyclonic Rift
2 Polukranos, World Eater
2 Prime Speaker Zegana
2 Kiora, the Crashing Wave
2 Urban Evolution
4 Breeding Pool
2 Verdant Catacombs
4 Island
6 Forest
4 Misty Rainforest
1 Primordial Hydra
2 Cryptic Command
4 Noble Hierarch
4 Birds of Paradise
2 Kalonian Hydra
1 Tamiyo, the Moon Sage
4 Mana Leak
2 Spell Snare
4 Hinterland Harbor
SB: 2 Simic Charm
 
The deck focuses on dropping big beaters relatively fast and mana ramping into even BIGGER things to draw tons of counter spells and stuff.
Link to comment
Share on other sites

Okay. Stalling out the game would be your best bet, then, as well. Using your creatures as much more than what you want to get out of them. I get that. 

 

Your landbase is stable, but it could be improved. I would run 8 fetchlands. More on this later, but it comes in the idea of Dig Through Time.

 

This is a land base I would play.

 

4 Misty Rainforest

4 Verdant Catacombs

3 Breeding Pool

2 Hinterland Harbor

1 Flooded Grove

2 Treetop Village

1 Stomping Ground.This matters because you should play Ancient Grudge in sideboard. It is amazing against GR Tron and Affinity. 

3 Forest

1 Island

 

Don't run 4 Shocklands unless you're reliant on them. You are two colors, so you don't need to focus on them. You are essentially running 10 with your land base, and 11 shocklands with this land base. 
Hinterland is horrible in more than 3. The value of coming into play tapped or making your opponent play around cards such as Spell Pierce or Spell Snare could help to play mind games. Also, running 23 lands is too important for your curve since you top off extremely high in your creatures, and you also seem to want more than just 5 lands in play. This helps to make sure you hit a land drop and that you don't fall behind.

The Flooded Grove helps to cast cards easier when you could be behind, and it makes playing Cryptic Command that smooth, even if 1UUU isn't all that hard to hit in a 2 color deck.

Treetop Village is helpful as a creature to small and acts as a win condition when you're behind. It also blocks. Plus, with Prophet, it is a neat little combo. 

 

Remand over Mana Leak or a 3:1 split in Remand's flavor. Your Spell Snares are move valuable as hard counters against Affinity, Delver and Junk. Remand helps to small the gain while gaining you the addition of a replaced card and a fog. It helps to also win counter wars, countering your own spells to be able to recast them. 

 

I don't think Cryptic Command is too needed here, and you could play Dig Through Time to draw into cards that you need better than just an overly costed Remand. This way you can play what you need and not top off to hard against faster decks. 

 

Spell Snare could be played as a 1 of while forgoing Cyclonic Rift. These cards are good. They are just good, though. And you could rely on Serum Visions to tune your hand. I would also take out 2 Noble Hierarch to play 4 Serum Visions in total. Your deck works on playing game winning threats, but the way to do that with this deck is to know what cards are needed when. That is why I suggest 4 Serum Visions and 2 Dig Through Time. They are potent in their abilities and you just get so much value by your opponent being behind or even too far ahead. 

 

Would Urban Evolution be needed? I like it, but the cards I suggested are more valuable in the early and late games without much work to put in, and the land could blank. Maybe have Course of Kruphix in this spot. It does as much as Urban Evolution, but is a game against Delver. It also has better value in the time you cast it. 

 

I like your creature base and the idea of planeswalkers. This seems like a fun deck, tbh. 

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...