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Hide / Seek >>> Mirror March The back side of Hide / Seek never got used usually because I never drew it. The front side, which was the reason I ran this card in the first place could tuck away Golos, but Hydra isn't an artifact/enchantment. Mirror March is a cool card because it can create copies of both the Hydra and the Sphinx. More of a fun include.
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Bant Charm >>> Deflecting Swat This is less of a fun include. Although Bant Charm is a flexible card that still works with our new "Commander", The Hydra, Deflecting Swat is such a good card to protect myself that I really decided to shell out for one as a Christmas gift to myself. It can protect my toys, steal removal spells/effects, or any of the other million uses for zero mana. Plus, I added this next card that should have made the list from the get-go since we can trigger it very easily.
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Submerge >>> Aura Shards This is such a good card in the deck. Our gameplan is to have the Hydra enter the battlefield numerous times and create as many tokens as we can. With Aura Shards, we can destroy and police our opponents' artifacts and enchantments cheaply and frequently! Love this card <3
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Smoke >>> Counterbalance This was an agonizing decision to make. I'm a big fan of stax pieces, especially ones that keep me alive longer so I can mess around and accrue value. Smoke was a cool one, but since I've included cards that either make big, powerful armies of tokens that would be great attackers and cards that pay off those tokens dying, I've decided having my armies untap to attack if they don't die before then. Smoke is still a card I could consider if I found the slot for it. I've always loved the value, synergistic abilities, and art of Counterbalance. In a deck where we are constantly shuffling/manipulating our library, it's bound to hit someone's spells and make the purchase worthwhile. It goes hand-in-hand with the next card I added.
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Search for Azcanta
>>> Sylvan Library This one was hard to call, but since Search for Azcanta
requires a filled graveyard to flip, I decided to cut it for another card advantage engine at the 2-mana slot. I had never once flipped Azcanta
, so I'm tagging in Sylvan Library to take its place. Not only is it great baseline in a deck that shuffles very often, but it takes advantage of the extra beginning phases that Sphinx of the Second Sun creates as well as can establish a good Counterbalance flip (aiming for Commander mana values, face up plays, shots in the dark, or just as a bluff). A bday gift for myself!
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Trace of Abundance >>> Fertile Ground This one is pretty simple. Fertile Ground is easier to cast than is Trace of Abundance, and the shroud is pretty negligible in my playgroup. I may work to include it back in for ramp, but mainly I'm looking for some 0, 1, and 3 mana ramp cards to power out The Prismatic Bridge
more efficiently. Fellwar Stone is on the list ahead of Trace of Abundance for inclusion though, so I'd have to be desperate to bring it back.
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Arcane Denial >>> Neutralize Another case of a card that never made it to my hand really. Arcane Denial is definitely one of my favorite counterspells in terms of fairness and power. I'm testing out Neutralize in the deck even though it costs more because of the cycling ability. Being able to hold a counterspell, cycle it, and have re-enter my library through something like Wheel of Sun and Moon sounds like a powerful engine I wanna try. It can be re-tutored with Wild Research like Arcane Denial, but it denies the opponent's draw while powering ours if it isn't needed to stop our opponents' spells.
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Estrid's Invocation >>> Muddle the Mixture Similarly to swapping in Neutralizing and partially to support that decision, I'm adding in another counterspell as well as a powerful tutor for a good portion of my deck. I would say that 90% of the time, I will be grabbing Wheel of Sun and Moon as it is the most important card in my deck. It can find Goblin Bombardment for comboing with Wheel, ramp spells, Unexpectedly Absent for interaction, etc. Very versatile card to replace a versatile card like Estrid's Invocation. It was cut because I value Wheel of Sun and Moon higher than possibly having two copies of a Rhystic Study for example.
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Endless Ranks of the Dead >>> Hallowed Haunting Endless Ranks of the Dead is a fine token generator for this deck, but I'm testing out another route of token generator. Hallowed Haunting not only produces tokens based on casting enchantment spells, which is a lot of our deck + synergizes with some new additions I'll show later, it creates white permanents which are a requisite to activate Mistveil Plains to recycle our graveyard. It also has the flying and vigilance clause once we reach a critical mass of enchantments. This gives our token army flight and offensive and defensive capabilities as well as making Ulvenwald Hydra a massive flying threat.
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Sanctum of Calm Waters >>> Mana Bloom I love Return to Ravnica as a set, and I love value! Mana Bloom is both of those things and warms my heart. Sanctum of Calm Waters is an awkward card for me; its cost is higher or equal to my other draw engines with less of an upside. I've slowly been phasing out my least favorite Shrines out of the deck, and this one finally got chopped. Mana Bloom gives me flexible ramp and fixing up to The Prismatic Bridge
which is better the faster we can achieve it. Its clause that returns it to your hand at the beginning of your upkeep allows us to recast it to either draw off of an effect like Enchantress's Presence/Whirlwind of Thought or create tokens with a new card in the deck: Hallowed Haunting.
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Assemble the Legion >>> Squirrel Sanctuary This may seem a lil wacky, but I'm really laying into the same idea as I did with Mana Bloom. This one creates a Squirrel Token and is recurrable whenever our Hydra or Sphinx dies. This plays into our whole Goblin Bombardment + Wheel of Sun and Moon
or Greater Good + Wheel of Sun and Moon
combo allowing us to reap the same benefits with a slightly higher cost. Doing my best to make this list closer to an "Enchantress" list since I tagged it as one.
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Crackling Perimeter >>> Bastion of Remembrance The last card that can produce us a new token type. This card provides more damage than Crackling Perimeter could ever offer, as well as healing us just as much, AND creating a 1/1?? Sounds good to me! Crackling Perimeter was a pipe dream in terms of usefulness, especially since I added it alongside Nexus of Fate (which has been taken out since writing this) and Wild Research, but it is definitely a fun include if you're looking for a more fun, less powerful version/play pattern.