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Talrand, but with 2 More Colors and Hydras

Commander / EDH* BUG (Sultai)

shawnrizer12


Big Mana, Big Spells, and Big Creatures:

A Guide to Finding X

Animist's Awakening
(Input Description Here)

The notable stats of the deck, these are for a quick look
at what the numbers for synergy and basic deck function are
so that as the I playtest I will be able to pinpoint where
changes are needed.

Big Mana: 15 Cards
Hydras Matter: 21 Cards
Finding X: 34 cards
Card Draw: 11 cards
Spot Removal: 11 cards
Board Wipes: 3 cards
Counterspells: 5 cards
Finishers: 6 cards
This list is to show what changes are needed when starting the deck off
as the Enhanced Evolution C20 preconstructed deck.

These are the lands that I swapped out from the base deck to revamp the manabase
and keep games more consistent as well as providing a bit more utility.

Island -> Watery Grave
Endless Sands -> Cabal Coffers
Swamp -> Urborg, Tomb of Yawgmoth
Llanowar Wastes -> Overgrown Tomb
Forest -> Breeding Pool
Forest -> Botanical Sanctum
Dismal Backwater -> Temple of Deceit
Jungle Hollow -> Temple of Malady
Thornwood Falls -> Temple of Mystery
Exotic Orchard -> Path of Ancestry
Forest -> Opal Palace

This deck is light on artifact ramp due to having green, but
the synergies provided by some artifacts are must includes.

-Boneyard Mycodrax -> Astral Cornucopia
The cornucopia can help set up late game turns if it isn't
removed when your opponents see that it taps for 5+ mana.

-Bonder's Ornament -> The Ozolith
This card basically allows us to recycle any hydra that
may die and discourages removing our creatures.

-Swamp -> Lightning Greaves
-Putrefy -> Swiftfoot Boots
These two are essential to making sure our commander
sticks around to the mid-late game.


The creatures section is where I will have to do the most changing in order to
move this deck away from Mutate and into the hydras and X spells playstyle.

-Cazur, Ruthless Stalker -> Corpsejack Menace
This swap is perfect for the deck, same CMC but a wildly more synergistic card.

-Ukkima, Stalking Shadow   -> Steelbane Hydra
-Wydwen, the Biting Gale -> Hydroid Krasis
-Vorapede -> Voracious Hydra
-Trygon Predator -> Mistcutter Hydra
-Tidal Barracuda -> Lifeblood Hydra
-Shriekmaw -> Protean Hydra
-Pouncing Shoreshark -> Hungering Hydra
-Heroes' Bane -> Primordial Hydra
-Reclamation Sage -> Kalonian Hydra
Subbing out for hydras to fit the deck and add in more synergy.

-Capricopian -> Nylea, God of the Hunt
This is arguably the worst hydra, swapping out for a finisher.

-Masked Admirers -> Thunderous Snapper
The snapper rewards what the deck wants to do by turning all
high CMC spells into cantrips.

-Chittering Harvester -> Gargos, Vicious Watcher
Gargos makes our hydras 4 counters larger and has the added
benefit of sometimes being able to take out key creatures.

-Souvenir Snatcher -> Altered Ego
This card is just the better version of the best creature on
the board at the time it is cast.

-Lifecrafter's Bestiary -> Kruphix, God of Horizons
Kruphix allows for building up mana across turns for a bigger X.


The enchantment package offers a lot of synergy and helps support
high mana costs that this deck requires.

-Psychic Impetus -> Freed from the Real
This card with Zaxara is an infinite mana combo to hopefully
finish the game once resolved, I know Pemmin's Aura exists too
but I wanted to keep to only one infinite for balancing reasons.

-Predatory Impetus -> Unbound Flourishing
This is the best card in the deck, hands down. Doubles our
big X spells, our huge hydras, and even helps ramp.

-Predator Ooze -> Simic Ascendancy
This can win the game for us after just one or two X
spells get cast with the commander out.

-Beast Whisperer -> Elemental Bond
The bond is much more synergistic with the tokens Zaxara
creates and is much more difficult to remove.

-Genesis Hydra -> Asceticism
This can protect our whole board from targeted removal
while also offering the option to save a specific creature.

-Silent Arbiter -> Retribution of the Ancients
Retribution offers repeatable removal so long as there
are hydras in play, and protects from one sided wipes.


I wanted to add more counter support as well as
adding in more removal here.

-Trumpeting Gnarr -> Power Sink
This counterspell is absolutely busted if X is high enough
that they cannot pay for it.

-Insatiable Hemophage -> Condescend
-Migratory Greathorn -> Clash of Wills
-Mulldrifter -> Thassa's Intervention
-Propaganda -> Fierce Guardianship
Adding in another couple counterspells, Thassa's also
helps dig and get cards in hand.

-Mindleecher -> Pull from Tomorrow
Swapping out for much needed card draw at instant speed.

-Archipelagore -> Icy Blast
-Otrimi, the Ever-Playful -> Choking Vines
These are both great and synergistic ways to buy
an extra turn or save from an alpha strike.

-Sawtusk Demolisher -> Erebos's Intervention
Versatile removal that can also gain tons of life.

-Dreamtail Heron -> Epiphany at the Drownyard
This is a very good dig spell, this deck's Dig.

-Illusory Ambusher -> Blue Sun's Zenith
This card can allow for early game draw and a late game KO.


Even though I am not running Doubling Season due to the
price, a few key planeswalkers were still worth slotting in.

-Fertilid -> Jiang Yanggu, Wildcrafter
This turns all of our hydras into mana dorks which might help
get a lethal amount into our X spells or ramp out more hydras.

-Cold-Eyed Selkie -> Kiora, Behemoth Beckoner
Kiora lets us untap key permeants (like Cabal Coffers) to pump in
more mana or to ensure a blocker is available after attacks

Again, just taking out low synergy cards and rounding the deck out.

-Glowstone Recluse -> Nylea's Intervention
I know that putting lands in your hand may seem bad; however,
this card can go get Coffers + Urborg for only 4 mana.

-Yavimaya Dryad -> Killing Wave
Killing wave is oftentimes a board wipe even with
a low value for X.

-Find / Finality -> Curse of the Swine
Curse can pick off the most important creatures on
the board and replaces them with vanilla 2/2's.

-Deadly Tempest -> In Garruk's Wake
One sided board wipe that is not hard to cast.

-Auspicious Starrix -> Finale of Revelation
Really powerful card draw that leaves a hydra behind.

-Parasitic Impetus -> Rampant Growth
-Dredge the Mire -> Cultivate
-Cavern Whisperer -> Farseek
The deck needed more land based ramp to go off.

-Vastwood Hydra -> Exsanguinate
Expropriate is an absolutely amazing finisher card
that allows for wins with X as low as 10 or 15.

-Boneyard Lurker -> Finale of Devastation
Just a Really good game ending spell.

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Comments

96% Casual

Competitive

Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

43 - 0 Rares

24 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 2.53
Tokens Beast 3/3 G, Boar 2/2 G, Hydra 0/0 G
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