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Just a creature deck that I threw together because I wanted to make my own Hydra deck.Will make a sideboard later on once I decide on what would compliment the Hydras, will probably add Wurms or some Instants/Sorceries.Might even add some ways to be able to pull Progenitus in if the game drags on too late and you and your opponent are having trouble damaging eachother to any extent because of full fields and /or no opportunities to attack (which should NEVER happen with this deck due to abundance of Trample, Power/Toughness double methods, and Apocalypse Hydras).
Here's something I typed up when I drew and analyzed my first sample hand of the deck, but first visit these links to see screenshots of the sample hand and Next 20 draws:http://puu.sh/6DO9U.jpghttp://puu.sh/6DOaQ.jpghttp://puu.sh/6DOco.jpgOkay so here's a strategy I formed from just looking at the first start hand and the first draw:Turn 4 Khalni Hydra. Even if you get forced into first turn or willingly take it. (First turn gets no draw for those who don't know already)Though in exchange for getting Khalni Hydra on Turn 4 you WILL be taking some damage if your opponent realizes that nobody blocks with accelerators (unless you have Giant Growth in your hand early game, which this sample hand didn't).Turn 1:Forest(tap), Elvish Mystic.Turn 2:Untap all, draw Khalni Hydra.Play Copperline Gorge(tap), Elvish Mystic.Turn 3 (Less Accelerated turn):Untap All, Draw Copperline Gorge.Play Kazanda Refuge(starts tapped but will be ready by next turn).Gain 1 Health because of Kazanda Refuge.Kazanda Refuge's 1 Health boost is good because by now most opponents will have dealt you 1-4 damage.Turn 4:Untap all, draw Forest.Play Rootbound Crag (comes into play untapped because you control a Forest).At this point you should have 1x Forest, 2x Elvish Mystics, 1x Copperline Gorge, 1x Kazanda Refuge, and 1x Rootbound Crag. So you have 6 sources of mana.Along with these 6 sources of mana, the cost of Khalni hydra is reduced by 2 because you control 2 Green Creatures (Elvish Mystics).Tap all Mana Sources, play Khalni Hydra.Turn 5:Untap all, draw Mountain.Swing with Khalni and take out whatever small creatures the opponent blocks with, still doing trample damage most likely.Then from there I'm too lazy to write out each consecutive turn, but as you can tell you wil be able to bring in another Khalni Hydra as well as a Vastwood Hydra, Apocalypse Hydra, use a Giant Growth on Khalni to increase Trample damage (whichever Khalni you may decide to use it on), Primordial Hydra(which you can make a 5/5 right off the bat AND use Giant growth on just to ensure that it will become a 10/10 the following turn).Then much later down the Next 20 list you'll see a Kalonian Hydra which would double all +1/+1 counters on creatures that you control (which combined with Primordial Hydra's upkeep double would 98% of the time make Primordial Hydra above its 10 counter or more requirement to gain trample, making it one of the biggest threats in the deck besides an early game accelerated Khalni Hydra, obtainable by turn 4 as shown in above turn breakdown).
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Why not update? Xenagos, god of revels would probably be amazing here.
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I might update it, but I'm not sure what is preventing it from being standard-legal
Rootbound Crag, Kazandu Refuge, Copperline Gorge, Primordial Hydra, Llanowar Elves, Khalni Hydra and Apocalypse Hydra. You don't have to go standard per say.
Yeah I probably won't be going Standard with this deck since all of those are in need of replacement.
I just meant update with some of the newer sets. There's Xenagos, God of Revels, Scourge of Skola Vale, Archetype of Endurance, Into the Wilds, Courser of Kruphix, Primal Vigor, Doubling Season, etc. I really enjoy Vastwood and Skola together.