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This deck was inspired by the Eldrazi Wilds deck on the Magic: 2014 PC game. I really liked the idea of mana ramping into ridiculously big stuff. I decided hydras would be a wise addition, since they scale to how much mana you have available, making them equally useful early game or late game.As is usual for me, my sideboard is not an actual sideboard but rather part sideboard and part cards I would like to get to add to this deck.
Even if you were handed this deck and not told how it works, I feel like it would explain itself as it goes. You wanna start with at least two or three mana in your opening hand because mana ramp doesn't help if you can't play it. But the combos kinda make themselves obvious. If you get Death's Presence out and there's a hydra you've buffed to 126/126 (this actually happened to me), your opponent can pull a Doom Blade or a Murder if they like, but with your Ornithopter down, all they've done is given you a 126/128 with flying. Obviously the end game ideal is to have fifteen mana and play Emrakul and reap the battlefield of your opponent's creatures and mana whilst dealing ridiculous amounts of damage.I'm considering, with Dawn's Reflection and Sheltered Aerie, if I should try adding in a card or two of other colours that I could pay for with those, since they tap or any colour mana.
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