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Simple hydras are simple. Not the best solution to a hydra deck, but I enjoy it's simplicity all the same. All of the hydras have trample to an extent and they have potential to grow as well. There's some ramp and other utility to ensure playing hydras as fast as possible and keep them functioning.
RampPlay hydrasKeep them alive and functioningTrample over opponentSimple win if all goes your wayBioshift seemed like an interesting card to try in the deck. It's for occasions where a hydra is locked down by Pacifism (or other cards of the like) and you want to shift counters to another hydra that is free to attack. This of course would be used during a time where you don't have a Naturalize in hand to get rid of a pesky enchantment.ORIf a hydra gets through during combat, move some or all counters from a hydra that is being blocked/destroyed to the one that's getting through to maximize damage output, if that makes sense.Pit Fight for forcefully fighting creatures that opponents aren't attacking or blocking with that you want to get rid ofNaturalize for enchantment/artifact removalSolidarity of Heroes for buffing hydra(s)Ordeal of Nylea is kind of cool because you can give a hydra a minimum of an extra +1/+1 counter as well as pull two land from the deck, so long as you can get an attack off with the enchanted hydra.I chose two Peregrination and two Explosive Vegetation because I like being able to put two land out at a time with Explosive, but having a card that's able to scry as well is cool too. I couldn't decide on one or the other so I just picked two of both.The Hydras themselves are pretty self explanatory. They all have trample and potential to grow stronger over time.Again, this deck is not the ultimate solution to building a successful hydra deck. As far as price goes, it's sort of a budget deck, especially considering I already have most of the cards for it. It's definitely meant to be used in a casual setting. If I was to recommend anything for the deck, I'd try to add in some forms of draw power, better ramp, life gain, or additional abilities for the hydras (flying, indestructible, hexproof, etc.). This deck almost splashed blue for draw power and counter spells but it was getting to be too much and seemed pointless for eight blue cards or so. Play-sets of RItes of Flourishing and Dictate of Kruphix almost made an appearance as well but I decided against this deck being turned into a circus of progression. At that point it might be helping my opponent more than it'd be helping me. That's another deck for another day I suppose.
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