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This is take two on my Golgari hexproof tribal, I cut the black and trimmed down the curve significantly and added more 1/1 counter effects for the Hydra's Growth synergies, which sped up the gameplan of going BIG. No more Lumberknot jankiness, sad life:(The sideboard is the all the cut cards from earlier version.
Mulligan until you have a creature, preferably with hexproof, with the Spider Umbra to work as a countermeasure to "destroy all" or damage effects.To speed up the counters it can be a good idea to cast 1/1 counters in upkeep in response to Hydra's growth triggers, to get additional counters.
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NOTE: Set by owner when deck was made.
Not a bad idea, maybe switch out the tap lands for pathways but either way looks good.
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Thank you! The only reason I haven't added pathways is because im a cheapskate haha4x pathways alone would double the price of the whole deck, even though as you say it is a good include.
+1Your way of building a hexproof deck is different from the "standard", which can be a good thing. It would be nice, if you could write up a short description why you did built the deck this way and why you did differ from the standard builds. Personally I would either make this deck mono green or add white as second colour. I would also try to get more constancy into the deck, meaning less 1 and 2-offs but focus more on 4 copies of a card. Homicidal Seclusion is to slow and surviving long enough to get the maximum use out of [[Hydra's Growth]] could also be difficult, if your toughest creature is a 4/4...that you only have 3 times in your deck. Dungrove Elder would be a great creature in mono green, and a pain in the ass for control decks. Rancor is always a great card as no matter what you enchant with it, if the creature dies, it comes back and can be re-used. White would give access to things like Unflinching Courage as well as some more "classic" enchantment cards: Ethereal Armor, Hyena Umbra, Spirit MantleHelm of the Gods would be a weaker but colourless version of Ethereal Armor
Thanks man. The reason why my deck might come across as "off" for more experienced players is that I have no idea what the pro scene looks like, even though I have a good amount of years of experience from playing with my friends.I cooked up this piece as there is a good amount of control in our meta at the moment, and I would like to exploit this fact. You are totally on the nose with Homicidal Seclusion being a risky include, being at 5 mana and all. But I will definitely give it a try! I kind of think of it as the only late drop in the deck, which makes it seem not so bad to me.Your card and color combination would seem to me to easily blow out my deck in terms of both speed and explosivity, I have no doubt in my mindxD To me this is more like a challenge to see how far I can take fun cards like Lumberknot / Hydra's Growth in a midranged shell, given my current budget and deckbuilding skills! I will see how far I can take it, though it might still be the subject to change:)
Well the "standard" enchantment decks normally are built around 1/1 hexproof creatures with as many cheap but effective auras as you can pack into a deck. Very fast, very explosive. The problem I see with Homicidal Seclusion is that hexproof creatures, even if they are only 1/1's, do not die that easily, especially if your opponent sees that you have a Homicidal Seclusion on the field. If you want to stick with [[Hydra's Growth]] then Forced Adaptation could be worth a look. As you decide which trigger resolves first, this could help you to built up counters more quickly. I would also trade Season of Growth for something that gives you cards when you need it, like Harmonize or Village Rites. The last one could also take care of any creatures you have that prevent you from getting Homicidal Seclusion's bonus.
So you are thinking about the "as long as you control exactly one creature" condition to be the problem? The gameplan is generally only to control a single creature at the time, unless I need chum-blockers. cards like Deadly Allure and Languish should also be helpful with the whole creature problem. (hopefully one survives)Forced Adaptation and Village rites are great ideas! It might be necessary to speed up the 1/1+ counter plan for the deck to be fast enough. Luckily I will have the opportunity to try it in practice on Saturday :D
Going over the deck again, I think the part I don't really like is Lumberknot. Lumberknot requires something to die to get stronger, but you don't have any cards that could let you effectively sacrifice anything for Lumberknot. Itself is not strong enough to block creatures, so you might have a problem with aggro decks. So basically it's a 1/1 hexproof for 4 mana, with an ability that will trigger very rarely. I would still take a look at Dungrove Elder as he doesn't need the +1/+1 counters to be of use, but has hexproof and can be combined with Hydra's Growth. And you even wouldn't have to change the title as the Elder is a Treefolk ;)Another thing that just comes to my mind would be evasion of one sort or another: Evolution Charm, Rancor or something like Zephyr Boots
Most of the time Lumberknot will surely just be a 1/1. but the dream of playing languish and having it somehow surviving, or enchanting it with Predatory Urge and having it go to town is definitely there. THE DREAM!I will have to try it out and see how it preforms, and if it doesn't I will find some replacements, as the deck needs to win a fair percentage of the time in order for me to enjoy playing it.As I see it, bad jank is fun decks losing games, and good jank is fun while winning!Ps: I would really like to keep the season of growth as the engine. Maybe I'll even lean even harder into it in future versions.
I would be interested in a short report after your tests on Saturday. And I would tweak the manabase a little bit before that, you have 9 Forests and 7 Swamps, but a 3:1 ratio leaning toward green cards.
Ok, here are the results. I got to play against a variety of decks with mixed results. The win/lose with the deck was 4/2. But it was against decks it probably shouldn't have struggled (as much as it did) against. Therefore I have chosen to sacrifice a lot of fun mechanics for better earlygame and better consistency, especially considering the excessive use of combo decks in my playgroup, demands speed to win more than anything.Homocidal Seclusion shrined through in multiple games yet it also cost me at least a game, as the opponent made me sacrifice a creature, which might be the best way to remove a creature with hexproof + totemarmor/indestructible.This let me to sit the card out for now, and when I slimmed the deck down to its essentials, I realized I only had 2 black cards left in the entire deck (2x Professor's Warning). That I could simply replace with Spider Umbra. I also found great leverage in having Inscription of Abundance as a instant speed tool, both to fight and to dodge a damage sweeper.
I know the problem with fun-mechanics. They sound great, and if you get to play them, the match can be really funny (at least for you), but often those are weak decks compared to other, more streamlined, builds. I had a draw/discard madness deck once, which was really fun to play as it could drive your opponent nuts when he wanted to play something and you reacted with draw+discard+lets look if I get an answer to your card due to my draw. I would suggest that you make another deck, put the fun-mechanics into this, and let your friends also built fun-decks, that are not absolutely streamlined/ competitive. You could even use some of the unstable/unhinged cards. Many of my pauper decks with access to black use [[Geth's Verdict]] or Diabolic Edict, at least in the sideboard, some of them even mainboard, as this card can cripple a hexproof deck really fast. What you could do to play around some of those sacrifice mechanics would be the usage of manlands: Lair of the Hydra (Other colours have access to other manlands as well, but this one is the only green). Your opponents forces you to sacrifice a creature, you react, turn the land into a creature and sacrifice it. Another option could be the usage of Jungleborn Pioneer as this gives you a hexproof token and a creature that you can sacrifice. If you're looking for a creature with good survivability and power then Thrun, the Last Troll could be worth a look, tough he is expensive with 3$+/card.