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After seeing some red/green mana ramp decks being played in the local game shop, I thought I would put together one. Hydras are typically the largest creatures in the game, and this relies on being able to just get a shitload of mana to cast a big hydra, and then just keep swinging with it. Walls were thrown in to help defend in early game, however, other creatures, including the X cost hydras can serve the same purpose.
Typically I look for a hand with at least 1 forest and mountain, and at least one way to get mana out quickly( either exploration or expedition map, hopefully both). From there I try to get mana out and potentially cast a vernal bloom, although it is not always needed. Cast the walls ASAP if you are playing an Aggro creature deck.
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Might think about taking out Spellbreaker Bohemoth since all your hydras have 0 power when cast and only gain power through counters obtained by entering the battlefield.603.6a. Enters-the-battlefield abilities trigger when a permanent enters the battlefield. These are written, "When [this object] enters the battlefield, . . . " or "Whenever a [type] enters the battlefield, . . ." Each time an event puts one or more permanentsPermanent: A card or token on the battlefield. See rule 110, "Permanents." 110. Permanents onto the battlefield, all permanents on the battlefield (including the newcomers) are checked for any enters-the-battlefield triggers that match the event.
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