Introduction
This week’s Unusual Tribes article will focus on Hydras. The
Hydra was a many headed beast slain by the Greek hero Heracles, or Hercules in
adaptations made by the Romans and the Disney corporation. Each time one of the
Hydra’s heads was cut off two more would grow in its place, unless the stump of
the neck was burned away with fire. Hydras are considered green’s ‘iconic
creature type’, a term meaning that they are large creatures typically,
although not always, printed in a single colour. This places them alongside
Angels, Sphinxes, Demons and Dragons, who are the iconic creatures of white,
blue, black and red respectively.[1]
Despite their modern association with green, Hydras were initially printed exclusively
in red. Rock
Hydra, the first Hydra ever printed, was a red card. Rock
Hydra was then followed by several other mono-red Hydras including Balduvian
Hydra, Ancient
Hydra and Molten
Hydra.
The first green Hydra would not see print until 2005 in Ravnica:
City of Guilds. Phytohydra
was a green/white Plant Hydra aligned with the Selesnya Conclave. Phytohydra
would later be joined, in the same block, by Ulasht,
the Hate Seed and Sprouting
Phytohydra. Interestingly, of these 3 hydras, only Ulasht,
the Hate Seed was not a Hydra/Plant. As Ulasht
is the only one of the three to have red in its colour identity this suggests
that red was still the colour primarily associated with hydras, with the green
of the other Hydras coming stemming from their Plant creature type. The printing
of Khalni
Hydra in 2010’s Rise of the Eldrazi marked
the decisive shift of Hydras from red to green. Khalni
Hydra is officially the greenest card ever made. It costs 8
green mana, that is to say it has 8 individual green mana pips in its casting
cost. This gives Khalni
Hydra the single most mana pips of any, black-bordered,
card in the game. It loses out only to B.F.M.
(Big Furry Monster), a joke card printed in Unglued,
which costs 15 black mana. Khalni
Hydra’s cost is
reduced by one green for each green creature controlled by its owner,
demonstrating further that Hydras are now aligned with green.
Although Theros: Beyond Death will undoubtedly
contain a handful of Hydras, as the plane of Theros is inspired by Greek
mythology, this article will be spoiler free. After the set is released, if any
of these Hydras are notable enough to warrant mention here, information about
them will be retroactively added in.
Heads and Tails
Typically, Hydras many heads are represented through +1/+1
counters. This is made clear when looking at the first hydra printed, Rock
Hydra. Like many of Magic the Gathering’s oldest cards, Rock
Hydra’s original rules text is incredibly bizarre by modern standards. The card costs 2 red mana + X and states, ‘Put X
+1/+1 counters (heads) on Hydra. Each
point of damage Hydra suffers destroys one head unless R is spent. During upkeep new heads may be grown for RRR
apiece’. The first clause of Rock
Hydra’s effect has been replicated on many of Magic’s
later Hydras. Of the 48 Hydras in the game, 18 of them (or 37.5%) have X in
their mana cost. Each of these Hydras enters the battlefield with X +1/+1
counters on it.
Protean
Hydra is one of the more flavourful Hydras in the game. It perfectly
captures the idea of two heads growing back from the stump each time a single
head is decapitated. Whenever Protean
Hydra takes damage, it loses that number of
heads, in the form of+1/+1 counters. 2 +1/+1
counters are then placed upon it at the next end step, for each counter which
was removed that turn. This shows new heads sprouting from the severed stumps.
Interestingly, Phyrexian
Hydra works in the opposite way to Protean
Hydra. Any damage dealt to
Phyrexian
Hydra is prevented, but in return, a -1/-1 counter
is placed on the card. This, coupled with the card possessing the ability
Infect, demonstrates that Phyrexian
Hydra grows more and more diseased and sickly as it takes more and more damage.
This is an interesting demonstration of the nature of the Phyrexian infection, which
spread across Mirrodin, but a slightly strange take on a Hydra. Perhaps the
card does the opposite of what other Hydras do to reflect Phyrexia’s status as
an absurd and nightmarish world where nothing works as would be expected.
Kalonian
Hydra is a peculiar card, in terms of how it conveys the
idea of being a Hydra, but a brilliant support card to other members of the
tribe. Kalonian
Hydra enters play with 4 +1/+1 on it. Whenever it attacks,
the number of +1/+1 counters on it is doubled as well as the number of counters
on every other card its owner controls. This effect works brilliantly when
played alongside other Hydras, as many of them will also be covered in +1/+1
counters. The flavour text of Kalonian
Hydra ,‘Even baloths fear its feeding time’, implies that
the +1/+1 counters on the Hydra are doubled due to it feasting on prey. This is
slightly inconsistent with other members of the tribe, where the +1/+1 counters
are used to represent additional heads. Perhaps feasting on baloths causes Kalonian
Hydra to sprout new
heads?
+1/+1 counters are not the only way that the multiple heads
of Hydras are demonstrated through game mechanics. In multiplayer, Hydra
Omnivore deals its combat damage to every opponent, reflecting how each of
its heads is lashing out at a different foe. Similarly, Savageborn
Hydra possesses Double Strike to reflect how its multiple heads enable it to bite opponents several times simultaneously.
Gargos and Other Hydra Legends
Until the release of Core Set 2020 Hydras did not
really have a lord. That all changed
with the printing of Gargos,
Viscious Watcher.
Gargos
is the ideal commander for a mono-green hydra deck. Although Gargos does not
provide +1/+1 to each Hydra you control, he reduces the price of every other
Hydra in his controller’s deck by 4 and fights an opponent’s creatures whenever
one of your creatures is targeted by a spell. Gargos’
price reduction effect is extremely valuable. Being able to bring out Oran-Rief
Hydra or Hydra
Omnivore for a mere two mana is quite intimidating. Furthermore, this cost
reduction ability synergises effectively with the series of Hydras who have X
in their mana cost, such as Protean
Hydra and Hooded
Hydra. As each of these Hydras get +1/+1 equal to the value of X, Gargos
effectively grants each of these Hydras four extra power and toughness. Gargos’
fight ability is also useful, as it essentially turns your opponent’s removal
spells into two for ones. Gargos will fight, and presumably destroy, one of
their creatures in the event that they attempt to target one of your Hydras
with Swords
to Plowshares.
For all of Gargos’
strengths, the card has one major flaw as a commander. Sadly, due to only
possessing green in his colour identity, a deck led by Gargos
loses access to several of the most powerful members of the tribe. This includes
such cards as Hydroid
Krasis and Savageborn
Hydra. This leaves EDH decks which want to run many non-green Hydras with
several potential alternatives, namely, Gyrus,
Waker of Corpses, Ulasht,
the Hate Seed and Progenitus.
Although each of these cards are Hydras, they do not synergise nearly as well
with other Hydras as Gargos’
does, and pull you towards other strategies. Gyrus,
Waker of Corpses works best in a graveyard reanimation deck. Ulasht,
the Hate Seed wants to be in a go-wide deck. Progenitus,
as one of only two cards to bear the clause ‘protection from everything’, wants to act
as the centrepiece of a battlecruiser strategy. [2] In summary, despite losing
access to several members of the tribe, the sheer impact of Gargos’
ability in a Hydra deck makes him the premier choice for Hydra tribal. The
other legendary Hydras encourage you to run alternative strategies.
Arbitrary Grades
Flavour: A
The primary attribute which distinguishes Hydras from each
of the game’s other creature types is their multiple heads. By tying heads into
+1/+1 counters, Wizards of the Coast have created an effective and consistent
means of showing off what makes Hydras novel, and demonstrating them losing and
gaining heads over the course of a fight. It is perhaps curious that this
ability is not universal amongst all Hydras, and some have a predetermined amount
of power and toughness, or else do not interact with +1/+1 counters at all. Overall,
however, it is probably for the best that every Hydra in the game is not simply
a creature with X in its mana cost that gains +1/+1 counters equal to the value
of X. This ensures that the design space for Hydra cards is significantly wider
than merely being a series of, marginally altered, duplicates of Rock
Hydra. Cards such as Hydra
Omnivore and Savageborn
Hydra are also effectively able to portray their multiheaded
nature.
Viability: B
Hydras have always been powerful creatures, yet green has no
shortage of strong threats. Gargos has done a lot to make the tribe more
viable collectively as he circumvents Hydras’ most significant weakness, their
high cost. Given how recently Gargos was released, and Hydras’ status as
green’s iconic creature type, it seems highly possible that more Hydra tribal
support is incoming in the future. The many Hydras who rely on +1/+1 counters
also make them a great fit in decks that revolve around Proliferate and other
mechanics which increase the number of +1/+1 counters in play. Kalonian
Hydra is an essential component in any EDH deck in which
+1/+1 counters are a major component, and works well alongside other Hydras. Furthermore,
as was discussed above, there are several Legendary Hydras who make interesting
centerpieces to novel deck concepts.
Best and worst cards:
Hydroid
Krasis is certainly the most used card of the tribe at the present moment.
Simic Ramp decks are currently very popular in Standard, even if they don’t dominate
the meta as they once did in the days prior to the banning of Oko. Hydroid
Krasis is able to offer these decks the dual utilities of card draw and
life gain attached to an incredibly evasive threat. A Hydroid
Krasis, with enough mana
thrown into it, effectively
makes its caster’s victory an inevitability.
Voracious
Hydra is another member of the tribe made powerful due to its versatility. Voracious
Hydra fits into the long line of Hydras where X can be paid in order to
give it +1/+1 counters. As Voracious
Hydra enters the battlefield it can either fight a creature your opponent
controls, or the number of +1/+1 counters on it can be doubled. The Hydra
can thus be a removal spell attached to a decently powerful creature, or simply
an overwhelmingly powerful threat.
A final Hydra worthy of mention here is Hydra
Omnivore. An 8/8, for a mere 6 mana, Hydra
Omnivore has stats
worthy of its cost. The Omnivore deals damage to every single opponent in multiplayer
games. If it can be made unblockable, such as through the use of Aqueous
Form, then the Omnivore quickly shifts the balance of
multiplayer games in its controller’s favour. Although this comes with the
downside of Hydra
Omnivore being a lightning
rod for removal and often drawing out the fury of the other players at the
table.
Not every Hydra can get ahead like
those mentioned above. Molten
Hydra is one of the absolute worst cards of the tribe. It hits
the battlefield as a 1/1 for 2 mana. Though Molten
Hydra has the ability to place +1/+1 counters on itself,
and to remove these counters to damage opponents, the fact that placing each of
these counters costs 3 mana ensures that you’re merely sinking more mana into
an already overcosted card. Balduvian
Hydra is another member of the tribe headed straight for
the trash. Unlike every other Hydra with X in its casting cost, Balduvian
Hydra places +1/+0 counters on itself, rather than +1/+1
counters, ensuring that it will only ever enter play with a single point of
toughness. this is somewhat mitigated by
the fact that a counter can be removed to prevent a point of damage from being
dealt to the Hydra. Having a 4/1 for six mana is a terrible deal. This is especially
notable, considering that Balduvian
Hydra grows weaker every time it is blocked by creatures
with a single point of power or more.
[1]
More information about Iconic Creature types can be found in this article by Mark
Rosewater which defines the term https://magic.wizards.com/en/articles/archive/making-magic/building-better-monster-2013-11-11
[2] Hexdrinker is the 2nd card to have 'Protection from Everything'.
[2] Hexdrinker is the 2nd card to have 'Protection from Everything'.
No comments:
Post a Comment