This card's ability most notably appeared on
Taurean Mauler, way back in Morningtide. It's
fitting that the ability returns in a set where
we return to Lorwyn, and it arguably fits even
better on a Hydra than it did on the Mauler.
It's a good way of punishing people for fooling
around with card-drawing spells, and I could
also see it playing the role of Quirion Dryad in
a Miracle Gro-style deck for smaller formats -
your own cantrips can very quickly get it out of
the range of many direct damage spells, and
going into blue gives you plenty of those, along
with protective instants against the Ultimate
Price that everyone is supposed to always be
holding.
Today's card of the day is Managorger Hydra
which is a three mana Green
1/1 with Trample that gets +1/+1 counters
whenever a player casts a spell. This is a
fantastic early threat, particularly in
Multiplayer, that doesn't require much in the
way of direct support as anything can add
counters. By the time it can attack it
will likely be a 3/3 and in a lower casting cost
aggressive build it might be even larger.
Overall this is a fun and fairly efficient
creature that is likely to be popular across
formats and may even make appearances in the
competitive scene as a secondary threat along
the mana curve.
In Limited this is an easy first pick in Booster
that even in the later stages of the game will
likely be a 2/2 or 3/3 for three when it can
attack, but early on is an extreme threat and
difficult to oppose. In Sealed it is well
worth splashing Green to include and really has
no drawback at all, being a well rounded threat
at a reasonable mana cost.
I like the card, hate the name. It's an ability
that has sort of been done before, one of those
that can wreak havoc in game, especially in
multiples. Doubling season or its ilk will make
it even scarier. it's not so overpowered that
it'll be a consistent threat, but should provide
an easy win, or at least a nifty distraction for
your opponent's kill or burn spells.