Darkness (16)
4x Locomotiver
4x Propeller Mutant
2x Clamp
2x Snake Attack
4x Terror Pit
Water (20)
4x Corile
4x Emeral
4x Aqua Surfer
4x Aqua Hulcus
2x Energy Stream
2x Merfolk
Rainbow (4)
4x Hydrooze the Mutant Empreror
Very standard Hydrooze decklist. Only tech this decklist has over the more standard builds is the addition of Snake Attack.
An issue with Hydrooze is the fact that there are no double breakers to help in closing out games. Snake Attack fits well in this deck, giving it the ability to do so and a tool to aggro back from a losing position.
There is slight debate on whether Cranium Clamp has a place in Hydrooze because it doesn't provide a body like Loco. I play in Singapore meta where literally half the decks run Arque. Even then I believe that Clamp is still useful. The worst case scenario is if u knock out an Arque on T4 but you can follow it up with Corile t5 so damage is limited at worst. On the other hand, if u knock out 2 cards that are not an Arque, you have gained significant mileage over your opponent by knocking out what could have been 2 answers. Also, the decrease in hand size will make the Locos you hard summon more deadly.
With a progression of 2 Drop>> Hulcus >> Hydrooze>> Corile/Merfolk, getting a 5k body turn 4 is huge as it can swing over bigger creatures that might pose a problem early game such as opposing Gonta. Following that up with Merfolk or Corile will then generate additional advantage. In Corile's case, it opens up an avenue for hulcus to swing if a blocker gets bounced. Merfolk provides the additional huge body that cannot be killed by searing wave + 3 hand cards is also rather important in this deck, considering how fast you deplete hand size by dropping bodies.
Swinging with Propeller Mutant early game might be beneficial in some situations even if opponent has a creature that trades favourably i.e. Hulcus. With the option of snake attack,it is important to ensure that the opponent has an even number of shields to more easily close off games.
4x Locomotiver
4x Propeller Mutant
2x Clamp
2x Snake Attack
4x Terror Pit
Water (20)
4x Corile
4x Emeral
4x Aqua Surfer
4x Aqua Hulcus
2x Energy Stream
2x Merfolk
Rainbow (4)
4x Hydrooze the Mutant Empreror
Very standard Hydrooze decklist. Only tech this decklist has over the more standard builds is the addition of Snake Attack.
An issue with Hydrooze is the fact that there are no double breakers to help in closing out games. Snake Attack fits well in this deck, giving it the ability to do so and a tool to aggro back from a losing position.
There is slight debate on whether Cranium Clamp has a place in Hydrooze because it doesn't provide a body like Loco. I play in Singapore meta where literally half the decks run Arque. Even then I believe that Clamp is still useful. The worst case scenario is if u knock out an Arque on T4 but you can follow it up with Corile t5 so damage is limited at worst. On the other hand, if u knock out 2 cards that are not an Arque, you have gained significant mileage over your opponent by knocking out what could have been 2 answers. Also, the decrease in hand size will make the Locos you hard summon more deadly.
With a progression of 2 Drop>> Hulcus >> Hydrooze>> Corile/Merfolk, getting a 5k body turn 4 is huge as it can swing over bigger creatures that might pose a problem early game such as opposing Gonta. Following that up with Merfolk or Corile will then generate additional advantage. In Corile's case, it opens up an avenue for hulcus to swing if a blocker gets bounced. Merfolk provides the additional huge body that cannot be killed by searing wave + 3 hand cards is also rather important in this deck, considering how fast you deplete hand size by dropping bodies.
Swinging with Propeller Mutant early game might be beneficial in some situations even if opponent has a creature that trades favourably i.e. Hulcus. With the option of snake attack,it is important to ensure that the opponent has an even number of shields to more easily close off games.
Last edited by Altina on 17.02.18 3:19; edited 2 times in total