Instant, Sorcery, Enchantment, Artifact (14) | |||
---|---|---|---|
$1.93€1.501.25 | |||
$0.20€0.110.03 | |||
$0.71€0.460.03 | |||
$0.20€0.140.03 | |||
$0.50€0.470.02 | |||
$3.00€1.970.02 | |||
$0.36€0.130.02 | |||
Creature (23) | |||
$0.33€0.190.02 | |||
$0.25€0.110.06 | |||
$0.20€0.130.03 | |||
$0.35€0.280.03 | |||
$0.26€0.160.02 | |||
$0.50€0.320.02 | |||
$9.19€9.941.24 | |||
Land (23) | |||
4
Swamp
|
$0.68€0.08 | ||
4
Forest
|
$1.05€0.08 | ||
$0.25€0.180.03 | |||
$0.25€0.110.03 | |||
$1.60€1.170.02 | |||
$1.24€0.940.02 | |||
$0.49€0.310.03 | |||
$0.33€0.190.03 |
$0.24€0.160.03 | |||
2
Divest
|
$0.20€0.070.03 | ||
4
Duress
|
$0.21€0.120.04 | ||
$1.93€1.501.25 | |||
$0.20€0.080.03 | |||
$0.20€0.140.03 |
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Learn more Download For WindowsRentedRed's Hadana's Climb MTGA - 60%~ Win Rate @ July 2, 2018
This deck on average does very well against the current meta of RDW | BU Midrange | UW Appraoch | G Mono
There is different ways to play this deck, but the best way to get the most out of this deck. Is to understand the value each card brings to the table.
0 | 0 | 1 | Creature — Hydra | |||
0 | 0 | 4 | Creature — Human Rogue | |||
0 | 0 | 4 | Creature — Human Pirate | |||
0 | 0 | 4 | Creature — Elf Druid | |||
0 | 0 | 2 | Artifact Creature — Construct | |||
0 | 0 | 4 | Artifact Creature — Construct | |||
0 | 0 | 4 | Creature — Snake |
Top -> Bottom (1 out of 10 Rating)
1. Bristling Hydra is the card that uses excess Energy as a way to remain on the board as long as possible. The Hexproof and counter gain is very viable with constrictor on the board. But, is not key to making this deck work. It is a good stand alone card with synergy, and is a good 4 drop if needed. 4/10
2. She is the bread and butter of the deck, if you are trying to maintain control against any B/U Midrange, or U/W control. She is the battery that keeps your deck running. As well, the menace is a good way to avoid blockers if needed. 10/10
3. This guy usage is to take any board wipe or control out of your opponents hand, and keep it in contorl of yours. As well, the view of the opponents hand is crucial in knowing what you can play. 8/10
4. This gal is not only good as a ramp, but she's also good with being a chump removal bait. If she get's countered, it's okay. Due to ramping against control is not too good idea to begin with, if they can simply counter the big johnny's. I play her turn two every time, if she's available. And if she survives, than it's only going to get better with a glint sleeve. 6/10
5. The big creature that allows your board to steer clear of any board removal from RED, or allows you to get spread the amount of danger on the board. Combo's EXTREMELY well, with Constrictor and Hadana's Climb 9/10
6. This card, is the card that will reach across the board for the final damage. A 2/2 does 4 Damage, if the ballista can touch the opponent. A 4/4 does 8.. Etc.. It's a great chump for removal as well on turn two if you are against control, or your early board is susceptible to removal from red or black. 9/10
7. The meat of the deck. This deck has the synergy with every card, that makes it incredibly well to throw in. Though, it is very very susceptible to removal by many decks, due to the dangers it can do. I don't play this card, until I have a blossoming defense in hand, or I know for a fact.. That I can get one turn with it, to benefit it's abilities. 10/10
0 | 31 | 19 | 2 | 0 |
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8 | 7 | 0 | 0 | 0 |
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