Arcane Foundry › Commanders › Crimson Cowl, Master of Evil
Crimson Cowl, Master of Evil
Legendary Creature — Human Villain · {2}{B} · Black commander
Whenever one or more nontoken Villains you control attack a player, you create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.)
Build a Crimson Cowl, Master of Evil deck →
What Crimson Cowl, Master of Evil actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · attackWhenever one or more nontoken Villains you control attack a player, you create a 2/1 black Villain creature token with menace.
What a Crimson Cowl, Master of Evil deck needs
Plays as villain typal. What the commander asks of the other 99 — read from the card and checked by hand.
- villain creatures (its text counts them)
- a wide board that attacks every turn (the trigger fires on the attack)
The Crimson Cowl, Master of Evil deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 33× A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- 8× A team pump that actually pumps tokens
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Crimson Cowl, Master of Evil
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- Whiplash, Vengeful Engineer1 mana
- Common Crook2 mana
- Morlun, Devourer of Spiders2 mana
- A.I.M. Synthoids2 mana
- Agents of HYDRA2 mana
- Bob, Reluctant HYDRA Agent2 mana
- Boomerang, Blade Flinger2 mana
- Doom's Servo-Guards2 mana
A team pump that actually pumps tokens
- Patchwork Banner3 mana
- Heraldic Banner3 mana
- Adaptive Automaton3 mana
- Chief of the Foundry3 mana
- Icon of Ancestry3 mana
- Banner of Kinship5 mana
- Vanquisher's Banner5 mana
- Door of Destinies4 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Defile1 mana
- Tragic Slip1 mana
- Infernal Grasp2 mana
- Fatal Push1 mana
- Bitter Triumph2 mana
- Black Sun's Twilight1 mana
- Cut Down1 mana
- Erebos's Intervention1 mana
Find the exact card the plan needs
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Imperial Seal1 mana
- Demonic Consultation1 mana
- Grim Tutor3 mana
- Tainted Pact2 mana
- Scheming Symmetry1 mana
Answer a whole board at once
- Toxic Deluge3 mana
- Damnation4 mana
- Bontu's Last Reckoning3 mana
- Sickening Dreams2 mana
- Crypt Rats3 mana
- Extinction Event4 mana
- Endemic Plague4 mana
- The Meathook Massacre2 mana
Refill your hand
- Skullclamp1 mana
- Black Market Connections3 mana
- Braids, Arisen Nightmare3 mana
- Herald's Horn3 mana
- Morbid Opportunist3 mana
- Phyrexian Arena3 mana
- The One Ring4 mana
- Vexing Bauble1 mana
Keep a permanent you control alive through removal
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
- Akroma's Memorial7 mana
- The Walls of Ba Sing Se8 mana
- Brotherhood Regalia2 mana
Get ahead on mana
- Sol Ring1 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Diamond0 mana
- Mana Vault1 mana
- Wayfarer's Bauble1 mana