Arcane Foundry › Commanders › Madame Hydra
Madame Hydra
Legendary Creature — Human Villain · {2}{B}{R} · Black/Red commander
Whenever you cast a Villain spell, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.)
Build a Madame Hydra deck →
What Madame Hydra 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 · cast_spellWhenever you cast a Villain spell, create a 2/1 black Villain creature token with menace.
What a Madame Hydra 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)
The Madame Hydra deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 28× A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- 8× A card that is CAST to trigger the commander — reanimating or blinking it does not count
- 5× 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 Madame Hydra
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
- Electro, Assaulting Battery3 mana
- Whiplash, Vengeful Engineer1 mana
- Common Crook2 mana
- Hobgoblin, Mantled Marauder2 mana
- Morlun, Devourer of Spiders2 mana
- A.I.M. Synthoids2 mana
- Agents of HYDRA2 mana
- Alex Wilder, Runaway2 mana
A card that is CAST to trigger the commander — reanimating or blinking it does not count
- Electro, Assaulting Battery3 mana
- Whiplash, Vengeful Engineer1 mana
- Common Crook2 mana
- Hobgoblin, Mantled Marauder2 mana
- Morlun, Devourer of Spiders2 mana
- A.I.M. Synthoids2 mana
- Agents of HYDRA2 mana
- Alex Wilder, Runaway2 mana
A team pump that actually pumps tokens
- Patchwork Banner3 mana
- Castle Embereth0 mana
- Great Train Heist1 mana
- Heraldic Banner3 mana
- Rising of the Day3 mana
- Purphoros, God of the Forge4 mana
- Kavaron, Memorial World0 mana
- Adaptive Automaton3 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Wild Magic Surge2 mana
- Defile1 mana
- Tragic Slip1 mana
- Infernal Grasp2 mana
- Terminate2 mana
- Fatal Push1 mana
- Bitter Triumph2 mana
- Black Sun's Twilight1 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
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Bontu's Last Reckoning3 mana
- Street Spasm1 mana
- Sickening Dreams2 mana
- Crypt Rats3 mana
Refill your hand
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Black Market Connections3 mana
- Braids, Arisen Nightmare3 mana
- Herald's Horn3 mana
- Morbid Opportunist3 mana
- Phyrexian Arena3 mana
- Professional Face-Breaker3 mana
Keep a permanent you control alive through removal
- Hexing Squelcher2 mana
- 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
Get ahead on mana
- Sol Ring1 mana
- Rakdos Signet2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Diamond0 mana
- Mana Vault1 mana