Arcane Foundry › Commanders › The Squadron Sinister
The Squadron Sinister
Legendary Creature — Human Villain · {5}{U}{R} · Red/Blue commander
Flying, haste
Other Villains you control get +2/+2 and have flying and haste.
Mayhem {3}{U}{R} (You may cast this card from your graveyard for {3}{U}{R} if you discarded it this turn. Timing rules still apply.)
Build a The Squadron Sinister deck →
What The Squadron Sinister actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Static ability · lordOther Villains you control get +2/+2 and have flying and haste.
- Keyword · flyingflying
- Keyword · hastehaste
- Keyword · mayhemmayhem
What a The Squadron Sinister deck needs
Plays as villain typal. What the commander asks of the other 99 — read from the card and checked by hand.
- creatures that profit from flying/haste (it grants the team them)
- villain creatures (its text counts them)
The The Squadron Sinister deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 8× Evasion that does NOT target or attach — for a commander your own auras and equipment cannot legally touch
- 31× A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 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 The Squadron Sinister
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.
Evasion that does NOT target or attach — for a commander your own auras and equipment cannot legally touch
- Tetsuko Umezawa, Fugitive2 mana
- Glaring Spotlight1 mana
- Wonder4 mana
- Reverse the Polarity3 mana
- Inquisitorial Rosette2 mana
- Archetype of Imagination6 mana
- Crash Through1 mana
- Eldrazi Monument5 mana
A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- Lady Octopus, Inspired Inventor1 mana
- Electro, Assaulting Battery3 mana
- Aerial Doombot1 mana
- Kid Loki1 mana
- Chameleon, Master of Disguise4 mana
- Hobgoblin, Mantled Marauder2 mana
- Hydro-Man, Fluid Felon2 mana
- A.I.M. Synthoids2 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Reality Shift2 mana
- Wild Magic Surge2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Crush1 mana
- Umezawa's Jitte2 mana
- Jilt2 mana
Find the exact card the plan needs
- Reshape2 mana
- Mask of the Mimic1 mana
- Long-Term Plans3 mana
- Whir of Invention3 mana
- Merchant Scroll2 mana
- Mystical Tutor1 mana
- Muddle the Mixture2 mana
- Personal Tutor1 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Street Spasm1 mana
- Desynchronization4 mana
- Wave Goodbye4 mana
- Whelming Wave4 mana
- Consuming Tide4 mana
- Selective Obliteration5 mana
Refill your hand
- Mystic Remora1 mana
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Curiosity1 mana
- Wizard Class1 mana
- Herald's Horn3 mana
- Professional Face-Breaker3 mana
- Rhystic Study3 mana
Keep a permanent you control alive through removal
- Hexing Squelcher2 mana
- Lost in the Maze2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
- Akroma's Memorial7 mana
Get ahead on mana
- Sol Ring1 mana
- Izzet Signet2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Diamond0 mana
- Mana Vault1 mana