Hydro-Man, Fluid Felon

Hydro-Man, Fluid Felon

Legendary Creature — Elemental Villain

Mana cost: {U}{U}

How we read this card

Whenever you cast a blue spell, if Hydro-Man is a creature, he gets +1/+1 until end of turn.

triggered — gives +1/+1

At the beginning of your end step, untap Hydro-Man. Until your next turn, he becomes a land and gains that ability

triggered — untaps a permanent

triggered — turns something into a creature

triggered — grants a keyword

Add {U}.

activated {T} — adds 1 mana

What we read on this card

Causes: untap a permanent.

Cares about: an end step.

Works well with

a Villain enters the battlefield — 55 cards in Hydro-Man's colors can cause this (Hydro-Man is one).

  1. Flying Octobot — When Hydro-Man, Fluid Felon enters, Flying Octobot puts a +1/+1 counter on itself

a creature attacks — 3,238 cards in Hydro-Man's colors can cause this (Hydro-Man is one).

When Hydro-Man, Fluid Felon attacks:

  1. Adaptive Omnitool — searches a library
  2. Kindred Discovery — draws you 1 card
  3. Screaming Swarm — mills a card
  4. Imperious Mindbreaker — mills a card
  5. Staff of Titania — makes a token
  6. Inquisitorial Rosette — makes a token
  7. Andúril, Flame of the West — makes 2 tokens
  8. Saw — sacrifices a creature
  9. Ultima Weapon — kills a creature an opponent controls
  10. Throwing Knife — sacrifices itself

43 other cards care about it too. These are the ones with the most connections.

anything attacks — 3,238 cards in Hydro-Man's colors can cause this (Hydro-Man is one).

When Hydro-Man, Fluid Felon attacks:

  1. ED-E, Lonesome Eyebot — puts a quest counter on itself
  2. Madame Web, Clairvoyant — mills a card
  3. Dawnsire, Sunstar Dreadnought — deals 100 damage
  4. Curse of Verbosity — draws you 1 card
  5. Gossip's Talent — triggers
  6. Alora, Merry Thief — triggers
  7. Twins of Discord — triggers
  8. Great Gilded Boat — draws and discards
  9. Cosmic Cube — triggers
  10. Doom's Time Platform — exiles a card from your graveyard

2 other cards care about it too. These are the ones with the most connections.

a creature blocks — 3,238 cards in Hydro-Man's colors can cause this (Hydro-Man is one).

When Hydro-Man, Fluid Felon blocks:

  1. Barrow-Blade — strips abilities
  2. Dead-Iron Sledge — kills a creature
  3. Dwindle — kills a creature

1 other card cares about it too. These are the ones with the most connections.

a creature is cast — 3,254 cards in Hydro-Man's colors can cause this (Hydro-Man is one).

When Hydro-Man, Fluid Felon is cast:

  1. Oketra's Monument — makes a token
  2. The Clone Saga — copies a spell
  3. Customs Depot — draws you 1 card
  4. Bontu's Monument — makes each opponent lose 1 life
  5. Vanquisher's Banner — draws you 1 card
  6. Rhonas's Monument — gives +2/+2
  7. Hazoret's Monument — draws and discards
  8. Aether Barrier — makes a player sacrifice a permanent
  9. Kefnet's Monument — triggers
  10. Equilibrium — triggers

12 other cards care about it too. These are the ones with the most connections.

a nontoken creature enters the battlefield — 3,316 cards in Hydro-Man's colors can cause this (Hydro-Man is one).

When Hydro-Man, Fluid Felon enters:

  1. Arni, Humble Scribe — untaps itself
  2. Minion Reflector — makes a token
  3. Overburden — triggers

2 other cards care about it too. These are the ones with the most connections.

a creature enters the battlefield — 3,581 cards in Hydro-Man's colors can cause this (Hydro-Man is one).

When Hydro-Man, Fluid Felon enters:

  1. Ray Fillet, Wave Warrior — puts a counter on itself
  2. Pollywog Prodigy — puts a counter on itself
  3. Blasting Station — untaps itself
  4. Sage of the Falls — draws you 1 card
  5. Bloodline Pretender — puts a +1/+1 counter on itself
  6. Sage's Row Denizen — mills a card
  7. Soultether Golem — puts a time counter on itself
  8. Simic Fluxmage — puts a counter on itself
  9. Simic Manipulator — puts a counter on itself
  10. Monkey Cage — sacrifices itself

32 other cards care about it too. These are the ones with the most connections.