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Hydro-Man, Fluid Felon

Hydro-Man, Fluid Felon

Legendary Creature — Elemental Villain

Hydro-Man wants a deck that makes huge amounts of mana for giant spells. It also works in a deck built around Elementals or Villains.

  • Mana costblueblue
  • Blue ()
  • Power / toughness2 / 2
  • RarityRare

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

At the beginning of your end step, untap Hydro-Man. Until your next turn, he becomes a land and gains "tap: Add blue." (He's not a creature during that time.)

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Archetypes

Cards That Fit Hydro-Man, Fluid Felon

Picked for what they do in Hydro-Man's deck. When two cards do the same job, the one with the lower comes first. All of them fit Hydro-Man's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what Hydro-Man, Fluid Felon does6

The 6 Cards

Rulings for Hydro-Man, Fluid Felon

explain how Hydro-Man works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 19 Sep 2025

After the triggered ability resolves during your end step, however, you may tap him for {U}, even if he entered the battlefield this turn.

Wizards of the Coast 19 Sep 2025

The effect of Hydro-Man's last ability ends as your turn begins. There is no opportunity to tap Hydro-Man for {U} once your turn has started.

2 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Hydro-Man, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.Big ManaBig Mana decks build up far more mana than usual, then spend it on huge spells. Some are X spells, which have X in their cost and get stronger the more mana you put in.Open the Big Mana pageRampAn effect that accelerates your mana, giving you a reusable mana source beyond the usual one land per turn. Cultivate Rampant GrowthOpen the Ramp pageGame ChangerCards that warp the game disproportionately around themselves, requiring immediate answers.What the brackets meanCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick page