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Madame Null, Power Broker

Madame Null, Power Broker

Legendary Creature — Demon Advisor

Madame Null wants a deck that removes its creatures and brings them right back to reuse them. It also suits a deck that keeps making its creatures bigger turn after turn.

  • Mana cost2 genericblack
  • Black ()
  • Power / toughness1 / 3
  • RarityRare

Deathtouch

Whenever another creature you control enters, you may pay life equal to its power. If you do, put that many +1/+1 counters on it.

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Cards That Fit Madame Null, Power Broker

Picked for what they do in Madame Null's deck. When two cards do the same job, the one with the lower comes first. All of them fit Madame Null'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

plan6

The 6 Cards

Rulings for Madame Null, Power Broker

explain how Madame Null 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 27 Jan 2026

Use the creature's power as Madame Null's last ability resolves to determine how much life you may pay. If that creature is no longer on the battlefield, use its power as it last existed on the battlefield. (You probably won't want to pay life in that case, though.)

1 ruling, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Madame Null, 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 glossaryBPlayers write colors as letters: B for black.Blink/FlickerBlink decks briefly remove their own creatures from play and return them at once, so every 'when this enters' ability happens again. The move is called a flicker, and it can also rescue a creature from a spell aimed at it.Open the Blink/Flicker pageETB PayoffRewards you whenever your permanents enter the battlefield. It either gives you something for each arrival or makes their 'when this enters' abilities happen twice. Impact Tremors, PanharmoniconOpen the ETB Payoff page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine page+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters page