|4||Ravenous Brute Head||1,501,501,50|
|1||Savage Vigor Head||3,404,003,40|
|1||Shrieking Titan Head||3,404,003,40|
|1||Snapping Fang Head||3,404,003,40|
|5||Distract the Hydra||1,101,101,10|
|4||Grown from the Stump||1,301,301,30|
|4||Hydra's Impenetrable Hide||1,301,301,30|
|4||Noxious Hydra Breath||1,301,301,30|
|2||Strike the Weak Spot||2,602,602,60|
|5||Swallow the Hero Whole||1,101,101,10|
|4||Torn Between Heads||1,301,301,30|
|60 cards total|
You can battle the Hydra alone or with friends (just replace "you" with "each player" in these rules). At the end of any turn, if there are no Heads on the battlefield, you win! Use the regular Magic rules with the following exceptions:
You start with up to two Hero cards on the battlefield. (You don't need a Hero to play.)
Choose a starting number of Heads. Take that many cards named Hydra Head from the Challenge Deck and place them on the battlefield. Shuffle the remaining cards to form the Hydra's library.
You go first. (Don't draw a card on your first turn.)
Then the Hydra takes its turn, and so on.
You can attack Heads directly with your creatures. Any number of creatures can attack a single Head
Growing New Heads: Whenever a Head leaves the battlefield, reveal the top two cards of the Hydra's library. Put any Heads onto the battlefield and any sorcery cards into the Hydra's graveyard.
-----The Hydra's Turn
At the start of the Hydra's turn, untap any tapped Heads.
Reveal the top card of the Hydra's library. The Hydra casts that card. When the spell resolves, if it's a Head, put it onto the battlefield. If it's a sorcery, follow its instructions and then put it into the Hydra's graveyard.
The Hydra deals 1 damage to you for each untapped card named Hydra Head it controls and 2 damage to you for each untapped elite Head it controls.
If the Hydra would be dealt damage or lose life, instead deal that much damage to a Head of your choice.
Ignore effects that would cause the Hydra to draw or discard cards, or any impossible actions.
If a Head would move to any other zone than the graveyard, instead put it into the Hydra's graveyard.
You make any choices for the Hydra.
Additional rulings and recommendations
-----Special Magic merchandise
Each player starts at 20 life.
If teams are facing the Hydra, it is recommended to use a shared team turn (like what's used in an Archenemy game) with up to four players per team. In this way, the players attack the Hydra together.
All cards in the Hydra Deck, including Heads on the battlefield are colorless and have a converted mana cost of 0.
Up to four of the 18 Heads start on the battlefield based on difficulty
Heads and sorceries cast by the Hydra work like any other spell and can be countered.
Prevention effects (such as one the Hero Card The Protector creates) still work, but since Heads (and the Hydra itself) have no color, effects that prevent damage from a color (e.g., a green source) won't do anything.
Damage dealt by the Hydra is dealt all at once. Although the Hydra never attacks, this damage is considered to be combat damage for cards such as Fog.
Players can't gain control of any Heads.
If a Head would go to any zone other than the Hydra's graveyard, it's put into the Hydra's graveyard instead.
The Hydra's ability to "grow new heads" is a triggered ability.
For gaming purposes, growing new heads isn't regeneration.
The Hydra plays on even if its library is empty.