|
Aegis of the Gods
( 2)
Enchantment Creature — Human Soldier
(2/1)
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
|
|
|
Airtight Alibi
( 3)
Enchantment — Aura
Flash Enchant creature When Airtight Alibi enters the battlefield, untap enchanted creature. It gains hexproof until end of turn. If it's suspected, it's no longer suspected. Enchanted creature gets +2/+2 and can't become suspected.
|
|
|
Akroma, Vision of Ixidor
( 7)
Legendary Creature — Angel
(6/6)
Flying, first strike, vigilance, trample At the beginning of each combat, until end of turn, each other creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner. Partner
|
|
|
Alpha Authority
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has hexproof and can't be blocked by more than one creature.
|
|
|
Angelic Enforcer
( 0)
Creature — Angel
(*/*)
Flying You have hexproof. Angelic Enforcer's power and toughness are each equal to your life total. Whenever Angelic Enforcer attacks, double your life total.
|
|
|
Angelic Overseer
( 5)
Creature — Angel
(5/3)
Flying As long as you control a Human, Angelic Overseer has hexproof and indestructible.
|
|
|
Angler Turtle
( 7)
Creature — Turtle
(5/7)
Hexproof Creatures your opponents control attack each combat if able.
|
|
|
Animus of Predation
( 5)
Creature — Avatar
(4/4)
Draft Animus of Predation face up. As you draft a card, you may remove it from the draft face up. (It isn't in your card pool.) If you removed a creature card with flying from the draft with cards named Animus of Predation, Animus of Predation has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, and vigilance.
|
|
|
Aquatic Incursion
( 4)
Enchantment
When Aquatic Incursion enters the battlefield, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.) : Target Merfolk can't be blocked this turn.
|
|
|
Arboretum Elemental
( 9)
Creature — Elemental
(7/5)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Hexproof (This creature can't be the target of spells or abilities your opponents control.)
|
|
|
Archetype of Endurance
( 8)
Enchantment Creature — Boar
(6/5)
Creatures you control have hexproof. Creatures your opponents control lose hexproof and can't have or gain hexproof.
|
|
|
As Luck Would Have It
( 1)
Enchantment
Hexproof Whenever you roll a die, put a number of luck counters on As Luck Would Have It equal to the result. Then if there are 100 or more luck counters on As Luck Would Have It, you win the game. (Count both rolls if you reroll a die.)
|
|
|
Ascended Lawmage
( 4)
Creature — Vedalken Wizard
(3/2)
Flying Hexproof (This creature can't be the target of spells or abilities your opponents control.)
|
|
|
Asceticism
( 5)
Enchantment
Creatures you control have hexproof. : Regenerate target creature. (The next time it would be destroyed, instead tap it, remove it from combat, and heal all damage on it.)
|
|
|
Avabruck Caretaker
( 6)
Creature — Human Werewolf
(4/4)
Hexproof At the beginning of combat on your turn, put two +1/+1 counters on another target creature you control. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
|
|
|
Avalanche Caller
( 2)
Snow Creature — Human Wizard
(1/3)
: Target snow land you control becomes a 4/4 Elemental creature with hexproof and haste until end of turn. It's still a land. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
|
|
|
Aven Fleetwing
( 4)
Creature — Bird Soldier
(2/2)
Flying Hexproof (This creature can't be the target of spells or abilities your opponents control.)
|
|
|
Barkhide Troll
( 2)
Creature — Troll
(2/2)
Barkhide Troll enters the battlefield with a +1/+1 counter on it. , Remove a +1/+1 counter from Barkhide Troll: Barkhide Troll gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
|
|
|
Bastion Inventor
( 6)
Creature — Vedalken Artificer
(4/4)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Hexproof (This creature can't be the target of spells or abilities your opponents control.)
|
|
|
Battlefield Thaumaturge
( 2)
Creature — Human Wizard
(2/1)
Each instant and sorcery spell you cast costs less to cast for each creature it targets. Heroic — Whenever you cast a spell that targets Battlefield Thaumaturge, Battlefield Thaumaturge gains hexproof until end of turn.
|
|
|
Beaming Defiance
( 2)
Instant
Target creature you control gets +2/+2 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
|
|
|
Bedrock Tortoise
( 4)
Creature — Turtle
(0/6)
As long as it's your turn, creatures you control have hexproof. Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
|
|
|
Belltoll Dragon
( 6)
Creature — Dragon
(3/3)
Flying, hexproof Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When Belltoll Dragon is turned face up, put a +1/+1 counter on each other Dragon creature you control.
|
|
|
Benthic Giant
( 6)
Creature — Giant
(4/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
|
|
|
Bilbo's Ring
( 3)
Legendary Artifact — Equipment
As long as it's your turn, equipped creature has hexproof and can't be blocked. Whenever equipped creature attacks alone, you draw a card and you lose 1 life. Equip Halfling (: Attach to target Halfling you control. Equip only as a sorcery.) Equip (: Attach to target creature you control. Equip only as a sorcery.)
|
|
|
Blacksmith's Skill
( 1)
Instant
Target permanent gains hexproof and indestructible until end of turn. If it's an artifact creature, it gets +2/+2 until end of turn.
|
|
|
Blinding Fog
( 3)
Instant
Prevent all damage that would be dealt to creatures this turn. Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)
|
|
|
Blossoming Calm
( 1)
Instant
You gain hexproof until your next turn. You gain 2 life. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
|
|
|
Blossoming Defense
( 1)
Instant
Target creature you control gets +2/+2 and gains hexproof until end of turn.
|
|
|
Bombadil's Song
( 2)
Instant
Target creature you control gets +1/+1 and gains hexproof until end of turn. The Ring tempts you. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
|
|
|
Bonds of Mortality
( 2)
Enchantment
When Bonds of Mortality enters the battlefield, draw a card. : Creatures your opponents control lose hexproof and indestructible until end of turn.
|
|
|
Carnage Tyrant
( 6)
Creature — Dinosaur
(7/6)
This spell can't be countered. Trample, hexproof
|
|
|
Champion's Helm
( 3)
Artifact — Equipment
Equipped creature gets +2/+2. As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.) Equip
|
|
|
Chromium, the Mutable
( 7)
Legendary Creature — Elder Dragon
(7/7)
Flash This spell can't be countered. Flying Discard a card: Until end of turn, Chromium, the Mutable becomes a Human with base power and toughness 1/1, loses all abilities, and gains hexproof. It can't be blocked this turn.
|
|
|
Cloudform
( 3)
Enchantment
When Cloudform enters the battlefield, it becomes an Aura with enchant creature. Manifest the top card of your library and attach Cloudform to it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Enchanted creature has flying and hexproof.
|
|
|
Cold-Water Snapper
( 6)
Creature — Turtle
(4/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
|
|
|
Conifer Strider
( 4)
Creature — Elemental
(5/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
|
|
|
Copper Host Crusher
( 8)
Creature — Phyrexian Bear Rhino
(8/8)
Trample Hexproof (This creature can't be the target of spells or abilities your opponents control.)
|
|
|
Cradle of Safety
( 2)
Enchantment — Aura
Flash Enchant creature you control When Cradle of Safety enters the battlefield, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) Enchanted creature gets +1/+1.
|
|
|
Cragplate Baloth
( 7)
Creature — Beast
(6/6)
Kicker This spell can't be countered. Hexproof, haste If Cragplate Baloth was kicked, it enters the battlefield with four +1/+1 counters on it.
|
|
|
Cryptothrall
( 4)
Artifact Creature — Construct
(3/3)
Protector — Other artifact creatures you control have hexproof.
|
|
|
Crystalline Giant
( 3)
Artifact Creature — Giant
(3/3)
At the beginning of combat on your turn, choose a kind of counter at random that Crystalline Giant doesn't have on it from among flying, first strike, deathtouch, hexproof, lifelink, menace, reach, trample, vigilance, and +1/+1. Put a counter of that kind on Crystalline Giant.
|
|
|
Curator's Ward
( 3)
Enchantment — Aura
Enchant permanent Enchanted permanent has hexproof. When enchanted permanent leaves the battlefield, if it was historic, draw two cards. (Artifacts, legendaries, and Sagas are historic.)
|
|
|
Dawnglade Regent
( 7)
Creature — Elk
(8/8)
When Dawnglade Regent enters the battlefield, you become the monarch. As long as you're the monarch, permanents you control have hexproof.
|
|
|
Deeproot Pilgrimage
( 2)
Enchantment
Whenever one or more nontoken Merfolk you control become tapped, create a 1/1 blue Merfolk creature token with hexproof.
|
|
|
Deeproot Waters
( 3)
Enchantment
Whenever you cast a Merfolk spell, create a 1/1 blue Merfolk creature token with hexproof. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
|
|
|
Deification
( 2)
Enchantment
As Deification enters the battlefield, choose a planeswalker type. Planeswalkers you control of the chosen type have hexproof. As long as you control a creature, if damage dealt to a planeswalker you control of the chosen type would result in all loyalty counters on it being removed, instead all but one of those counters are removed.
|
|
|
Dive Down
( 1)
Instant
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
|
|
|
Domri Rade
( 3)
Legendary Planeswalker — Domri
(3)
+1: Look at the top card of your library. If it's a creature card, you may reveal it and put it into your hand. −2: Target creature you control fights another target creature. −7: You get an emblem with "Creatures you control have double strike, trample, hexproof, and haste."
|
|
|
Doors of Durin
( 5)
Legendary Artifact
Whenever you attack, scry 2, then you may reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking. Until your next turn, it gains trample if you control a Dwarf and hexproof if you control an Elf.
|
|
|
Dragonlord Ojutai
( 5)
Legendary Creature — Elder Dragon
(5/4)
Flying Dragonlord Ojutai has hexproof as long as it's untapped. Whenever Dragonlord Ojutai deals combat damage to a player, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
|
|
|
Dread Linnorm
( 7)
Creature — Snake Dragon
(7/6)
Dread Linnorm can't be blocked by creatures with power 3 or less.
|
|
|
Dream Trawler
( 6)
Creature — Sphinx
(3/5)
Flying, lifelink Whenever you draw a card, Dream Trawler gets +1/+0 until end of turn. Whenever Dream Trawler attacks, draw a card. Discard a card: Dream Trawler gains hexproof until end of turn. Tap it.
|
|
|
Drogskol Captain
( 3)
Creature — Spirit Soldier
(2/2)
Flying Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
|
|
|
Drove of Elves
( 4)
Creature — Elf
(*/*)
Hexproof Drove of Elves's power and toughness are each equal to the number of green permanents you control.
|
|
|
Drownyard Behemoth
( 9)
Creature — Eldrazi Crab
(5/7)
Flash (You may cast this spell any time you could cast an instant.) Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) Drownyard Behemoth has hexproof as long as it entered the battlefield this turn.
|
|
|
Dungrove Elder
( 3)
Creature — Treefolk
(*/*)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Dungrove Elder's power and toughness are each equal to the number of Forests you control.
|
|
|
Eater of Virtue
( 1)
Legendary Artifact — Equipment
Whenever equipped creature dies, exile it. Equipped creature gets +2/+0. As long as a card exiled with Eater of Virtue has flying, equipped creature has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, and vigilance. Equip
|
|
|
Elgaud Shieldmate
( 4)
Creature — Human Soldier
(2/3)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Elgaud Shieldmate is paired with another creature, both creatures have hexproof. (They can't be the targets of spells or abilities your opponents control.)
|
|
|
Enduring Angel
( 5)
Creature — Angel
(3/3)
Flying, double strike You have hexproof. If your life total would be reduced to 0 or less, instead transform Enduring Angel and your life total becomes 3. Then if Enduring Angel didn't transform this way, you lose the game.
|
|
|
Eradicator Valkyrie
( 4)
Creature — Angel Berserker
(4/3)
Flying, lifelink, hexproof from planeswalkers Boast — , Sacrifice a creature: Each opponent sacrifices a creature or planeswalker. (Activate only if this creature attacked this turn and only once each turn.)
|
|
|
Ertai
( 0)
Vanguard
(-1/+4)
Creatures you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)
|
|
|
Everybody Lives!
( 2)
Instant
All creatures gain hexproof and indestructible until end of turn. Players gain hexproof until end of turn. Players can't lose life this turn and players can't lose the game or win the game this turn.
|
|
|
Evolved Spinoderm
( 4)
Creature — Phyrexian Beast
(5/5)
Evolved Spinoderm enters the battlefield with four oil counters on it. Evolved Spinoderm has trample as long as it has two or fewer oil counters on it. Otherwise, it has hexproof. At the beginning of your upkeep, remove an oil counter from Evolved Spinoderm. Then if it has no oil counters on it, sacrifice it.
|
|
|
Ezrim, Agency Chief
( 5)
Legendary Creature — Archon Detective
(5/5)
Flying When Ezrim, Agency Chief enters the battlefield, investigate twice. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") , Sacrifice an artifact: Ezrim gains your choice of vigilance, lifelink, or hexproof until end of turn.
|
|
|
Fae Flight
( 2)
Enchantment — Aura
Flash Enchant creature When Fae Flight enters the battlefield, enchanted creature gains hexproof until end of turn. Enchanted creature gets +1/+0 and has flying.
|
|
|
Family Reunion
( 2)
Instant
Choose one — • Creatures you control get +1/+1 until end of turn. • Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)
|
|
|
Fleecemane Lion
( 2)
Creature — Cat
(3/3)
: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.) As long as Fleecemane Lion is monstrous, it has hexproof and indestructible.
|
|
|
Fleeting Reflection
( 2)
Instant
Target creature you control gains hexproof until end of turn. Untap that creature. Until end of turn, it becomes a copy of up to one other target creature.
|
|
|
Gaea's Gift
( 2)
Instant
Put a +1/+1 counter on target creature you control. It gains reach, trample, hexproof, and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
|
|
|
Garruk's Harbinger
( 3)
Creature — Beast
(4/3)
Hexproof from black Whenever Garruk's Harbinger deals combat damage to a player or planeswalker, look at that many cards from the top of your library. You may reveal a creature card or Garruk planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
|
|
|
Geist of Saint Traft
( 3)
Legendary Creature — Spirit Cleric
(2/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
|
|
|
General Ferrous Rokiric
( 3)
Legendary Creature — Human Soldier
(3/1)
Hexproof from monocolored Whenever you cast a multicolored spell, create a 4/4 red and white Golem artifact creature token.
|
|
|
Giant's Amulet
( 1)
Artifact — Equipment
When Giant's Amulet enters the battlefield, you may pay . If you do, create a 4/4 blue Giant Wizard creature token, then attach Giant's Amulet to it. Equipped creature gets +0/+1 and has "This creature has hexproof as long as it's untapped."(It can't be the target of spells or abilities your opponents control.) Equip
|
|
|
Gladecover Scout
( 1)
Creature — Elf Scout
(1/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
|
|
|
Glaring Spotlight
( 1)
Artifact
Creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof. , Sacrifice Glaring Spotlight: Creatures you control gain hexproof until end of turn and can't be blocked this turn.
|
|
|
Gleaming Overseer
( 3)
Creature — Zombie Wizard
(1/4)
When Gleaming Overseer enters the battlefield, amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) Zombie tokens you control have hexproof and menace.
|
|
|
Glint
( 2)
Instant
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
|
|
|
Gruul Spellbreaker
( 3)
Creature — Ogre Warrior
(3/3)
Riot (This creature enters the battlefield with your choice of a +1/+1 counter or haste.) Trample As long as it's your turn, you and Gruul Spellbreaker have hexproof.
|
|
|
Guardian Augmenter
( 3)
Creature — Troll Wizard
(2/2)
Flash Commander creatures you control get +2/+2. Commanders you control have hexproof.
|
|
|
Hapatra's Mark
( 1)
Instant
Target creature you control gains hexproof until end of turn. Remove all -1/-1 counters from it. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
|
|
|
Hedron Alignment
( 3)
Enchantment
Hexproof At the beginning of your upkeep, you may reveal your hand. If you do, you win the game if you own a card named Hedron Alignment in exile, in your hand, in your graveyard, and on the battlefield. : Scry 1.
|
|
|
Heroic Intervention
( 2)
Instant
Permanents you control gain hexproof and indestructible until end of turn.
|
|
|
Hollowhenge Huntmaster
( 0)
Creature — Werewolf
(6/6)
Hexproof Other permanents you control have hexproof. At the beginning of combat on your turn, put two +1/+1 counters on each creature you control. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
|
|
|
Horror of the Dim
( 5)
Creature — Horror
(3/4)
: Horror of the Dim gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
|
|
|
Humongulus
( 5)
Creature — Homunculus
(2/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
|
|
|
Imperial Mask
( 5)
Enchantment
When Imperial Mask enters the battlefield, if it's not a token, each of your teammates creates a token that's a copy of Imperial Mask. You have hexproof. (You can't be the target of spells or abilities your opponents control.)
|
|
|
Indominus Rex, Alpha
( 5)
Legendary Creature — Dinosaur Mutant
(6/6)
As Indominus Rex, Alpha enters the battlefield, discard any number of creature cards. It enters with a flying counter on it if a card discarded this way has flying. The same is true for first strike, double strike, deathtouch, hexproof, haste, indestructible, lifelink, menace, reach, trample, and vigilance. When Indominus Rex enters the battlefield, draw a card for each counter on it.
|
|
|
Insidious Mist
( 0)
Creature — Elemental
(0/1)
Hexproof, indestructible Insidious Mist can't block and can't be blocked. Whenever Insidious Mist attacks and isn't blocked, you may pay . If you do, transform it.
|
|
|
Invisible Stalker
( 2)
Creature — Human Rogue
(1/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Invisible Stalker can't be blocked.
|
|
|
Jade Guardian
( 4)
Creature — Merfolk Shaman
(2/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) When Jade Guardian enters the battlefield, put a +1/+1 counter on target Merfolk you control.
|
|
|
Jade Orb of Dragonkind
( 3)
Artifact
: Add . When you spend this mana to cast a Dragon creature spell, it enters the battlefield with an additional +1/+1 counter on it and gains hexproof until your next turn. (It can't be the target of spells or abilities your opponents control.)
|
|
|
Jirina, Dauntless General
( 2)
Legendary Creature — Human Soldier
(2/2)
When Jirina, Dauntless General enters the battlefield, exile target player's graveyard. Sacrifice Jirina: Humans you control gain hexproof and indestructible until end of turn.
|
|
|
Join Shields
( 5)
Instant
Untap all creatures you control. They gain hexproof and indestructible until end of turn. (They can't be the targets of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy them.)
|
|
|