Drogskol Captain
Dark Ascension — uncommon
Creature — Spirit Soldier
Drogskol Captain rulings:
There are no rulings for Drogskol Captain.
Dark Ascension — uncommon
Creature — Spirit Soldier
Drogskol Captain rulings:
There are no rulings for Drogskol Captain.
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Buy now! ▶Creature — Troll Wizard (2/2)
Flash
Commander creatures you control get +2/+2.
Commanders you control have hexproof.
Creature — Human Wizard (2/2)
Illusion creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
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.)
Land
: Add .
, : Until end of turn, your opponents and creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.
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.)
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.
Enchantment
Flash
When Lost in the Maze enters the battlefield, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tapped creatures you control have hexproof.
Legendary Creature — Human Warlock (3/4)
Other tapped creatures you control have deathtouch.
Other untapped creatures you control have hexproof.
, : Untap another target creature or land you control.
Enchantment Creature — Boar (6/5)
Creatures you control have hexproof.
Creatures your opponents control lose hexproof and can't have or gain hexproof.
Creature — Human Werewolf // Creature — 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.)
Hollowhenge Huntmaster
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.)
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.
Artifact Creature — Construct (3/3)
Protector — Other artifact creatures you control have hexproof.
Legendary Planeswalker — Kaya
Your opponents and permanents your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.
?3: Exile target creature.
Creature — Cat Cleric (2/5)
Artifacts you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)
Creature — Elf (1/2)
As long as it's not your turn, tapped creatures you control have hexproof.
Enchantment
( can be paid with either or .)
Other permanents you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)
Legendary Creature — Angel (3/4)
Flying
You, planeswalkers you control, and other creatures you control have hexproof.
: Put a +1/+1 counter on each creature you control.
Creature — Human Berserker Ally (1/1)
Haste
Whenever Akoum Battlesinger or another Ally enters the battlefield under your control, you may have Ally creatures you control get +1/+0 until end of turn.
Legendary Creature — Human Monk (3/3)
When Alharu, Solemn Ritualist enters the battlefield, put a +1/+1 counter on each of up to two other target creatures.
Whenever a nontoken creature you control with a +1/+1 counter on it dies, create a 1/1 white Spirit creature token with flying.
Partner (You can have two commanders if both have partner.)
Enchantment
Nontoken creatures you control get +1/+1 and have vigilance.
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