Aegis of the Gods
Journey into Nyx — rare
Enchantment Creature — Human Soldier
Aegis of the Gods rulings:
There are no rulings for Aegis of the Gods.
Journey into Nyx — rare
Enchantment Creature — Human Soldier
Aegis of the Gods rulings:
There are no rulings for Aegis of the Gods.
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Buy now! ▶Creature — Angel // 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.
Angelic Enforcer
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.
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.)
Creature — Human Soldier (2/1)
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
Each opponent can't venture into the dungeon more than once each turn.
Enchantment
If Leyline of Sanctity is in your opening hand, you may begin the game with it on the battlefield.
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
Creature — Angel Cleric (2/3)
Flying, vigilance
You have hexproof.
Whenever Metropolis Reformer is dealt damage, you gain that much life.
Artifact
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
If a creature would deal damage to you, prevent 1 of that damage.
Creature — Cat Spirit (4/5)
Flying
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
Legendary Planeswalker — Teyo
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
?2: Create a 0/3 white Wall creature token with defender.
Artifact
When Witchbane Orb enters the battlefield, destroy all Curses attached to you.
You have hexproof. (You can't be the target of spells or abilities your opponents control, including Aura spells.)
Land
: Add .
, : Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
Enchantment Creature — Boar (6/5)
Creatures you control have hexproof.
Creatures your opponents control lose hexproof and can't have or gain hexproof.
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.)
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.)
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.
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.
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.
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.
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.
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