Creature — Elemental (5/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Beast (3/3)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Crocodile (6/7)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Crocodile (5/3)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Giant (4/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Turtle (4/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Elf Scout (1/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Homunculus (2/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Wurm (8/8)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Wolf (3/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Human Mystic (2/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Beast (1/1)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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.
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.
Creature — Hydra (4/3)
When Bristling Hydra enters the battlefield, you get (three energy counters).
Pay : Put a +1/+1 counter on Bristling Hydra. It gains hexproof until end of turn.
Creature — Dinosaur (7/6)
This spell can't be countered.
Trample, hexproof
Creature — Elf (0/0)
Hexproof
Drove of Elves's power and toughness are each equal to the number of green permanents you control.
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.
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.
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