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 — Human Mystic (2/2)
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 — Wurm (8/8)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Rhino (3/4)
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 — Beast (1/1)
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 — Homunculus (2/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Enchantment // Creature — Treefolk (0/0)
: Mill a card.
Delirium — At the beginning of your end step, if there are four or more card types among cards in your graveyard, transform Autumnal Gloom.
Ancient of the Equinox
Trample, hexproof
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.)
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 — Elf (0/0)
Hexproof
Drove of Elves's power and toughness are each equal to the number of green permanents you control.
Creature — Treefolk (0/0)
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.
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.
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