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 (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 — Elemental (5/1)
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 — Beast (3/3)
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 — Dinosaur (7/6)
This spell can't be countered.
Trample, hexproof
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.
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.
Creature — Chimera (0/0)
Majestic Myriarch's power and toughness are each equal to twice the number of creatures you control.
At the beginning of each combat, Majestic Myriarch gains flying until end of turn if you control a creature with flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
Creature — Beast (7/6)
Trample
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Beast (7/4)
Hexproof
As long as Siege Behemoth is attacking, for each creature you control, you may have that creature assign its combat damage as though it weren't blocked.
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