Land
: Add .
, : Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
Enchantment
Creatures you control have hexproof.
: Regenerate target creature. (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Creature — Turtle (0/6)
During 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.
Enchantment
Flash
When Lost in the Maze enters, 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.
Creature — Elf (1/2)
During turns other than yours, 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.
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.
Legendary Creature — Human Samurai Noble (3/4)
Flash
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Double strike
Other tapped creatures you control have hexproof.
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
When Bonds of Mortality enters, draw a card.
: Creatures your opponents control lose hexproof and indestructible until end of turn.
Instant
Prevent all damage that would be dealt to creatures this turn. Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)
Artifact Creature — Wall (0/4)
Defender (This creature can't attack.)
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
Prevent all noncombat damage that would be dealt to other creatures you control.
Creature — Spirit Soldier (2/2)
Flying
Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
Instant
Choose one —
• Creatures you control get +1/+1 until end of turn.
• Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)
Instant
Untap all creatures you control. They gain hexproof and indestructible until end of turn. (They can't be the targets of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy them.)
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 Creature — Human Warrior (3/2)
Creatures you control have trample.
Creatures your opponents control lose trample and can't have or gain trample.
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