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Cards similar to Whirlwind Adept (18)

Abbot of Keral Keep

Abbot of Keral Keep

Creature — Human Monk (2/1)

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Abbot of Keral Keep enters, exile the top card of your library. Until end of turn, you may play that card.

5.5 /10
$0.14
Aegis of the Gods

Aegis of the Gods

Enchantment Creature — Human Soldier (2/1)

You have hexproof. (You can't be the target of spells or abilities your opponents control.)

8.1 /10
$1.08
Airtight Alibi

Airtight Alibi

Enchantment — Aura

Flash
Enchant creature
When Airtight Alibi enters, untap enchanted creature. It gains hexproof until end of turn. If it's suspected, it's no longer suspected.
Enchanted creature gets +2/+2 and can't become suspected.

3.4 /10
$0.06
Akroma Vision of Ixidor

Akroma, Vision of Ixidor

Legendary Creature — Angel (6/6)

Flying, first strike, vigilance, trample
At the beginning of each combat, until end of turn, each other creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner.
Partner

8.7 /10
$6.23
Alpha Authority

Alpha Authority

Enchantment — Aura

Enchant creature
Enchanted creature has hexproof and can't be blocked by more than one creature.

9.2 /10
$2.03
Altar of the Wretched  Wretched Bonemass

Altar of the Wretched // Wretched Bonemass

Artifact // Creature — Skeleton Horror (0/0)

When Altar of the Wretched enters, you may sacrifice a nontoken creature. If you do, draw X cards, then mill X cards, where X is that creature's power.
Craft with one or more creatures
: Return Altar of the Wretched from your graveyard to your hand.

Wretched Bonemass

Wretched Bonemass's power and toughness are each equal to the total power of the exiled cards used to craft it.
Wretched Bonemass has flying as long as an exiled card used to craft it has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, and vigilance.

6.8 /10
$0.49
Angelic Overseer

Angelic Overseer

Creature — Angel (5/3)

Flying
As long as you control a Human, Angelic Overseer has hexproof and indestructible.

5.2 /10
$1.18
Angler Turtle

Angler Turtle

Creature — Turtle (5/7)

Hexproof
Creatures your opponents control attack each combat if able.

6 /10
$0.16
Animus of Predation

Animus of Predation

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.

0 /10
$0.05
Aquatic Incursion

Aquatic Incursion

Enchantment

When Aquatic Incursion enters, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.)
: Target Merfolk can't be blocked this turn.

5.1 /10
$0.07
Arboretum Elemental

Arboretum Elemental

Creature — Elemental (7/5)

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.)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

3.1 /10
$0.06
Arcane Lighthouse

Arcane Lighthouse

Land

: Add .
, : Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.

9.6 /10
$5.04
Archetype of Endurance

Archetype of Endurance

Enchantment Creature — Boar (6/5)

Creatures you control have hexproof.
Creatures your opponents control lose hexproof and can't have or gain hexproof.

9.1 /10
$1.30
As Luck Would Have It

As Luck Would Have It

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.)

10 /10
$0.19
Ascended Lawmage

Ascended Lawmage

Creature — Vedalken Wizard (3/2)

Flying
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

2.3 /10
$0.08
Asceticism

Asceticism

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.)

9.6 /10
$5.48
Autumnal Gloom  Ancient of the Equinox

Autumnal Gloom // Ancient of the Equinox

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

2.6 /10
$0.10
Avabruck Caretaker  Hollowhenge Huntmaster

Avabruck Caretaker // Hollowhenge Huntmaster

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.)

8.1 /10
$3.74

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