Hexproof is a static ability. A permanent with Hexproof can't be targeted by spells or abilities your opponent controls.
In-game Icons[]
In addition to the the general icon shown on the right, these color-specific variants (see rule 702.11d below) appear in the game:
Comprehensive Rules[]
Comprehensive Rules Glossary (August 7, 2020)
- Hexproof
- A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, “Hexproof.”
Comprehensive Rules (August 7, 2020)
- 702.11. Hexproof
- 702.11a Hexproof is a static ability.
- 702.11b “Hexproof” on a permanent means “This permanent can’t be the target of spells or abilities your opponents control.”
- 702.11c “Hexproof” on a player means “You can’t be the target of spells or abilities your opponents control.”
- 702.11d “Hexproof from [quality]” is a variant of the hexproof ability. “Hexproof from [quality]” on a permanent means “This permanent can’t be the target of [quality] spells your opponents control or abilities your opponents control from [quality] sources.” A “hexproof from [quality]” ability is a hexproof ability.
- 702.11e Any effect that causes an object to lose hexproof will cause an object to lose all “hexproof from [quality]” abilities. Any effect that allows a player to choose a creature with hexproof as a target as though it didn’t have hexproof will allow a player to choose a creature with a “hexproof from [quality]” ability. Any effect that looks for a card with hexproof will find a card with a “hexproof from [quality]” ability.
- 702.11f “Hexproof from [quality A] and from [quality B]” is shorthand for “hexproof from [quality A]” and “hexproof from [quality B]”; it behaves as two separate hexproof abilities. If an effect causes an object with such an ability to lose hexproof from [quality A], for example, that object would still have hexproof from [quality B].
- 702.11g Multiple instances of the same hexproof ability on the same permanent or player are redundant.
Hexproof Card List[]
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Angler Turtle (7) Creature — Turtle (5/7) Hexproof Creatures your opponents control attack each combat if able. |
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Aquatic Incursion (4) Enchantment When Aquatic Incursion enters the battlefield, 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. |
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Arboretum Elemental (9) 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.) |
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Barkhide Troll (2) 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.) |
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Blinding Fog (3) 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.) |
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Carnage Tyrant (6) Creature — Dinosaur (7/6) This spell can't be countered. Trample, hexproof |
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Chromium, the Mutable (7) Legendary Creature — Elder Dragon (7/7) Flash This spell can't be countered. |
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Cold-Water Snapper (6) Creature — Turtle (4/5) Hexproof (This creature can't be the target of spells or abilities your opponents control.) |
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Crystalline Giant (3) Artifact Creature — Giant (3/3) At the beginning of combat on your turn, choose a kind of counter at random that Crystalline Giant doesn't have on it from among flying, first strike, deathtouch, hexproof, lifelink, menace, reach, trample, vigilance, and +1/+1. Put a counter of that kind on Crystalline Giant. |
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Curator's Ward (3) Enchantment — Aura Enchant permanent Enchanted permanent has hexproof. |
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Deeproot Waters (3) Enchantment Whenever you cast a Merfolk spell, create a 1/1 blue Merfolk creature token with hexproof. (A creature with hexproof can't be the target of spells or abilities your opponents control.) |
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Detection Tower (0) Land : Add . , : Until end of turn, your opponents and creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof. |
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Dive Down (1) Instant Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) |
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Dream Trawler (6) Creature — Sphinx (3/5) Flying, lifelink Whenever you draw a card, Dream Trawler gets +1/+0 until end of turn. |
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Garruk's Harbinger (3) Creature — Beast (4/3) Hexproof from black Whenever Garruk's Harbinger deals combat damage to a player or planeswalker, look at that many cards from the top of your library. You may reveal a creature card or Garruk planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. |
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Gleaming Overseer (3) Creature — Zombie Wizard (1/4) When Gleaming Overseer enters the battlefield, amass 1. (Put a +1/+1 counter on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.) Zombie tokens you control have hexproof and menace. |
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Gruul Spellbreaker (3) Creature — Ogre Warrior (3/3) Riot (This creature enters the battlefield with your choice of a +1/+1 counter or haste.) Trample |
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Heroic Intervention (2) Instant Permanents you control gain hexproof and indestructible until end of turn. |
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Humongulus (5) Creature — Homunculus (2/5) Hexproof (This creature can't be the target of spells or abilities your opponents control.) |
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Jade Guardian (4) 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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Join Shields (5) 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.) |
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Jungleborn Pioneer (3) Creature — Merfolk Scout (2/2) When Jungleborn Pioneer enters the battlefield, create a 1/1 blue Merfolk creature token with hexproof. (It can't be the target of spells or abilities your opponents control.) |
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Karametra's Blessing (1) Instant Target creature gets +2/+2 until end of turn. If it's an enchanted creature or enchantment creature, it also gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.) |
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Kaya, Bane of the Dead (6) Legendary Planeswalker — Kaya (7) Your opponents and permanents your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof. −3: Exile target creature. |
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Kiora Bests the Sea God (7) Enchantment — Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create an 8/8 blue Kraken creature token with hexproof. |
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Knight of Grace (2) Creature — Human Knight (2/2) First strike Hexproof from black (This creature can't be the target of black spells or abilities your opponents control.) |
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Knight of Malice (2) Creature — Human Knight (2/2) First strike Hexproof from white (This creature can't be the target of white spells or abilities your opponents control.) |
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Lazotep Plating (2) Instant Amass 1. (Put a +1/+1 counter on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.) You and permanents you control gain hexproof until end of turn. (You and they can't be the targets of spells or abilities your opponents control.) |
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Leyline of Sanctity (4) Enchantment If Leyline of Sanctity is in your opening hand, you may begin the game with it on the battlefield. You have hexproof. (You can't be the target of spells or abilities your opponents control.) |
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Lich's Mastery (6) Legendary Enchantment Hexproof You can't lose the game. |
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Lotus Field (0) Land Hexproof Lotus Field enters the battlefield tapped. |
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Mesmerizing Benthid (5) Creature — Octopus (4/5) When Mesmerizing Benthid enters the battlefield, create two 0/2 blue Illusion creature tokens with "Whenever this creature blocks a creature, that creature doesn't untap during its controller's next untap step." Mesmerizing Benthid has hexproof as long as you control an Illusion. |
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Mirror Shield (2) Artifact — Equipment Equipped creature gets +0/+2 and has hexproof and "Whenever a creature with deathtouch blocks or becomes blocked by this creature, destroy that creature." Equip (: Attach to target creature you control. Equip only as a sorcery.) |
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Nightveil Predator (4) Creature — Vampire (3/3) Flying, deathtouch Hexproof (This creature can't be the target of spells or abilities your opponents control.) |
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Nine Lives (3) Enchantment Hexproof If a source would deal damage to you, prevent that damage and put an incarnation counter on Nine Lives. |
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Nullhide Ferox (4) Creature — Beast (6/6) Hexproof You can't cast noncreature spells. |
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Palladia-Mors, the Ruiner (6) Legendary Creature — Elder Dragon (6/6) Flying, vigilance, trample Palladia-Mors, the Ruiner has hexproof if it hasn't dealt damage yet. |
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Paradise Druid (2) Creature — Elf Druid (2/1) Paradise Druid has hexproof as long as it's untapped.(It can't be the target of spells or abilities your opponents control.) : Add one mana of any color. |
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Ranger's Guile (1) Instant Target creature you control gets +1/+1 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) |
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Rattlechains (2) Creature — Spirit (2/1) Flash Flying |
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Shadowspear (1) Legendary Artifact — Equipment Equipped creature gets +1/+1 and has trample and lifelink. : Permanents your opponents control lose hexproof and indestructible until end of turn. |
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Shalai, Voice of Plenty (4) Legendary Creature — Angel (3/4) Flying You, planeswalkers you control, and other creatures you control have hexproof. |
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Shimmer Dragon (6) Creature — Dragon (5/6) Flying As long as you control four or more artifacts, Shimmer Dragon has hexproof. |
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Slippery Scoundrel (3) Creature — Human Pirate (2/2) Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As long as you have the city's blessing, Slippery Scoundrel has hexproof and can't be blocked. |
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Soul of the Rapids (5) Creature — Elemental (3/2) Flying Hexproof (This creature can't be the target of spells or abilities your opponents control.) |
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Sphinx of the Guildpact (7) Artifact Creature — Sphinx (5/5) Sphinx of the Guildpact is all colors. Flying |
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Spined Megalodon (7) Creature — Shark (5/7) Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever Spined Megalodon attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) |
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Sporeweb Weaver (3) Creature — Spider (1/4) Reach, hexproof from blue Whenever Sporeweb Weaver is dealt damage, you gain 1 life and create a 1/1 green Saproling creature token. |
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Starlit Mantle (2) Enchantment — Aura Flash Enchant creature you control |
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Swift Warden (3) Creature — Merfolk Warrior (3/3) Flash When Swift Warden enters the battlefield, target Merfolk you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) |
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Teyo, the Shieldmage (3) Legendary Planeswalker — Teyo (5) You have hexproof. (You can't be the target of spells or abilities your opponents control.) −2: Create a 0/3 white Wall creature token with defender. |
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Veil of Summer (1) Instant Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.) |
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Vine Mare (4) Creature — Elemental Horse (5/3) Hexproof (This creature can't be the target of spells or abilities your opponents control.) Vine Mare can't be blocked by black creatures. |
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Wardscale Crocodile (5) Creature — Crocodile (5/3) Hexproof (This creature can't be the target of spells or abilities your opponents control.) |
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Wingfold Pteron (6) Creature — Dinosaur (3/6) Wingfold Pteron enters the battlefield with your choice of a flying counter or a hexproof counter on it. (A creature with hexproof can't be the target of spells or abilities your opponents control.) |
Abilities | Evergreen Abilities: Deathtouch • Defender • Double Strike • Enchant • Equip • First Strike • Flash • Flying • Haste • Hexproof • Indestructible • Lifelink • Menace • Prowess • Reach • Trample • Vigilance • Ward
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Other Keyword Abilities: Affinity • Afflict • Afterlife • Aftermath • Ascend • Blitz • Boast • Cascade • Casualty • Changeling • Cleave • Companion • Compleated • Convoke • Crew • Cycling • Decayed • Disturb • Embalm • Escape • Eternalize • Evoke • Evolve • Exalted • Exploit • Fabricate • Fear • Flashback • Foretell • Hideaway • Improvise • Jump-Start • Kicker • Landwalk • Living Weapon • Madness • Menace • Mentor • Modular • Mutate • Ninjutsu • Outlast • Overload • Persist • Protection • Prowess • Rebound • Reconfigure • Riot • Scavenge • Shroud • Spectacle • Split Second • Storm • Training • Transform • Undying • Unearth
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Ability Words | Addendum • Constellation • Enrage • Landfall • Magecraft • Raid • Revolt • Undergrowth | |
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Actions | Adapt • Amass • Connive • Exert • Explore • Investigate • Learn • Phase out • Proliferate • Surveil • Venture into the Dungeon |