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Ancient of the Equinox
Creature -- Treefolk
4/4
Trample, hexproof
Angler Turtle
{5}{U}{U}
Creature -- Turtle
5/7
Hexproof
Creatures your opponents control attack each combat if able.
Arboretum Elemental
{7}{G}{G}
Creature -- Elemental
7/5
Convoke (Your creatures can help cast ~this~. Each creature you tap while casting ~this~ pays for {1} or one mana of that creature's color.)
Hexproof (~this~ can't be the target of spells or abilities your opponents control.)
As Luck Would Have It
{G}
Enchantment
Hexproof
Whenever you roll a die, put a number of luck counters on ~this~ equal to the result. Then if there are 100 or more luck counters on ~this~, you win the game. (Count both rolls if you reroll a die.)
Ascended Lawmage
{2}{W}{U}
Creature -- Vedalken Wizard
3/2
Flying
Hexproof (~this~ can't be the target of spells or abilities your opponents control.)
Aven Fleetwing
{3}{U}
Creature -- Bird Soldier
2/2
Flying
Hexproof (~this~ can't be the target of spells or abilities your opponents control.)
Bassara Tower Archer
{G}{G}
Creature -- Human Archer
2/1
Hexproof, reach
Bastion Inventor
{5}{U}
Creature -- Vedalken Artificer
4/4
Improvise (Your artifacts can help cast ~this~. Each artifact you tap after you're done activating mana abilities pays for {1}.)
Hexproof (~this~ can't be the target of spells or abilities your opponents control.)
Belltoll Dragon
{5}{U}
Creature -- Dragon
3/3
Flying, hexproof
Megamorph {5}{U}{U} (You may cast ~this~ face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
When ~this~ is turned face up, put a +1/+1 counter on each other Dragon creature you control.
Benthic Giant
{5}{U}
Creature -- Giant
4/5
Hexproof (~this~ can't be the target of spells or abilities your opponents control.)
Carnage Tyrant
{4}{G}{G}
Creature -- Dinosaur
7/6
~this~ can't be countered.
Trample, hexproof
Cold-Water Snapper
{5}{U}
Creature -- Turtle
4/5
Hexproof (~this~ can't be the target of spells or abilities your opponents control.)
Conifer Strider
{3}{G}
Creature -- Elemental
5/1
Hexproof (~this~ can't be the target of spells or abilities your opponents control.)
Domri Rade
{1}{R}{G}
Legendary Planeswalker -- Domri
3
[+1]: Look at the top card of your library. If it's a creature card, you may reveal it and put it into your hand.
[-2]: Target creature you control fights another target creature.
[-7]: You get an emblem with "Creatures you control have double strike, trample, hexproof, and haste."
Drove of Elves
{3}{G}
Creature -- Elf
*/*
Hexproof
~this~'s power and toughness are each equal to the number of green permanents you control.
Dungrove Elder
{2}{G}
Creature -- Treefolk
*/*
Hexproof (~this~ can't be the target of spells or abilities your opponents control.)
~this~'s power and toughness are each equal to the number of Forests you control.
Geist of Saint Traft
{1}{W}{U}
Legendary Creature -- Spirit Cleric
2/2
Hexproof (~this~ can't be the target of spells or abilities your opponents control.)
Whenever ~this~ attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
Gladecover Scout
{G}
Creature -- Elf Scout
1/1
Hexproof (~this~ can't be the target of spells or abilities your opponents control.)
Hedron Alignment
{2}{U}
Enchantment
Hexproof
At the beginning of your upkeep, you may reveal your hand. If you do, you win the game if you own a card named Hedron Alignment in exile, in your hand, in your graveyard, and on the battlefield.
{1}{U}: Scry 1.
Humongulus
{4}{U}
Creature -- Homunculus
2/5
Hexproof (~this~ can't be the target of spells or abilities your opponents control.)

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