Last updated on January 28, 2025
Saryth, the Viper's Fang | Illustration by Igor Kieryluk
Magic is a game where words are very important. The words a card uses and how it uses them is central to how that card works. Cards have what we know as โkeyword abilitiesโ to help make this easier to grasp. If a card like Soulflayer had every single one of its abilities explained in detail, its reminder text would be as long as a book.
I bet most of us donโt even know how many keywords there actually are in the game. If you asked me, I wouldโve said something around 50 or 60. Thereโs actually hundreds! I dare say that hexproof is easily one of the most well-known ones. And possibly one of the most hated, at least every time you have to play against it.
But why is this ability so well knownโand sometimes hated? Letโs talk about that.
How Does Hexproof Work?
Blossoming Calm | Illustration by Michael C. Hayes
In short, hexproof just means that a card can't be targeted by any spell or ability controlled by an opponent.
There are a lot of spells and abilities in Magic that prompt you to โtargetโ something. Depending on the ability, the target can be a creature, a planeswalker, a player, an enchantment, a spell on the stack, or an artifact. Basically almost anything in the game can be a target. Unless it has hexproof.
Both permanents and players can have hexproof, and things with hexproof canโt be chosen as targets by your opponents. So if you control an Aven Fleetwing and your opponent casts Shock, they canโt even put the spell on the stack pointed at your creature.
The other abilities that give a similar type of protection are shroud, ward, and appropriately, protection. Notably, protection and shroud also stop you from targeting your own permanents. Hexproof only affects spells and abilities controlled by opponents, so you can still enchant, equip, or cast spells on your own creatures with hexproof.
A Brief History of Hexproof
I remember when the hexproof keyword first appeared. Iโd only been playing Magic for a few years and I thought shroud was one of the greatest abilities out there. I mean, I wasnโt entirely wrong, but itโs not as broken as I used to think. And then hexproof came along to rub my mistake in my face. It was shroud, but objectively better.
Iโm actually surprised how far back the first instance of the ability goes. This was way before it got a keyword and even before shroud had its own keyword. The first cards with this ability are from Portal Three Kingdoms. That came out back in 1999. It would take another 12 years for hexproof to get a keyword.
The first cards to have this ability were Taoist Hermit and Zuo Ci, the Mocking Sage. Some cards had the ability here and there from that point on. It wasnโt until the Duels of the Planeswalkers 2012 video game that the ability was finally granted a keyword. The first physical sets to feature the keyword were Magic 2012 and Commander 2011, both released the same year as the Duels game.
Hexproof has been used off and on as an evergreen ability ever since then and has showed up on a ton of cards in almost every set. Magic has since shifted toward โtemporary hexproofโ to avoid the feel-bad sentiment of playing against permanently uninteractable cards.
Is Hexproof Gone from Magic? Why?
Aquatic Incursion | Illustration by Jason Rainville
Yes and no. It's always going to be a part of the game, but thereโs been a slight shift in the way the ability is functionally used.
Hexproof is used not as a keyword for the card but rather something it gives to you or other creatures you control. Most newer cards with the keyword, like Guardian Augmenter and Keen-Eared Sentry, give the ability to other creatures you control or even grant a player hexproof, rather than having it for themselves.
This change is directly related to the creation of the ward mechanic. The design team at Wizards felt like hexproof was a little too powerful and maybe a tad unfun. A creature with hexproof is pretty much impossible to get rid of. And it can get even worse.
I remember the first time I had to face off against a monstrous Fleecemane Lion. It just wasnโt fun. It wasnโt a challenge to work around its abilities to see if I could get rid of it somehow. I just had to hope that my creatures were big enough to block it. Youโre not gonna immediately lose the game as soon as it enters the battlefield, but it still takes the game in a more frustrating direction. This happens a lot with creatures that have hexproof. They become insanely hard to deal with in a very unfun way if they have any other sort of evasion.
The idea behind ward isnโt to completely replace hexproof, just to make it the standard ability for creatures that only give it to themselves. So hexproof still exists in cards like the ones Iโve mentioned, while ward is now typically used to give extra protection to individual creatures. Your opponents can still target your cards with ward, but their spells get countered unless they pay an extra price.
While hexproof isnโt gone from Magic, it has been significantly minimized and shares its place with the ward ability.
What Is โHexproof Fromโ?
Arcane Lighthouse | Illustration by Igor Kieryluk
In an attempt to make the mechanic a little less busted and before the whole ward thing, some cards had โhexproof fromโ specific colors or card types. This basically means that the card canโt be targeted by spells or abilities with the specified color/type controlled by an opponent. It makes it even more similar to protection, minus the protection from combat damage.
A card like Eradicator Valkyrie is completely protected from any planeswalker ability that would target it. You can still target it with abilities from any other permanents as well as with spells. This was an attempt to keep hexproof working but take away some of its power so the playing field was a little more even.
What Does Hexproof Protect Against?
Asceticism | Illustration by Daarken
Hexproof protects against any spells or abilities that target. It doesnโt protect from a specific color, card type, or effect, but from the word โtarget.โ Whenever a spell or ability would let a player choose a target, permanents and players that have hexproof are protected from that targeting action.
Does Hexproof Protect from Board Wipes?
The short answer is a simple โno,โ hexproof doesnโt protect from board wipes. The most basic board wipe of all is Day of Judgment. The text on the card says: โDestroy all creatures.โ Most board wipes have similar text along with something else along those lines; exile all creatures, deal X damage to all creatures, etc. The key here is that none of these cards choose a target. As long as the card doesnโt need to target the permanent with hexproof, it affects it just like itโd affect any other permanent.
What Does Hexproof Not Protect Against?
Hexproof is basically useless against any effect that doesnโt target the creature or player. So sweepers and edicts arenโt protected against. Neither are spells or abilities that let you interact with the hexproof card in the graveyard or library. Basically any effect that doesnโt use the word โtargetโ works on cards with hexproof.
A couple niche examples include Council's Judgment and Krenko's Buzzcrusher. Council uses a voting mechanic that makes players select cards, but never actually uses the term target, so players can vote for hexproof permanents. Buzzcrusher was intentionally designed to not use the word target, specifically so it could interact with Lotus Field in Explorer.
What Happens if a Creature Gains Hexproof After Being Targeted?
Bristling Hydra | Illustration by Chris Rahn
If your opponent targets your creature with a spell and you respond by giving it hexproof, then your hexproof effect will essentially negate that spell. This makes the targeting of your creature illegal and your opponentโs spell will have no effect. So hexproof can absolutely be used as a response to removal or damage spells.
If the spell in question has additional legal targets beyond the permanent you gave hexproof too, that spell will still affect the other cards accordingly.
Does Hexproof Protect from Spells that Say โEachโ?
No, hexproof doesnโt protect from โeachโ spells. As long as the spell doesnโt specifically target a specific permanent or player with hexproof, then the ability doesn't help you. For example, if you cast Tribute to the Wild and an opponent's only artifact/enchantment is Lich's Mastery, they'll have to sacrifice that enchantment.
Can You Fight a Creature with Hexproof?
If it has hexproof then it canโt be targeted. โFightโ makes you target two specific creatures. Usually one of your own and one of your opponent's. So youโd need to target an opponentโs creature, and the key here is โtarget.โ
Can a Creature with Hexproof Be Exiled?
As long as youโre exiling the hexproof creature with a spell or ability that says โexile each creatureโ or โexile all creatures,โ then yes. If youโre trying to exile a creature with something like Swords to Plowshares, then it wonโt work.
Does Hexproof Prevent Blocking and Damage?
Swiftfoot Boots | Illustration by Manuel Castaรฑรณn
No, hexproof doesnโt prevent blocking or damage. The ability you need to prevent blocking and damage is protection, which prevents creatures with some specific quality (usually a color) from being able to block, damage, and basically affect the protected creature in any way.
Can You Counter a Hexproof Creature?
Yes, you can counter a hexproof creature. A creature spell on the stack counts as a spell and not as a permanent. Hexproof is an ability that affects the card as long as itโs a permanent, so you can absolutely counter it.
Can You Be Attacked if You Have Hexproof?
Attacking doesnโt involve targeting. Whatโs more, hexproof prevents you from being the target of spells or abilities, and attacking is none of those. So while having hexproof can be an incredible advantage, it wonโt prevent attacks.
Does Hexproof Stop Deathtouch?
No, hexproof will not stop deathtouch. Hexproof simply prevents it from being targeted by spells or abilities. Deathtouch isn't a targeting ability; it makes damage lethal regardless of the creature's toughness. Indestructible, however, can stop a deathtouch creature from killing another with combat damage.
Hexproof vs. Shroud vs. Protection vs. Ward
All four of these abilities work in pretty similar ways and give your creatures a significant amount of protection. So whatโs the difference and which is best? Letโs first take a quick look at what each of them does.
Shroud
Cloak and Dagger | Illustration by Daren Bader
Shroud is a keyword ability that makes it so that a creature canโt be targeted. This means your opponents canโt target it, and neither can you. It gives your creatures a pretty significant amount of protection but it also means a pretty strong drawback if you play equipment, auras, or any kind of buffing spells.
Hexproof
Ancient of the Equinox | Illustration by Jaime Jones
I think Iโve gone into hexproof in enough depth already, but TLDR: hexproof is essentially the same as shroud except you can still target your own creatures with spells and abilities while your opponents canโt. Itโs a stronger version of the same effect.
Protection
Progenitus | Illustration by Jaime Jones
Protection is an ability that specifies what the creature is being protected from. Itโs usually from specific colors, but it can be from card types like creatures or artifacts, or it can be Progenitus which is absolutely fascinating to me.
Protection makes a creature almost immune to the specified thing. Letโs use the example of colors, since itโs the most common. A creature with protection from black canโt be damaged, enchanted, equipped, blocked, or targeted by anything black. A card with protection is immune to anything that has the specified quality as long as itโs interacting with it directly. Protection doesnโt work on things like board wipes since itโs not doing any of those things.
Ward
Adrix and Nev, Twincasters | Illustration by Andrew Mar
This ability was introduced with the release of Strixhaven. It essentially counters any spell or ability that targets the creature with ward unless its controller pays a specified cost. Ward varies from paying mana to life to cards. The card basically forces the owner of the spell to take some form of disadvantage if they donโt want their spell countered.
Winner, Winner
These abilities all serve different purposes. I think the worst of them is shroud since itโs just hexproof, but not as good. Itโs actually been dropped from printing in new cards since the people at WotC think it wouldnโt make sense to use it when hexproof is around (and objectively better).
Thatโs also pretty telling on why ward exists. Hexproof can be too good at times. It can be extremely hard to deal with and become annoying. I think the state things are in now is the closest to ideal weโll get. Creatures can have ward with various costs which gives them great protection but doesnโt make them impossible to interact with. On the flipside, you have creatures and enchantments that can give hexproof to other creatures while they can still be targeted.
This also allows you to build some interesting combos and forces your opponent to use their resources in ways that they maybe didnโt expect or want to. And protection only shows up occasionally, so it doesnโt run the risk of becoming too pervasive or broken and itโs still an amazing way to defend your creatures. Teferi's Protection isnโt a Commander staple and one of Magic's best white instants for nothing.
The Best Hexproof Cards
There are a lot of cards with hexproof out there. And I do mean a lot. Here Iโve selected some that I think are particularly good, either thanks to their hexproof or their other abilities. Probably a combination of both.
Swiftfoot Boots
Swiftfoot Boots is an absolute staple in Commander. Almost every deck that cares about having your commander in play will try to fit in this card. Itโs easy protection from any removal your opponents might try to cast against your commander and itโs not particularly costly. Just an all-around amazing card.
Asceticism & Privileged Position
Iโm putting these two together because theyโre pretty similar. I think Asceticism is better because it requires less color mana and it also allows you to regenerate your creatures. Privileged Position has the advantage of being cast with hybrid mana, making it a little more versatile.
Uril, the Miststalker
I think Uril, the Miststalker can be a really fun commander in enchantment decks, but I also really enjoy how its whole design is a reminder of how hexproof is shroud, but better. It canโt be targeted by your opponents and its second ability makes it stronger for every aura youโve attached to it. Youโre rubbing the fact that you can still target it while they can't interact with this beastly Voltron commander.
Leyline of Sanctity
I was torn between this card and Aegis of the Gods. I prefer Leyline of Sanctity since itโs usually harder to deal with. The fact that you can start the game with this leyline on the battlefield is also a pretty solid bonus.
Having hexproof as a player has a lot of advantages. You make almost all mill decks useless since most of the cards that mill target you as a player. You also annoy the hell out of burn decks that use damage spells to win. Itโs an all-around great ability to have as a player.
Saryth, the Viperโs Fang
Saryth, the Viper's Fang is absolutely amazing. Itโs not broken and fits perfectly in decks like the ones built around Fynn, the Fangbearer.
You can throw in creatures with trample and grant them deathtouch while Fynn stays back with hexproof to make sure you can place those poison counters.
Heroic Intervention
Heroic Intervention is an incredible piece of tech for green decks looking to maintain their board presence. All around, this is one of the best protection-esque spells out there, and I can't think of a reason to not play this card in just about every green deck.
Legolas's Quick Reflexes
The combination of hexproof and split second make Legolas's Quick Reflexes the ultimate protection spell, making it near-impossible for your opponent to trump your combat trick with their own. Add to that a functional bite effect and you've got an awesome 1-mana hexproof spell.
Wrap Up
Angelic Enforcer | Illustration by Irina Nordsol
So there you have it! I think hexproof is a really strong ability and it's great when youโre the one playing it. But playing against hexproof is always a pain and can become boring very fast.
Restraining it to effects like โother creatures you control gain hexproofโ and โyou have hexproofโ is a much better way to use the ability. I love ward as a replacement; it brings a high level of protection while still being highly interactive and encouraging more strategic thinking in the game.
What do you think? Do you enjoy the mechanic? I know a lot of players dislike it and consider it highly un-interactive and unfun. I mostly agree with that, but it can still be used in more fun ways. If you disagree and like it, feel free to leave a comment proving me wrong! And while you think of ways to do that, feel free to check out our blog and our Twitter for more content like this.
Thatโs all from me for now. Iโll see you in the next one!
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1 Comment
If youโre going to remove hexproof, then I think a worse function that is more powerful โindestructibleโ should be removed first. Hexproof can be killed as a blocker, damaging everything, board wipes, etc. Indestructible can only be killed by exile, or reducing its toughness to less than one. No other ways.
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