Mastering Hexproof in MTG: A Comprehensive Guide

Mastering Hexproof in MTG: A Comprehensive Guide

Hexproof. It’s a word that strikes fear into the hearts of control players and brings a smile to the face of anyone piloting a creature-heavy deck. In Magic: The Gathering, Hexproof is an ability that grants a permanent or player immunity to spells and abilities controlled by opponents. It’s a powerful form of protection, but understanding how it works, how to obtain it, and how to play around it is crucial for any serious MTG player. This guide will delve deep into the mechanics of Hexproof, explore various cards that grant it, and discuss strategies for both utilizing and combating Hexproof effectively.

## Understanding Hexproof: The Basics

At its core, Hexproof means that a permanent or player cannot be the target of spells or abilities your opponents control. This includes targeted removal, burn spells, auras that would attach to your permanent, and even abilities that specifically target creatures. However, it’s important to understand the nuances of what Hexproof *doesn’t* protect against.

**Key Points about Hexproof:**

* **Opponent-Controlled Spells and Abilities Only:** Hexproof only protects against spells and abilities controlled by your opponents. You can still target your own creatures with Hexproof using your own spells and abilities. This is a crucial distinction that opens up strategic opportunities for buffing and protecting your own Hexproof creatures.
* **Non-Targeted Effects:** Hexproof does *not* protect against spells or abilities that don’t target. For example, board wipes like Wrath of God or Damnation will still destroy creatures with Hexproof, as these spells don’t target individual creatures but rather affect all creatures on the battlefield.
* **Auras Controlled by Opponents:** If an opponent controls an Aura, they can’t target a creature with hexproof to attach that Aura to it. However, if the Aura is already attached and then the creature gains Hexproof, the Aura remains attached. Hexproof prevents new targeting, not the existence of existing Auras.
* **Equipment Controlled by Opponents:** The same rules apply to Equipment. An opponent can’t equip a creature with hexproof using equipment they control. However, if a creature already has an Equipment and then gains Hexproof, the Equipment remains attached.
* **Abilities That Don’t Target:** Some abilities, even those that affect specific creatures, don’t target. For instance, an ability that says “Each player sacrifices a creature” does not target, and therefore Hexproof does not protect against it. Similarly, abilities that exile the creature with the highest power don’t target.
* **Cost Payment:** Paying a cost is not considered targeting. Abilities or effects that require a player to pay a cost involving a permanent or player do not target them. For example, if an ability requires a player to sacrifice a creature, they can still sacrifice a creature with hexproof to pay the cost, because the sacrifice is not targeting the creature.

**Distinguishing Hexproof from Shroud:**

It’s crucial to differentiate Hexproof from Shroud. Shroud is a similar ability that prevents a permanent or player from being the target of *any* spells or abilities, including your own. This means that while Shroud provides broader protection against opponents, it also limits your own ability to interact with the permanent or player. Hexproof offers a balance, allowing you to buff and protect your own creatures while still shielding them from enemy targeting.

## Gaining Hexproof: Cards That Grant the Ability

Hexproof can be granted to creatures and even players through a variety of cards. These cards fall into several categories:

**1. Creatures with Natural Hexproof:**

Some creatures inherently possess Hexproof as a static ability. These creatures are often the backbone of Hexproof-based strategies, providing a resilient threat that’s difficult for opponents to remove.

* **Example:** Slippery Bogle (A cheap, evasive creature with Hexproof, often used in Aura-based strategies.)
* **Example:** Gladecover Scout (Another low-cost creature with Hexproof, ideal for Aura strategies and early game aggression.)
* **Example:** Geist of Saint Traft (A powerful attacker that generates a token each combat, benefiting greatly from its Hexproof.)
* **Example:** Invisible Stalker (A creature with both Hexproof and Unblockable, making it a formidable threat when equipped or enchanted.)

**2. Auras That Grant Hexproof:**

Auras are enchantments that attach to permanents, providing various effects. Some Auras specifically grant Hexproof to the enchanted creature.

* **Example:** Canopy Cover (Grants Hexproof and Trample, making a creature both difficult to remove and able to deal more damage.)
* **Example:** Pemmin’s Aura (While not directly granting Hexproof, Pemmin’s Aura allows you to give a creature Shroud at instant speed, effectively protecting it from targeting. It also grants the ability to untap the creature and give it flying, adding to its utility.)
* **Example:** Spirit Mantle (Grants protection from creatures, which is very strong against creature-based strategies, and also provides a power boost.)

**3. Spells and Abilities That Grant Hexproof:**

Some instants and sorceries can temporarily grant Hexproof to creatures, providing protection at crucial moments.

* **Example:** Apostle’s Blessing (This versatile spell can grant protection from a color or Hexproof until end of turn, making it useful in a variety of situations.)
* **Example:** Dive Down (A cheap instant that grants Hexproof and a +0/+1 bonus until end of turn, often used to protect a creature from targeted removal.)
* **Example:** Heroic Intervention (Grants Hexproof and Indestructible to all permanents you control until end of turn, offering broad protection against both targeted removal and board wipes.)
* **Example:** Tamiyo’s Safekeeping (Another efficient instant that grants Hexproof and a +0/+1 counter, permanently increasing the creature’s resilience.)

**4. Equipment That Grants Hexproof:**

While less common, some equipment can grant Hexproof to the equipped creature.

* **Example:** Swiftfoot Boots (Grants Hexproof and Haste, allowing a creature to attack immediately while also being protected from targeting. Note that “Hexproof” is actually “Hexproof from your opponents”.)
* **Example:** Lightning Greaves (Functionally identical to Swiftfoot Boots in most situations, granting Hexproof and Haste.)

**5. Planeswalkers That Grant Hexproof:**

Some planeswalkers have abilities that can grant Hexproof or similar protection.

* **Example:** Karn Liberated (While Karn doesn’t directly grant hexproof, his ultimate ability exiles all permanents from a player, effectively protecting your permanents if you remove your opponent’s threats.)
* **Example:** Teferi, Hero of Dominaria (While not granting Hexproof, Teferi’s emblem gives you control over the timing of your opponent’s spells, allowing you to counter any targeted removal spells.)

## Strategies for Utilizing Hexproof

Hexproof is a powerful tool that can be incorporated into a variety of strategies. Here are some common approaches:

**1. Aura-Based Strategies (Bogles):**

This strategy revolves around using low-cost creatures with Hexproof (like Slippery Bogle and Gladecover Scout) and then attaching numerous Auras to them to create a powerful, resilient threat. The Auras typically provide increased power and toughness, evasion (like flying or trample), and other beneficial effects. This strategy is often fast and aggressive, aiming to quickly overwhelm opponents before they can find an answer.

* **Key Cards:** Slippery Bogle, Gladecover Scout, Ethereal Armor, Daybreak Coronet, Rancor, Spirit Mantle.
* **Strengths:** Fast, resilient, difficult to interact with through targeted removal.
* **Weaknesses:** Vulnerable to board wipes, can struggle against decks with strong blocking creatures, susceptible to enchantment removal if opponents can deal with the Hexproof.

**2. Voltron Strategies:**

Similar to Aura-based strategies, Voltron decks focus on making one creature extremely powerful through the use of Auras and Equipment. However, Voltron decks often use creatures without innate Hexproof and rely on cards like Swiftfoot Boots, Lightning Greaves, and spells like Apostle’s Blessing to grant temporary protection. The goal is to create a single, overwhelming threat that can quickly win the game.

* **Key Cards:** Stoneforge Mystic (to fetch Equipment), Puresteel Paladin (for card draw and equip cost reduction), Swords of X and Y (powerful Equipment with protection from colors), Cranial Plating, Steelshaper’s Gift.
* **Strengths:** Can create incredibly powerful threats, resilient to targeted removal with the right protection.
* **Weaknesses:** Vulnerable to board wipes, can be disrupted by enchantment or artifact removal at key moments, reliant on drawing the right combination of creature and equipment/auras.

**3. Control Strategies with Hexproof Threats:**

Some control decks incorporate Hexproof creatures as resilient threats that can close out the game once the opponent’s resources have been depleted. These creatures are difficult to remove and can apply consistent pressure, forcing opponents to expend their resources dealing with them.

* **Key Cards:** Geist of Saint Traft, Thrun, the Last Troll.
* **Strengths:** Resilient threats that are difficult for control decks to answer, can close out the game after attrition.
* **Weaknesses:** Can be slow to get online, vulnerable to board wipes, can be overwhelmed by aggressive strategies.

**4. Midrange Strategies with Hexproof Elements:**

Midrange decks can use Hexproof to protect their value engines and ensure that their threats stick around long enough to generate an advantage. Hexproof creatures can be powerful additions to a midrange strategy, providing a resilient threat that is difficult for opponents to remove.

* **Key Cards:** Sylvan Caryatid (early ramp with hexproof), various hexproof creatures depending on the color combination.
* **Strengths:** Resilient threats that are difficult for opponents to answer, can grind out value over time.
* **Weaknesses:** Can be slow to get online, vulnerable to board wipes, can be overwhelmed by aggressive strategies.

## Combating Hexproof: Strategies for Overcoming the Protection

While Hexproof is a powerful ability, it’s not unbeatable. There are several strategies you can employ to overcome Hexproof and deal with creatures that have it.

**1. Board Wipes:**

As mentioned earlier, Hexproof only protects against targeted spells and abilities. Board wipes like Wrath of God, Damnation, Supreme Verdict, and Farewell will destroy or exile creatures with Hexproof because they don’t target individual creatures.

* **Example:** Wrath of God (Destroys all creatures, bypassing Hexproof.)
* **Example:** Damnation (A black version of Wrath of God.)
* **Example:** Supreme Verdict (An uncounterable board wipe.)
* **Example:** Farewell (A versatile board wipe that can exile creatures, artifacts, enchantments, and graveyards.)

**2. Sacrifice Effects:**

Abilities that force your opponent to sacrifice a creature don’t target, and therefore can get around Hexproof. These effects can be particularly effective against Voltron or Aura-based strategies that rely on a single powerful creature.

* **Example:** Liliana of the Veil (Her +1 ability forces each player to sacrifice a creature.)
* **Example:** Smallpox (Forces each player to discard a card, lose 2 life, and sacrifice a creature and a land.)
* **Example:** Innocent Blood (Each player sacrifices a creature.)
* **Example:** Diabolic Edict (An opponent sacrifices a creature.)

**3. Global Effects That Reduce Power/Toughness:**

While less reliable, global effects that reduce the power or toughness of all creatures can sometimes be used to weaken or even kill creatures with Hexproof. For example, a card that gives all creatures -1/-1 until end of turn can be effective against small Hexproof creatures.

* **Example:** Engineered Plague (Enters the battlefield with a chosen creature type. Creatures of that type get -1/-1.)
* **Example:** Massacre (All creatures get -2/-2 until end of turn if you pay 1 life.)
* **Example:** Illness in the Ranks (Creatures get -1/-1)

**4. Forcing Opponents to Discard Key Cards:**

While discard spells won’t directly affect Hexproof creatures, they can disrupt your opponent’s strategy by removing key Auras, Equipment, or spells that would buff or protect their creatures. This can weaken their threats and make them more vulnerable to other forms of removal.

* **Example:** Thoughtseize (Look at target player’s hand. You choose a nonland card from it and exile that card. They lose 2 life.)
* **Example:** Inquisition of Kozilek (Look at target player’s hand. You choose a nonland card with mana value 3 or less from it and exile that card. They lose 2 life.)
* **Example:** Hymn to Tourach (Target player discards two cards at random.)

**5. Counterspells:**

Counterspells can’t directly interact with creatures that are already on the battlefield, but they can prevent your opponent from playing Auras, Equipment, or spells that would grant Hexproof to their creatures in the first place. This can be particularly effective against Voltron or Aura-based strategies.

* **Example:** Counterspell (Counter target spell.)
* **Example:** Mana Leak (Counter target spell unless its controller pays 3.)
* **Example:** Negate (Counter target noncreature spell.)
* **Example:** Force of Will (Counter target spell. You may pay 1 life and exile a blue card from your hand rather than pay this spell’s mana cost.)

**6. Bouncing Effects:**

Effects that return permanents to their owner’s hand, such as Unsummon or Cyclonic Rift, can temporarily remove Hexproof creatures from the battlefield, disrupting your opponent’s strategy. While this doesn’t permanently deal with the creature, it can buy you time to find a more permanent solution or to apply pressure of your own.

* **Example:** Unsummon (Return target creature to its owner’s hand.)
* **Example:** Cyclonic Rift (Return all nonland permanents you don’t control to their owners’ hands.)
* **Example:** Brazen Borrower (A creature that can also bounce a nonland permanent.)

**7. Prevention and Redirection:**

Certain cards, primarily in white, can prevent damage or redirect it. While they don’t directly remove hexproof creatures, they can neuter their offensive capabilities.

* **Example:** Deflecting Palm (Choose target creature attacking you. Prevent all combat damage that would be dealt this turn by that creature and instead it deals that much damage to that creature’s controller.)
* **Example:** Ghostly Prison (Creatures can’t attack you unless their controller pays 2 for each creature they control that’s attacking you.)

**8. Playing Around Hexproof:**

Sometimes, the best way to deal with Hexproof is to simply play around it. Focus on developing your own board presence, applying pressure to your opponent, and forcing them to make unfavorable trades. By making it difficult for your opponent to capitalize on their Hexproof creatures, you can minimize their impact on the game.

## Specific Card Interactions and Scenarios

Understanding how Hexproof interacts with other card abilities and game rules is crucial for advanced play. Here are some specific scenarios to consider:

* **Hexproof and Protection:** Protection from X prevents damage from sources of color X, as well as preventing being targeted by spells or abilities of color X, being blocked by creatures of color X, and being enchanted/equipped by Auras/Equipment of color X. Hexproof only prevents targeting by spells and abilities an opponent controls. So, something with Protection from Red also has the equivalent of “Hexproof from red.” Protection is more powerful in that it also prevents damage and blocking.
* **Hexproof and Totem Armor:** If a creature with Totem Armor is targeted by a spell your opponent controls, the Totem Armor Aura is destroyed instead of the creature. If that creature also has Hexproof, your opponent can’t even attempt to target the creature to destroy the Totem Armor in the first place, making it even more resilient.
* **Hexproof and Ward:** Ward is a triggered ability that says “Whenever this permanent becomes the target of a spell or ability an opponent controls, counter that spell or ability unless that player pays [cost].” This means that a creature with Ward can still be targeted, but the spell or ability will be countered unless the opponent pays the cost. Hexproof simply prevents the targeting from occurring in the first place. If a creature has *both* hexproof and ward, hexproof will prevent the targeting and ward will never trigger. If something attempts to target the creature, hexproof simply makes the creature an invalid target for the spell or ability.
* **Hexproof and Cascade:** Cascade lets you exile cards from your library until you hit a nonland card with a mana value less than the cascade spell. You can then cast that spell without paying its mana cost. When this spell resolves, can it target something with Hexproof? The answer is yes, *if you control the Cascade Spell*. Cascade casts the second spell automatically, but it is still *you* who controls the spell. Hexproof only protects against spells and abilities controlled by *opponents*.

## Conclusion

Hexproof is a powerful and versatile ability that can significantly impact the game in Magic: The Gathering. By understanding how it works, how to obtain it, and how to play around it, you can improve your gameplay and increase your chances of victory. Whether you’re building an Aura-based strategy, a Voltron deck, or simply looking for resilient threats, Hexproof can be a valuable tool in your arsenal. Conversely, understanding how to combat Hexproof is crucial for preventing your opponents from running away with the game. By utilizing board wipes, sacrifice effects, discard spells, and other strategies, you can overcome Hexproof and maintain control of the battlefield. With practice and experience, you can master the art of Hexproof and become a formidable opponent in any MTG game.

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