Double Strike
Hexproof is an evergreen keyword ability that prevents a permanent or player from being the target of spells or abilities played by opponents.
From the Comprehensive Rules (November 8, 2024—Edge of Eternities)
- 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.
- 702.11g “Hexproof from each [characteristic]” is shorthand for “hexproof from [quality A],” “hexproof from [quality B],” and so on for each possible quality the listed characteristic could have; it behaves as multiple separate hexproof abilities.
- 702.11h Multiple instances of the same hexproof ability on the same permanent or player are redundant.

History
Hexproof was first introduced in Portal Three Kingdoms on two green creatures, but was only keyworded in Duels of the Planeswalkers 2012. It functions as onesided Shroud: a permanent with hexproof can’t be the target of spells or abilities its controller’s opponents control, though it can be targeted by its controller’s spells or abilities. In a multiplayer scenario, a permanent with hexproof can also be targeted by its controller’s teammates’ spells or abilities. Players can also be granted hexproof.
Hexproof debuted in Duels of the Planeswalkers 2012 and appears in subsequent card sets, including Commander and the Magic 2012 Core Set. All cards printed prior to these sets’ release that have text that exactly matches what hexproof does have received updated official wordings with the new keyword. Since Magic 2012, Hexproof has been considered an “evergreen” ability, largely replacing shroud.[1] However, R&D found that hexproof was problematic in cases,[2] winding down on standard hexproof and experimented with conditional hexproof;[3] this resulted in a mechanic that was originally referred to as “frost armor” and is now known as ward. Another conditional version is “hexproof if untapped”, which lets it be a good defensive play and avoids having it be an uninteractable attacker; similar options are “hexproof if not attacking”, “hexproof if it hasn’t dealt damage”, “hexproof until your next turn” or “hexproof if it entered the battlefield this turn”.
Hexproof is primary in blue. Blue both has the most creatures with hexproof out of all colors and often grants it to creatures as a pseudo-counterspell.[4] Green is secondary: it tends to get hexproof on larger creatures without evasion. White is tertiary: it gets hexproof infrequently, sometimes on players, as a form of shielding.[4]
Ikoria: Lair of Behemoths introduced hexproof counters.
Hexproof in practice
Hexproof is a great way to keep your creatures alive as you know they can’t be target of spells your opponents control while you can keep targeting your creature with spells to keep adding value to them on the battlefield.

