Nullhide Ferox

Hexproof
You can’t cast noncreature spells.
: Nullhide Ferox loses all abilities until end of turn. Any player may activate this ability.
If a spell or ability an opponent controls causes you to discard Nullhide Ferox, put it onto the battlefield instead of putting it into your graveyard.

Nightveil Predator

Flying, deathtouch
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)

Vine Mare

Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
Vine Mare can’t be blocked by black creatures.

Plated Crusher

Trample
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)

Primal Huntbeast

Hexproof (This creature can’t be the target of spells or abilities your opponents control.)

Troll Ascetic

Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
: Regenerate Troll Ascetic.

Benthic Giant

Hexproof (This creature can’t be the target of spells or abilities your opponents control.)

Knight of Grace

First strike
Hexproof from black (This creature can’t be the target of black spells or abilities your opponents control.)
Knight of Grace gets +1/+0 as long as any player controls a black permanent.

Cold-Water Snapper

Hexproof (This creature can’t be the target of spells or abilities your opponents control.)

Lich’s Mastery

Hexproof
You can’t lose the game.
Whenever you gain life, draw that many cards.
Whenever you lose life, for each 1 life you lost, exile a permanent you control or a card from your hand or graveyard.
When Lich’s Mastery leaves the battlefield, you lose the game.

Knight of Malice

First strike
Hexproof from white (This creature can’t be the target of white spells or abilities your opponents control.)
Knight of Malice gets +1/+0 as long as any player controls a white permanent.

Lich’s Mastery

Hexproof
You can’t lose the game.
Whenever you gain life, draw that many cards.
Whenever you lose life, for each 1 life you lost, exile a permanent you control or a card from your hand or graveyard.
When Lich’s Mastery leaves the battlefield, you lose the game.

Soul of the Rapids

Flying
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)

As Luck Would Have It

Hexproof
Whenever you roll a die, put a number of luck counters on As Luck Would Have It equal to the result. Then if there are 100 or more luck counters on As Luck Would Have It, you win the game. (Count both rolls if you reroll a die.)

Jade Guardian

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.

Silumgar, the Drifting Death

Flying, hexproof
Whenever a Dragon you control attacks, creatures defending player controls get -1/-1 until end of turn.

Striped Riverwinder

Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
Cycling (, Discard this card: Draw a card.)

Geist of Saint Traft

Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that’s tapped and attacking. Exile that token at end of combat.

Drove of Elves

Hexproof
Drove of Elves’s power and toughness are each equal to the number of green permanents you control.

Siege Behemoth

Hexproof
As long as Siege Behemoth is attacking, for each creature you control, you may have that creature assign its combat damage as though it weren’t blocked.

Scaled Behemoth

Hexproof (This creature can’t be the target of spells or abilities your opponents control.)