Hazerider Drake is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Flying, protection from red
Complete guide
Hazerider Drake is a classic evasion creature that excels at navigating battlefields filled with aggressive red threats. By combining the power of flight with a specific defensive ward, this Drake becomes a reliable blocker and an untouchable attacker against certain archetypes.
What It Does
Hazerider Drake is a 2/3 creature with two key keyword abilities: Flying and Protection from red. Flying allows it to bypass blockers that don't have Flying or Reach, while Protection from red makes it immune to damage, enchanting, blocking, or targeting by anything with a red color identity.
How Protection Works
The Protection from red ability follows the D.E.B.T. rule. Red sources cannot Damage it, Equip or Enchant it, Block it, or Target it. If a red spell tries to target Hazerider Drake, that spell will have an illegal target upon resolution. Furthermore, all combat damage dealt to it by red creatures is reduced to zero.
Common Mistakes
A common misconception is that Protection protects against board wipes that do not target, such as a red spell that says 'Destroy all creatures.' Since these spells do not target and do not deal damage, Hazerider Drake would still be destroyed. Additionally, remember that Protection only applies to the red color; a multi-colored creature that is red and another color is still considered a red source.
When to Play It
You should deploy Hazerider Drake when you need a consistent clock in the air or a permanent solution to an opponent's red threats. It is particularly effective in Limited formats or casual play where red burn spells and aggressive red creatures are prevalent, as they simply cannot interact with this card efficiently.
Interaction examples
You cast Hazerider Drake for 4 mana. Once on the battlefield, it can attack over the heads of non-flying creatures. If your opponent controls only ground-based red creatures, they cannot block the Drake, and those creatures cannot damage the Drake if you choose to block them.
If you have Roaming Throne on the battlefield with 'Drake' chosen as the type, it will not double Hazerider Drake's abilities because the Drake has static abilities, not triggered ones. However, if you chose 'Golem', your Solemn Simulacrum would trigger twice when entering or dying. This setup provides you with the mana ramp and card draw needed to safely cast your Hazerider Drake while maintaining a strong board presence.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Hazerider Drake
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
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Meta decks with Hazerider Drake
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Roaming Throne