Hit-Monkey 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
This spell can't be countered. Reach, vigilance, deathtouch, hexproof, haste
Complete guide
Hit-Monkey is a powerhouse of a legendary creature that combines five different keywords with a protection clause that makes it difficult to stop. This Monkey Assassin ensures that your four-mana investment results in a versatile threat that impacts the board immediately. Whether you need a sturdy defender or a lethal attacker, Hit-Monkey is ready to do the job.
What it Does
Hit-Monkey is a green legendary creature that costs 3G. Its first line of text ensures the spell cannot be countered by spells or abilities, bypassing your opponent's blue disruption. Once on the battlefield, it possesses a suite of five keyword abilities: Reach allows it to block flyers; Vigilance lets it attack without tapping; Deathtouch ensures any amount of damage it deals to a creature is lethal; Hexproof prevents it from being targeted by opponents; and Haste allows it to attack or tap the turn it arrives.
How it Resolves Step by Step
First, you cast Hit-Monkey by paying 3G. Because of its static ability, even if an opponent plays a counterspell, Hit-Monkey will remain on the stack and eventually resolve. Second, as it enters the battlefield, its Haste and Vigilance mean it can attack immediately and stay untapped to block later. Third, if it enters combat, its Deathtouch ensures it destroys any creature it damages, while Hexproof shields it from targeted removal like 'Destroy target creature' spells throughout the entire process.
Common Mistakes
A common mistake is forgetting that while Hit-Monkey cannot be countered, it can still be affected by spells that don't target, such as board wipes that say 'Destroy all creatures.' Additionally, remember that Reach and Vigilance work perfectly together; because Hit-Monkey stays untapped after attacking, it is always ready to use its Reach and Deathtouch to kill an incoming flying attacker during the opponent's turn.
When to Play It
Play Hit-Monkey when you are facing decks with heavy counter-magic or targeted removal. Its inability to be countered makes it a reliable follow-up to your other threats. It is also excellent when you need to stabilize the board against aggressive flying creatures, as the combination of Reach and Deathtouch serves as a permanent deterrent for anything your opponent might want to send your way.
Interaction examples
You have Solemn Simulacrum on the field providing a basic land. When you cast Hit-Monkey, it cannot be countered, ensuring you have a Hexproof threat. On your turn, Hit-Monkey attacks with Vigilance and Haste, while Solemn Simulacrum stays back. If the Golem dies later, you draw a card, but Hit-Monkey remains a difficult-to-remove blocker thanks to Reach and Deathtouch.
If your opponent manages to force you to discard Hit-Monkey or uses a non-targeting board wipe to destroy it, you can play Eternal Witness. When Eternal Witness enters, you target Hit-Monkey in your graveyard to return it to your hand. You can then re-cast Hit-Monkey, knowing it cannot be countered and will immediately be able to attack again due to Haste.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Hit-Monkey
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
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Solemn Simulacrum
Eternal Witness