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Rules guide · Sorcery

Hydra's Impenetrable HideHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Face the Hydra· October 19, 2013
Carte Magic Hydra's Impenetrable Hide

Hydra's Impenetrable Hide 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.

01

Official card text

Each Head gains indestructible until the end of the Hydra's next turn.

Complete guide

Hydra's Impenetrable Hide is a powerful defensive tool designed to protect your board during high-stakes encounters. By granting your Heads indestructible, this sorcery ensures that your presence remains felt even through the most devastating board wipes. It serves as a vital safeguard, allowing your strategy to unfold without fear of destruction.

What It Does

This sorcery targets specific entities known as Heads, granting them the indestructible keyword. While under this effect, these permanents cannot be destroyed by effects that say "destroy" or by lethal combat damage. This protection lasts until the end of the Hydra's next turn, providing a significant window of safety.

Step-by-Step Resolution

First, cast the spell and place it on the stack. Upon resolution, the game identifies all permanents currently classified as Heads. A continuous effect is applied to each of those permanents, granting them indestructible. This effect is time-stamped and will persist through your opponent's turn and your own following turn, expiring only at the end of your next turn.

Common Mistakes

One common mistake is assuming indestructible protects against all forms of removal. Indestructible only prevents destruction; it does not stop permanents from being sacrificed, exiled, or having their toughness reduced to zero. Additionally, remember that this spell only affects Heads already on the battlefield when the spell resolves; any Head entering the battlefield later will not have indestructible.

When to Play It

The best time to play Hydra's Impenetrable Hide is right before an anticipated board wipe or an aggressive attack. Because the effect lasts until your next turn, it covers you during the opponent's combat phase and their main phases. It is especially potent if you have a board full of Heads that represent a lethal threat on your next turn.

Interaction examples

Surviving Global Sacrifice

If an opponent casts All Is Dust, your Heads will not be saved by Hydra's Impenetrable Hide. Since All Is Dust forces players to sacrifice permanents rather than destroy them, the indestructible keyword provides no protection against this effect.

Doubling the Protection

If an opponent casts Hydra's Impenetrable Hide while you control Wandering Archaic, you can copy the spell if they fail to pay {2}. This results in your own Heads also gaining indestructible until your next turn, mirroring the defensive advantage your opponent intended to have.

Standard Defense

When you cast Hydra's Impenetrable Hide alone, all your current Heads gain indestructible. If an opponent attempts to use a 'Destroy' spell on one of your Heads during their next turn, the spell will resolve but fail to remove the Head from the battlefield.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Hydra's Impenetrable Hide

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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