Hypnox 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 When this creature enters, if you cast it from your hand, exile all cards from target opponent's hand. When this creature leaves the battlefield, return the exiled cards to their owner's hand.
Complete guide
Hypnox is a colossal Nightmare Horror that demands a massive mana investment for an equally massive reward. This legendary terror from the Odyssey era can completely strip an opponent of their options, but only if played fairly. Understanding its restrictive trigger conditions and its temporary exile effect is key to mastering this powerhouse.
The Cast Condition
Hypnox features a specific 'if' clause in its enters-the-battlefield ability: it only triggers if you cast it from your hand. This means if you use reanimation spells or put it directly onto the battlefield with other effects, the exile ability will not occur. This design prevents players from easily cheating out a 3-turn clock that also destroys an opponent's hand.
Step-by-Step Resolution
First, you must cast Hypnox from your hand and have it successfully enter the battlefield. When the trigger is put on the stack, you choose a target opponent. Upon resolution, all cards currently in that player's hand are exiled. Unlike some newer cards, these cards stay exiled for exactly as long as Hypnox remains on the battlefield. If Hypnox leaves, the 'leaves the battlefield' ability triggers and returns those specific cards back to the owner's hand.
Common Mistakes
A frequent error is trying to flicker Hypnox to repeat the effect. Because a flickered creature returns to the battlefield from exile (not the hand), the ability will not trigger again. Additionally, players often forget that if Hypnox leaves the battlefield before its first ability resolves, the 'return cards' ability will trigger and do nothing, then the 'exile cards' ability will resolve and exile the hand permanently.
Strategy: When to Play It
Given its cost of eleven mana, Hypnox is a late-game finisher. It is best deployed when your opponent is holding a few powerful cards that could stop your board state. Since it has Flying, it serves as both a disruption tool and a high-power evasion threat that can end the game in a few swings.
Interaction examples
If your opponent has a Blightsteel Colossus in their hand, and you cast Hypnox from your hand, the Colossus is exiled. Because it is moving from the hand to the exile zone (and not the graveyard), the Colossus's replacement effect does not trigger. It will stay in exile until Hypnox leaves the battlefield.
When Hypnox enters the battlefield after being cast from your hand, you target the opponent holding Kozilek, Butcher of Truth. Kozilek is exiled along with the rest of the hand. Since Kozilek did not enter the graveyard, the opponent does not shuffle their graveyard into their library. If Hypnox is eventually destroyed, Kozilek returns directly to the opponent's hand.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Hypnox
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If a creature (such as Clone) enters the battlefield as a copy of this creature, the copy’s “enters-the-battlefield” ability will still trigger as long as you cast that creature spell from your hand.
No other card is named in this ruling.
Legal formats
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Meta decks with Hypnox
No archived Top 8 deck with this card yet.



Blightsteel Colossus
Kozilek, Butcher of Truth