Saru, Unthreatened 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
Flash When Saru enters, another target creature you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Complete guide
Saru, Unthreatened is a versatile Kelpien Officer that excels at protecting your vital resources at a moment's notice. With Flash and a protective entry trigger, this card ensures your key creatures remain safe from hostile spells.
What It Does
Saru, Unthreatened is a legendary creature with Flash, meaning you can cast it at any time you could cast an instant. Upon entering the battlefield, its triggered ability grants hexproof to another target creature you control until the end of the turn, making that creature immune to spells or abilities controlled by your opponents.
Step-by-Step Resolution
When you cast Saru, Unthreatened, it first moves to the stack. Once it resolves and enters the battlefield, its triggered ability is placed on the stack, and you must choose another creature you control as the target. If the target is legal when the ability resolves, that creature gains hexproof. If the targeted creature leaves the battlefield before the ability resolves, the ability fails to resolve.
Common Mistakes
A common error is trying to target Saru, Unthreatened with its own ability; the text specifically states 'another target creature,' so Saru cannot protect itself. Additionally, granting hexproof does not counter a spell that has already resolved; you must respond to the opponent's spell while it is still on the stack.
When to Play It
Saru is best utilized as a reactive measure. Hold it in your hand until an opponent targets your most important creature with a removal spell. By casting Saru in response, you preserve your board state while adding a blocker to the battlefield.
Interaction examples
If an opponent attempts to destroy your Solemn Simulacrum with a removal spell, you can cast Saru, Unthreatened in response. Saru enters the battlefield and targets Solemn Simulacrum with its ability. Solemn Simulacrum gains hexproof, causing the opponent's spell to lose its only target and fail to resolve.
You have Sakura-Tribe Elder on the battlefield. If your opponent tries to exile it to prevent you from getting a land, you can cast Saru, Unthreatened to give the Elder hexproof. Later in the turn, you can still choose to sacrifice Sakura-Tribe Elder to search for a land, as hexproof only prevents your opponents from targeting it.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Saru, Unthreatened
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 Saru, Unthreatened
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Sakura-Tribe Elder