Soul of the Rapids
Hexproof on an evasive body is the whole design here, and the cycle this belongs to built each member around a single unconditional guarantee rather than the enters-the-battlefield value or activated modes a five-drop usually carries. What the hexproof buys is immunity from being chosen: one-for-one removal that resolves on the stack cannot name the creature, so an opponent trying to stop three flying damage a turn is pushed toward sweepers or chump blocks instead of a clean answer. That guarantee is also the whole limit. The immunity is paid for entirely in the toughness, and a 3/2 dies to combat, dies to board wipes that never name anything, and dies to the very damage-based sweepers hexproof was supposed to make irrelevant. Hexproof protects a creature from being targeted, not from existing in a world where opponents kill by area. The design is honest about the trade: no second mode, no value on the way in, nothing but a flier that refuses spot removal. The trouble is that the fragility undercuts the one thing it promises, and the fragile body makes the guarantee worth less than its price implies.
