The Wandering Rescuer
Convoke and hexproof rarely occupy the same card, and the reason they do here is that the last line rewires what convoke normally costs you. Tapping creatures to fund a spell is a liability: they cannot block, and a board of tapped bodies invites a punishing swing back. This card converts that exact liability into insulation. Every creature you tap to convoke it in becomes untargetable, so the survivors of a go-wide plan chip in for the cost and immediately slip out of range of anything that needs to point at them: single-target removal, spot bounce, targeted sacrifice effects, an opponent's aura that wants one of your creatures. It is not a combat shield (tapped creatures still cannot block, and it does nothing against a sweeper or an edict, which do not target a creature at all); it is a firewall against the targeted line specifically. Flash is what lets you spend the tax on the opponent's turn: hold creatures back after an attack, then ambush at instant speed, tapping the ones that stayed home while a 3/4 double striker lands beside them. The reward runs against convoke's usual grain. Where the mechanic normally punishes overcommitment by leaving your team exposed, here the act of paying is the same act that locks the payers out of harm's reach. Convoke is functioning less as a discount than as an alternative cost welded to a static protection clause, and that welding is the whole design.





