Top 10 Unblockable Cards in Magic: The Gathering

Updated on October 9, 2019
Jeremy Gill profile image

Jeremy casts spells in between his careers as a chemical analyst and campus manager.

How to Make Creatures Unblockable in Magic

In Magic, many abilities deter blockers, but few entirely prevent it. For instance, flying makes you unblockable except against enemies with flying or reach, fear only allows black or artifact creatures to block, and menace means only two or more foes can guard you. Protection against various colors also prevents units bearing those colors from hindering your attacks.

These abilities all help score damage on your opponent, but only a few spells truly guarantee the effect, ensuring absolutely nothing can obstruct you. Landing direct attacks is useful for both reducing your adversary's life and for activating player-damage effects, but with dozens of indefensible troops available, which spells reign supreme? These are the 10 best unblockable cards in Magic: The Gathering!

Inkfathom Infiltrator
Inkfathom Infiltrator

10. Inkfathom Infiltrator

CMC (Converted Mana Cost): 2

Like most unblockable spells, Infiltrator is part blue. While her stats are a modest 2/1 (two power and one toughness), she simply can't be blocked, making it easy to trigger direct damage abilities of any auras or equipments you've attached to her.

Infiltrator herself can't block, but you'll rarely have her untapped during your opponent's turn anyway, mitigating the downside. Plus, her unique mana symbols let you pay for her with either black or blue mana, and her subtypes synergize with blue's powerful merfolk clan as well as rogues.

Aether Tunnel
Aether Tunnel

9. Aether Tunnel

CMC: 2

For just two mana, Aether Tunnel offers an aura enchantment that adheres to a unit and grants them a pair of helpful abilities. They gain +1/+0, increasing their power, and they're also unblockable as long as Tunnel remains attached.

Unlike several single-turn instant and sorcery effects, Tunnel lets you continuously attack without fear of retaliation. It doesn't increase its recipient's toughness, but considering they now can't be blocked, you shouldn't need them to be particularly sturdy anyway.

Etrata, the Silencer
Etrata, the Silencer

8. Etrata, the Silencer

CMC: 4

As a legendary creature, Etrata can serve as your commander in EDH format, and she carries a fair 3/5 stats. Not only is she unblockable, when she damages your opponent, Etrata lets you exile a creature they control with a hit counter on it, and your opponent immediately loses when they have three banished cards with these counters!

The downside is that you have to shuffle Etrata into your library whenever her effect resolves, but if she's your commander, you can instead move her back to the command zone, preventing you from having to search her out. Throw in the assassin and vampire subtypes and you have a competitive removal/potential insta-win duo.

Slip Through Space
Slip Through Space

7. Slip Through Space

CMC: 1

Slip Through Space only costs a single resource, and despite its blue mana requirement, its devoid trait actually makes it colorless, meaning you can play it even if under the effects of nets like "Iona, Shield of Emeria."

Space simply makes a target creature unblockable for the turn, a handy albeit temporary boon, but it really stands out thanks its bonus draw, immediately refilling your hand with a new card.

Blighted Agent
Blighted Agent

6. Blighted Agent

CMC: 2

One of the best infect cards in the game, Blighted Agent's rare trait lets him deal damage to creatures as -1/-1 counters, which (unlike normal damage) persist across turns, and to players as poison counters. A player loses when they amass ten poison counters regardless of their life total.

Agent's weak 1/1 stats mean he would normally take ten turns to accumulate the counters and earn your win, but abilities like proliferate (and other infect cards) can drastically hasten the process. Of course, he's unblockable, making him an unnerving presence in the arena thanks to his guaranteed counters, and he possesses the human and rogue subtypes. Use him in "Atraxa, Praetors' Voice" commander decks to easily land the one poison counter Atraxa needs to start proliferating.

Artful Dodge
Artful Dodge

5. Artful Dodge

CMC: 1

Artful Dodge only grants a creature unblockable for a single turn, but it's an affordable sorcery that costs just one mana. Even better, you can cast it from your graveyard for the same price with its flashback trait, sending it to exile after being used this way. Thus, you'll essentially get two uses out of Dodge, whether on one creature over multiple turns or on different units in the same round.

Distortion Strike
Distortion Strike

4. Distortion Strike

CMC: 1

Strike works similarly to Dodge, costing just one mana and rendering a unit unblockable for a single turn. However, they also gain +1/+0 for that round, handily boosting the power of their direct blow.

Additionally, Strike possesses rebound, exiling itself when you cast it from your hand. Then, you can play it for free at the beginning of your next upkeep. While you have less control over the timing than with Dodge, the free second casting, extra power, and fact that Strike eventually ends up in your graveyard (useful for spell mastery, delirium, and threshold effects) grants it the edge over its counterpart.

Tetsuko Umezawa, Fugitive
Tetsuko Umezawa, Fugitive

3. Tetsuko Umezawa, Fugitive

CMC: 2

This legendary blue creature offers a fair 1/3 stats for her cost of two, and she makes your soldiers with power or toughness of one or less unblockable. Assuming you don't give her any +1/+1 counters, this makes her unblockable while also benefiting your other units, all without needing to spend more mana.

Use this with creatures who carry 2/1 or 3/1 stats to quickly land some hefty unavoidable damage, and it's a great way to score some poison counters on your rival (as infect units don't generally have the best battle stats).

Ghastlord of Fugue
Ghastlord of Fugue

2. Ghastlord of Fugue

CMC: 5

Like Infiltrator, Ghastlord's mana symbols accept either blue or black mana, letting you cast him with any combination of island and swamp lands. While he needs a substantial amount of five mana, he carries a fair 4/4 stats as well as the spirit and avatar subtypes, and he's naturally unblockable.

Ending there, we'd already have a solid unit, but Ghastlord automatically reveals an opponent's hand when he deals them damage (which should be easy thanks to unblockable), and you get to choose and exile a card from it. This amazing effect lets you peek at their cards, deplete their hand, and doesn't discard but banishes the target, preventing your opponent from retrieving it with graveyard recoveries.

Aqueous Form
Aqueous Form

1. Aqueous Form

CMC: 1

Aqueous Form grants two awesome and ongoing effects for a single blue mana. It prevents its bearer from ever being blocked, and whenever they attack, you get to scry one, letting you peek at the top card of your deck, then either put it back on top or move it to the bottom, allowing you to potentially replace an unneeded draw with something better.

Simple, cheap, and powerful, Aqueous Form remains one of the best auras in the game and the most reliable way to make a minion unblockable. I especially enjoy using it in EDH to easily land commander damage (opponents lose when they rack up 21 pain from your general); fortunately, despite its powers, Aqueous is a bargain deal, costing well under a single dollar!

Which Card Do You Prefer?

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More Magic Traits to Prevent Blocking

In addition to abilities like flying and menace, remember that rare traits like horsemanship, skulk, landwalk, and shadow make your units annoyingly difficult to guard. Additionally, creatures like the Eldrazi "Pathrazer of Ulamog" bear their own unique block-punishments, in his case only allowing three or more units to guard him.

If your opponent can't defend, it's only a matter of time before their life hits zero, and unblockable warriors also work great for quickly eliminating opposing planeswalkers. But for now, as we eagerly await Wizards of the Coast's next expansion of unavoidable spells, vote for your favorite card and I'll see you at our next MTG countdown!

© 2018 Jeremy Gill


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