Runed Halo

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadowmoor (SHM) Rare

Combos Browse all

Runed Halo

Enchantment

As Runed Halo enters the battlefield, name a card.

You have protection from the chosen name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)

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Runed Halo Discussion

SynergyBuild on Cleric Deck [~$40]

5 days ago

Battletide Alchemist is a five mana creature, your deck can't ramp, and modern is a format of turn 4 or earlier wins. Control decks do exist, and so do pillow fort decks. If your control elements, or pillow fort cards do not come online before the turn your opponent intends to win, you lose.

A control deck board wipes, and stops the opponent with counterspells and removal. You run semi-removal in the form of Oust, and a semi-board wipe in the form of Dusk / Dawn, but those are only semi. They don't remove many of the aggro threats as they are large in number and small in size, nor does the removal stop voltron stype Slippery Bogle decks. The lack of a serious control element stops you from playing in such a manner.

If you were to consider this a pillow fort deck, one that stops the opponent from doing things, but doesn't actually remove the threats, you would be out of luck. Battletide Alchemist might be closer to Sphere of Safety in a real w/x pillow fort deck, but that is a "finisher" or a card that stops the opponent after Runed Halo, Ghostly Prison and Nevermore slowed them down. The issue is you don't have a real way of slowing them down until then, and you will be dead before you drop Battletide Alchemist if you don't. Casual aggro decks for 15 dollars have more of a chance in the current meta in a late game scenario than this deck, because if Battletide Alchemist is your deck, you don't have one.

Pillowfort is an underused strategy, one that lock the opponent in many ways, preventing damage does so little on its own, that the real pillowfort decks only do it if it is 3 mana and prevents all damage dealt to you (Solitary Confinement saw some play). Loss of life will kill you, removing the Battletide Alchemist will kill you, etc.

The types of things a pillowfort deck should do are 6-fold:

  1. Lock down combat (Sphere of Safety, Ghostly Prison)

  2. Lock down targetting of yourself (Aegis of the Gods, Leyline of Sanctity)

  3. Lock down spells that get around this (Runed Halo, Nevermore)

  4. Lock down alternative strategies after sideboard (Rest in Peace, Stony Silence)

  5. Protect the Locks (Greater Auramancy, Privileged Position)

  6. Win the game (Luminarch Ascension, Sigil of the Empty Throne)

Your deck covers part of #1 with Battletide Alchemist, and part of #5 with Eight-and-a-Half-Tails I say a part of each because plenty of combat isn't damage, it is infect, or "when this creature attacks" (think eldrazi tron and all of the eldrazi's with the annihilate keyword), and because a destroy all (Supreme Verdict) gets around protection effects. Creatures a way flimsier than enchantments, and this deck doesn't even cover that.

Easybr0wnies343 on UW Azor Immortality

6 days ago

Can I recommend Search Warrant? It would combo well with your Runed Halo

the_selby on Bant Hexproof

1 week ago

Modern FNM 2/9/18: I went 3-1, with a heartbreaking lose my last match in the final.

  1. Izzet Thing in the Ice  Flip / Kiln Fiend combo: W 2-1. Game one I was on the draw, got a Gladecover Scout down and started to suit it up. Then Thing in the Ice  Flip comes down. Ever had a Thing in the Ice  Flip flip against you while playing Hexproof. Feels real bad. They ended up killing me with a single swing with the help of Temur Battle Rage. I played a little bit more conservatively the next two games - didn't overextend on any creature/kept up enough toughness to block through a TBR - and won pretty easily.

  2. Mardu Pyromancer: W 2-0. Game 1 I had an alright keep, turn 2 I kept up an uncracked Windswept Heath to fetch a Dryad Arbor and snipe a Young Pyromancer in blocks. He then landed a Blood Moon which set me back but I did have 1 Plains and both our sides stalled a little but I grew my board quicker. Game 2 I kept a no creature opening because there was a Leyline of Sanctity. Maindeck Leyline of Sanctity is really good in this meta right now. Shuts off all the Thoughtseizes, Inquisition of Kozileks, and Liliana of the Veils that are so prevelant, and all in this deck. I resolved a Kor Spiritdancer and they had sided out most of their removal. I attacked with a 20-22 flying Kor Spiritdancer for a win.

  3. Storm: W 2-1. Game 1 I put down Leyline of Sanctity, they look at their opening, see the Leyline of Sanctity and concede Game 1 without giving away any information. So, I had no idea how to sideboard and just run it back. They proceed to Storm Combo on turn 3. Game 3 I have a great sideboard plan with Rest in Peace and Stubborn Denial. No opening Leyline of Sanctity but a Rest in Peace and a Stubborn Denial. On the play turn 1 I get a creature down, turn 2 2 Ethereal Armors, turn 3 a Rest in Peace; end of turn they Echoing Truth the Rest in Peace but had held up a Windswept Heath to fetch a Breeding Pool and then Stubborn Denial. They couldn't combo off turn 3 and concede. Stubborn Denial is fantastic sideboard tech for this deck right now. No one sees it coming.

  4. Bant Glittering Wish Control: L 0-2. Game 1 was going as planned. Was a swing away from winning when they resolve their singleton Runed Halo. I tried to rebuild, swung with everyting playing around Blessed Alliance but was blown out by Settle the Wreckage. It was like turn 15 and I conceded the game. Game 2 I mulled to 5, with a still bad hand, and it game them the time to settle good countermagic and stopped me from resolving needed spells. I was then beat down by a Glittering Wish into Thragtusk. Super disappointing. Guess what? Runed Halo is a really good Magic card.

Final thoughts. I am moving the singleton Gaddock Teeg to the side and adding a second Path to Exile to the main. Remember that fetch land shenanigans can win games, getting a good trade in blocks or evading an edict effect with a Dryad Arbor or holding up a surprise Stubborn Denial. This won me 2 games in the tournament. I am in love with the Stubborn Denial sideboard tech. It was really good. My internal argument is whether to move the single Breeding Pool into the main, probably taking out a Temple Garden. I don't want to give my opponent the information in Game 1s but also don't love dedicating a sideboard slot for the land.

Pieguy396 on Modern is Enchanting

1 week ago

@LeaPlath damn, I got sniped on my own deck lol

Runed Halo is a fine card, but I find that Story Circle is more versatile card in the maindeck (I pretty much always have the mana to activate), and Leyline of Sanctity is usually better in the sideboard.

As for O-ring vs Banishing Light, I don't have any ways to do shenanigans with O-ring, so they're basically the same card. I run a split because of fringe cards like Detention Sphere and Echoing Truth; the difference is irrelevant 99% of the time.

LeaPlath on Modern is Enchanting

1 week ago

DeimosDragon Argothian isn't Legal in Modern.

Out of interest, aren't you running something like Runed Halo? And isn't Oblivion Ring better than Banishing Light because you can destroy it with the triggers on the stack?

barfsymphony on BW Walker Midrange

1 month ago

KGW thanks for the input I will definitely take a look at my mana base and start testing with more basics. also, Runed Halo feels good on paper, but every time I've played with it, it always feels too little to late, it's powerful but it's narrow.

BrandonJamesCAC I actually love that idea because it's a good card to draw at any point in the game and can steal game 1 from aggro decks. I've been playing around with sweepers in the main but it's so clunky-feeling, and I don't think ghostly prison would feel nearly as clunky. I'm definitely going to try that out!

colton815 on How does Protection work??

1 month ago

Absolute Law specifically says CREATURES get protection from red. not players. Runed Halo and Burrenton Forge-Tender are very self-explanatory.

square711 on How does Protection work??

1 month ago

Yes, both will protect you. Cast Runed Halo naming Goblin War Strike and he won't be able to target you with it. Sacrifice Burrenton Forge-Tender as he casts Goblin War Strike and you can prevent all the damage it would deal to you.

That said, Runed Halo won't protect you from anything besides the card you've named and Burrenton Forge-Tender can only be used once, so neither of them will be the definitive answer to your problems.

(tip: play Worship)

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