Sheltering Light


Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Ixalan (XLN) Uncommon

Combos Browse all

Sheltering Light


Target creature gains indestructible until end of turn. Scry 1. (Damage and effects that say "destroy" don't destroy the creature.)

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Sheltering Light Discussion

Ninjew42 on RW Dinostomp

1 week ago

I have some ideas for this deck.

Look at R/W Jurassic Park, The Scary Bit.

Ninjew42 on R/W Jurassic Park, The Scary Bit

2 weeks ago

@backinajiffy, Thank you so much for the idea of Sheltering Light. It worked like a charm protecting my Callers and Huntmasters. I still got destroyed 0-3, but I took at least one round in all 3 games. I was also able to add Kinjalli's Sunwing to the deck.

Rex_JB24 on Why Play GW Energy?

2 weeks ago

You may also consider Sheltering Light and Hapatra's Mark I can see G/W (especially with Adorned Pouncer and Solemn Recruit) being similar to a Heroic list from Theros where you just resolve one good threat and protect it forever.

AquatiicOrangeGorilla on Thesaurus Rex

2 weeks ago

I used this deck when playtesting an improvise deck i built. This deck seems to flood on mana a little bit. I would pull a land for another Commune with Dinosaurs and put Sheltering Light in the sideboard and replace them with 3-5 drop dinosaurs. Having a mana sink wouldn't be a bad idea either. Rhonas the Indomitable or a single Thundering Spineback could be good. Or Ripjaw raptor to draw you more cards.

Ninjew42 on R/W Jurassic Park, The Scary Bit

3 weeks ago

backinajiffy Thanks for the great comment!
I like the idea of Sheltering Light as a way to counter removal. I will see what I can do to trade for some next Sunday.
I haven't had an issue with bad first draw, and even with six cards to start you still win by turn 7.
Even good control has a problem with how fast you can deal damage with turn 3 Charging Monstrosaur
About the only thing I know I want to change is to add another Kinjalli's Caller and take out the Frenzied Raptor.

backinajiffy on R/W Jurassic Park, The Scary Bit

3 weeks ago

First of all, I really love this deck cuz the idea of a 5/5 haste trample of turn three is just bonkers.

There are a few tweaks I think need to happen to make this better though.

First of all, the reason dino decks are poopy in standard right now is because control / removal > ramp.

Unfortunately, Kinjalli's Caller and Otepec Huntmaster will just get fatal pushed and you'll be sad panda. BUT, if you toss in Sheltering Light instead of Sure Strike you can get one step closer to avoiding that situation from happening. The scry 1 will also help a LOT to make your deck more flexible with its draws.

Also, I thin 20 mana is a little extreme. I know you have mana rampers, but with that few it makes drawing a shit hand and needing to mull highly likely, and in a tournament setting that's pretty aweful.

Lastly, there isn't a lot of flexibility with this deck. The chances of getting all your mana rampers in your opening hand, or on the opposite end of the spectrum, all your high CMC creatures in your hand is reasonably high. This means consistency suffers.

I don't know the best way to add card filtering to a deck like this, but Sheltering Light is a good start. The most obvious further answer is to toss in either cathertic reunion or tormenting voice, but they don't really fit the theme. I'm sure there's a way, but I just don't know.

Argy on Ixalan Pro Tour predictions

3 weeks ago

I am VERY bad at predicting what decks will play off in the Pro Tour finals.

Although I am sometimes able to guess which cards will make a splash.

I thought it might be fun to try to guess, anyway. Feel free to weigh in.

It seems to me that, ever since Mardu Vehicles, each Pro Tour a different Aggro Deck has come out swinging.

We've had Black Zombies, and also Ramunap Red.

My guess would be another Aggro contender will emerge, particularly given the fact that the Creature-heavy meta has meant a shift towards Control decks, and Temur Energy.

As for cards played, these are ones I think we will see:

I think Walk the Plank will see more play than people initially expected.

I would also not be surprised to see some decks run copies of Dreamcaller Siren.

Firecannon Blast may see some play in a deck based around the Raid mechanic.

I would love to see a deck based around Revel in Riches place, but I think that is an outside shot.

I feel that Carnage Tyrant won't see much play. Initially it was very popular with Tammy/Timmy players, but I think too many decks now pack Sideboard cards that handle it. If Aggro decks are prevalent it will be too slow.

Those are my predictions. What are yours?

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