Giver of Runes

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Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Giver of Runes

Creature — Kor Cleric

: Another target creature you control gains protection from colourless or from the colour of your choice until end of turn. ((Remember the acronym debt.) It can't be damaged, enchanted, equipped, blocked or targeted by anything of the chosen colour. Anything of the chosen colour attached to the target creature immediately falls off.)

plakjekaas on New Swords

1 month ago

Niko9 If you use Giver of Runes to give an equipped creature Protection from Colorless, all colorless auras and equipment would fall off. Protection prohibits being Damaged, Equipped/Enchanted, Blocked and Targeted by what you are protected from.

So if equipped creature had protection from artifacts, and it's equipped with an artifact, then the artifact would fall off. That's why legendofa mentioned auras like Benevolent Blessing that have a clause to protect the protection from itself.

I suppose "Protection from other Artifacts" could work.

Caran_Lyg on Angel lifegain feast festival

2 months ago

Another suggestion is for your sideboard. Angel of Jubilation for any decks that want to use life as a cost like Phyrexian Mana, Archangel of Tithes + Authority of the Consuls for aggressive decks, Chancellor of the Annex offers a free counter spell unless they pay 1 additional mana, Giver of Runes protection for a single creature against colorless or whatever color you choose, Disenchant for artifacts and enchantments and finally, Rest in Peace for decks that want to mess with their graveyard such as reanimator decks.

wallisface on Having some disillusionment with the …

6 months ago

This post below is all quite long-winded, but you wrote a lot yourself and i'm trying to give it justice :)

Some thoughts/counterpoints on each of your points mentioned:

  • On "I don't tend to care for games that involve screwing over your opponents" - Your examples here seem to be almost entirely fair interaction (counterspells, killspells etc). While you might not like people messing with your boardstate, its an integral part of the game in order to prevent it just being a race to see who can combo-off first. Without interaction there's no point to playing the game with another person (you might as well be goldfishing the deck on your own). You mention in this paragraph that you prefer cooperative games, and if that's the case then I really don't think magic is ever going to play into your preferred play patterns.

  • On "As for deckbuilding, I can't decide if I love it or hate it" - this paragraph I think just reads as a frustration with relative lack of experience. Unfortunately the only way to not feel uncomfortable in this aspect of the game is to get more games in. When you're newish to the game, deckbuilding is almost always bound to feel overwhelming, and whatever you brew is almost always going to feel clumsy to play. The best way to get around this is to play with established decks for a while (at whatever level of competitiveness your group plays at). Playing with decks that are proven to work will help you learn what spells are strong and why, and what boardstates are required for various effects to feel stronger/weaker.

  • I'm not going to comment on the lore. Everyone has their own opinions on what's good and what isn't... at the end of the day, if you find the lore too off-putting you don't have to read any of it - it's not a mandatory thing you need to do to play the game and can be entirely ignored.

  • Community is also a tricky one to answer, as it's almost entirely down to your playgroup. Find people with mindsets you enjoy being around, and play games with them... a game in a bad-format but with good company will always be more enjoyable than playing your favourite format surrounded by people you can't stand.

  • On the financial side, I don't think many people are pleased with the costs required to buy a competitive deck. However I can say that it appears that most of the community (at least on here) are all-for proxies - as seen in this thread here. If your playgroup isn't keen for proxies, then it is pretty important that your group decides on an upper-limit on how much a deck should cost, to avoid pricing eachother out of the game.

The vibe I got from skimming through your post is that you're a very casual player, and with that comes the baggage of getting frustrated at the aspects of the game that don't yet make sense. I would think the healthiest thing to do in your current position would be to pick-and-choose the parts of the game you enjoy the most, and stick with them, while blocking-out the aspects of the game which drain you. In particular:

  • if you decisively hate interaction, you can play decks which do their best to avoid it, most notably with a deck like Bogles, or using decks running stuff like Giver of Runes, Spellskite, Counterspell, Veil of Summer etc to protect your stuff.

  • if you get overwhelmed with deckbuilding, a better approach is to use already-created decks that work within whatever meta you're playing (all formats have budget options so price should be no issue here). Then, if you're still wanting to indulge in creativity, its a lot easier to make small changes to an established list and see those play-out in playtesting, rather than trying to create something entirely from scratch.

  • further to deckbuilding, reading articles and watching videos of competitive players brew and create decks will help strengthen your knowledge around doing that yourself. Even if they're building decks in entirely different formats with entirely different budgets, their general building process should help you see mistakes in your own approach.

  • Lore can be entirely ignored. Or just skip the stories that don't interest you.

  • Community requires work, but with enough gumption you can get like-minded people into the game. Avoid draining yourself on Arena etc when missing those social interactions are making you enjoy things less. Stick to playing games with those you enjoy spending time with - Magic is a social game.

  • Proxy stuff. Casual games shouldn't be gatekept. If people don't like playing with well-made proxies, you don't have to play with those people.

wallisface on Cenn's Tactition and Gang Blocking

6 months ago

Answering your questions in order:

A. Yes. However note that this will end up with both your creatures taking lethal damage, and only 1 spider dying.

B. Yes. Note this will result in all the attacking creatures dying, as well as 2 of your blockers of the opponents choice.

C. Damage is assigned in each combat. Each attacking spider will effectively assign its 3 damage as it chooses to the creatures it is being blocked by. Each of your blocking creatures assign their damage to each creature they’re blocking.

D. You need to activate Giver of Runes before combat damage is assigned. While this activation can save one creature, it won’t stop the opponent from beating-up on the others.

Andromedus on Cenn's Tactition and Gang Blocking

6 months ago

Let's say I have a Cenn's Tactician (with one +1/+1 counter on it) in play, and two Botanical Brawlers both of which have 4x +1/+1 counters. I also have a Giver of Runes in play (no summoning sickness).

My opponent attacks with 3x Acid Web Spiders.

A. Can I assign each Botanical Brawler to block two Acid Web Spiders so that one of them is gang-blocked while the other two are blocked only by one Botanical Brawler?

B. Alternatively, could I also block the two solo-blocked Acid Web Spiders with the Cenn's Tactician so that all three spiders are double-blocked and one is also gang blocked?

Is it just me or does damage assignment in this case get very complicated (assuming this blocking is allowed)? And we only have one Cenn's Tactician in play, imagine if we had more! I get that the attacking player assigns damage first, choosing which gang blockers he prioritizes in order. That part seems relatively straightforward.

C. But then how is the double-block and gang block damage assigned by the defending player? The defending player chooses which creature to assign double-blocked damage, and then what happens with gang blocker damage?

D. And then after my opponent assigns combat damage I assume I can potentially respond to save one of my creatures with the Giver of Runes, which further complicates things for the attacker?

Maybe I'm overthinking this?

DreadKhan on Tempered Steel/Starlight Spectacular

6 months ago

No problem, hope some of my ideas are helpful! If your group is fine with Sol Rings then they should help flip Erayo, there is also Moonsnare Prototype (the Channel ability can also be relevant) and Springleaf Drum that can turn a creature into mana, Sol Ring is probably better though! To pay no life to cast Vault Skirge would require Black mana, but since you only need to hit someone twice with a 1 drop to break even I feel like it's fine to pay the life, since it becomes very useful if you can buff it's power at all (hence using it with Cranial Plating).

Yeah, Cranial Plating is more of a 'fast' win con that is best used in 1v1 games, where you can arrange a turn 3 or 4 kill with it hopefully, if you have more people you might need something better at dealing with multiple opponents. If you're fine with 4 drops, have you heard of Vedalken Humiliator? Its much better vs multiple opponents, it makes your opponents' blockers into vanilla weenies. I would think a x1 or x2 at most if you like it.

If you want to protect your creatures IMHO one of the best ways to do it is Mother of Runes, I prefer her over Giver of Runes, fwiw she's only 1 mana.

Andramalech on The Velocipastor

8 months ago

rubber_ducky truthfully find that if you splash white in a build like this rather than sticking to Gruul () it should be for responses rather than protections, and if it IS for protections, things like Giver of Runes will be more effective in a circumstantial light. Recommend Path to Exile and Shelter in general.

Azoth2099 on [KFC] Kaalia Friended Chickens

8 months ago


No problem dude! Glad to help, truly.

As a longtime brewer of this particular Commander, I'm definitely seeing a few cards here that I would cut in favor of more card draw, Ramp, Tutors, & Interaction to get you to your power pieces like Vilis, Broker of Blood. Please don't take this the wrong way, but it will be a shorter list to include the things that I would personally keep in the list, sans Lands. Here we go:

Creatures: Vilis, Broker of Blood, Rune-Scarred Demon, Burning-Rune Demon, Ancient Gold Dragon, Drana and Linvala, Mother of Runes, Giver of Runes, Grand Abolisher & Serra's Emissary

Artifacts: All Mana Rocks CMC 2 or less, Swiftfoot Boots & Lightning Greaves.

Enchantments: Dragon Tempest, Phyrexian Arena & Phyrexian Reclamation.

Instants: Boros Charm, Swords to Plowshares, h Path to Exile.

Sorceries: Damn, Diabolic Tutor & Seize the Spoils.

Everything outside of these ones should be replaced with value pieces imo! I'd also heavily recommend that you pick up a copy of Razaketh, the Foulblooded. It was just reprinted in Commander Masters, and is hovering around ~$8 at the time of this post! It was just like $25-$30 a little while ago. Insane. I'd also recommend looking through the Dominaria Remastered set, lots of spicy reprints in there that have taken a price plunge & could be great here like Sneak Attack & Gamble.

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