Rune of Protection: White

Rune of Protection: White

Enchantment

(White): The next time a white source of your choice would deal damage to you this turn, prevent that damage.

Cycling (2) ((2), Discard this card: Draw a card.)

Latest Decks as Commander

Rune of Protection: White Discussion

reddeath68 on Everything Has a Price

2 weeks ago

zapyourtumor Some fantastic suggestions, especially Killing Wave. To go over the list.

Curse of the Cabal Feels to slow and with the prevalence of the cookbook deck, I see this as a blow out against me.

Temporal Extortion I had thought about it, but I was going budget. If I find some spare cash I could certainly see it in the deck.

Killing Wave fantastic and will likely become my go to unless I can get Choice of Damnations for cheap as that hits all permanents instead of just creatures.

Pain's Reward I had thought about it, but it feels like a potential blowout where the opponent could force me to bid too much for needed card draw.

Indulgent Tormentor 5 mana CMC and dies to bolt. That didn't feel right to me. If it was either a bit cheaper or had a higher toughness I would consider it.

Desecration Demon Maybe a possible include if the deck needs more creatures. Against a deck without creatures, or with very few creatures, it could be great. However those types of decks usually run either heavy removal, bounce, or something of the like. Also I kind of want the pressure to be on their life total more than the board state.

As for a legacy deck, my experience in legacy in minimal so I can't comment too much on the meta and whatnot, but it could be fun. Currently I am planning to test a different kind of jank there being Eight-and-a-Half-Tails with a enchantment called Earnest Fellowship to nullify most threats to my creatures and run Rune of Protection: White to protect myself. The deck will run Norn's Annex and Ghostly Prison to deal with creature decks.

libraryjoy on Black and White - please help!

5 months ago

I would heartily NOT recommend Armageddon . You can check out the thread in the Forum on MLD (mass land destruction) from this week. It is NOT generally considered polite in casual circles, and generally frowned upon overall. Social Contract and LD Discussion

As to the Planeswalker question, looking at the options, I would front the extra money and buy Sorin Markov , as he fits well here. The others don't seem like they would add a lot of value. Overall, though, I usually don't run Planeswalkers. I have a few here and there that I like in certain decks, but overall, I find they aren't really worth it to me. They just put a target on my head, and unless they significantly advance my strategy, they're not worth the slot. Now I have a deck that does some Druid tribal, and Freyalise, Llanowar's Fury is awesome. I love Nissa Revane in an elf tribal deck. I like Teyo, the Shieldmage because he's a cheap option for personal hexproof, which can be very annoying. But overall, a Planeswalker is optional unless it really helps you.

Sunblast Angel and Blinding Light is a fun combo, but you need to be running multiple copies of each, and possibly some blink, to actually make it work. I had a deck that abused that, running Astral Slide , Rune of Protection: White et al, Auramancer , Momentary Blink , Cloudshift , Sunblast Angel , Subjugator Angel , Blinding Light , and Resolute Archangel . Yes, I am awful. It eventually became Hoofprints through the Galaxy, but that didn't last long, as all my friends hated playing against it. Basically, I just stopped them from attacking me by preventing damage from their sources until I could start dropping my big angels and swing for the kill. Still trying to come up with a deck for Hoofprints of the Stag that doesn't piss everyone off. Also, Sunblast Angel won't work if you're running Hushwing Gryff , FYI.

StopShot on Counteracting large hexproof creatures.

1 year ago

The subject of this thread revolves around dealing with and counteracting against the commanders: Uril, the Miststalker, Sigarda, Host of Herons, Dragonlord Ojutai, Lazav, Dimir Mastermind, Thrun, the Last Troll as well as commanders that consistently or typically give themselves hexproof through various equipments/auras.

While it may not be the most prevalent strategy these types of commanders can be annoying to deal with. I'd like to create a discussion on what are the best ways to deal with these commanders. Given how niche these commanders can be, running cards that exclusively dedicate themselves to their removal may be detrimental to draw into when playing a game where none of your opponents run them. Therefore cards that can both combat massive hexproof creatures as well as still being useful to have if none of your opponents are playing with big hexproof creatures should be taken into consideration when deciding what is the "best" or "most practical" solution to combating hexproof strategies.

The first cards that come to mind are Arcane Lighthouse, Detection Tower, Bonds of Mortality, Shadowspear and Glaring Spotlight. These cards entirely dedicate themselves to combating hexproof strategies, and while this may be a detriment when used against non-hexproof strategies, these cards do lend themselves some extra utility. Arcane Lighthouse and Detection Tower can be seeded into your manabase so at worst they're just a Wastes however they can be more inefficient in comparison. Given that both are lands, tapping them costs you an extra mana resource effectively making their abilities cost to activate. Not only that, but they have no effect at stripping indestructible which can be a common keyboard which may be used alongside most hexproof strategies. Cards like Bonds of Mortality and Shadowspear cost only one to activate and they can bypass indestructible, however given they're not lands you have to dedicate a nonland slot in your deck to accommodate either of them which means taking out a card that may better synergize with your deck's main strategy in their place. They also lend themselves targets for counter spells and given hexproof decks contain white and/or green, artifact/enchantment removal will pose a high potential risk. This is all not to mention you still need to provide a removal spell in tandem with these cards in order to remove the threat.

Another solution is board wipes. Cards such as Wrath of God, Damnation, Day of Judgment, Supreme Verdict, Blasphemous Act, etc. Mass creature removal is incredibly strong given that its always relevant in most metas making it a highly flexible solution that isn't too narrow to rely upon. It's biggest drawback however is if the massive hexproof creature that needs to be dealt with has indestructible, totem armor or Gift of Immortality. Even a card such as Toxic Deluge can be a risk as you may have to pay a huge amount of life if the creature is incredibly big. Cyclonic Rift is another effective card. One thing to note about boardwipes are they affect the whole table which makes them also more likelier to be countered than by effects that impact a single individual.

A more narrow solution would be through damage prevention effects such as Story Circle, Forcefield, Runed Halo, Rune of Protection: White, etc. Given each card never "targets" they can be used to infinitely "Fog" a problem creature that you can't put up with. These effects are more narrow than boardwipes but broader than hexproof removal. Cards like these still run into problems with artifact/enchantment removal and they don't run enticing side effects such as drawing a card upon entering the battlefield like Bonds of Mortality or giving a creature lifelink and trample like Shadowspear, however you won't need to exhaust your removal spells to keep the large creature(s) either. In more broader metas such as combo, stax and prison, these effects may not be as useful however. More broader variants of these protection cards exist as Ensnaring Bridge, Divine Presence, Peacekeeper and Meekstone though these cards may make multiple opponents unhappy enough to remove them than the more narrower options.

The last effect used to combat large hexproof creatures is sacrifice effects such as: Fleshbag Marauder, Innocent Blood, Vona's Hunger, Liliana's Triumph, Doomfall etc. These effects can bypass not only hexproof but also indestructible, regenerate and totem armor. Their drawback lies in if the player with the large hexproof creature has any other creatures to sacrifice in their place. Because of this caveat this effect isn't too strong unless ran in multiples which can be difficult to commit to in a 100-card format. Instead selective sacrifice effects may be the best way to devote to this solution with cards like: Crackling Doom, Soul Shatter, Slaughter the Strong, Council's Judgment, Renounce the Guilds and Wing Shards. While these cards won't always guarantee the large hexproof creature will be removed, they provide a stronger case than not compared to most traditional sacrifice removal.

Lastly there are counter spells to remove hexproof creatures. While they may be the best all purpose solution they can be rendered ineffective if a Cavern of Souls or some other can not be countered effect is in place. With exception to Withering Boon, the biggest downside to counter spells are they are entirely exclusive to blue meaning other color combinations without blue do not have this option available.

Which method do you rely on to stop massive hexproof creatures? Is there a card or solution set not listed here that you use? If you happen to play EDH decks with big massive hexproof creatures, which effects annoy/counter you the most?

StopShot on What are the top two …

1 year ago

I can see the merits of running Rune of Protection: Red but I feel like the second best or stronger is Rune of Protection: White. Prevention of damage can bypass shroud and hexproof creatures and white specializes in Lightning Greaves//Swiftfoot Boots and tutoring those cards with Steelshaper's Gift, Stoneforge Mystic, Open the Armory, etc. which Rune of Protection: White heavily turns off a lot of voltron-style decks. It's also incredible at turning off a lot of other hard to remove EDH generals such as Avacyn, Angel of Hope, Zetalpa, Primal Dawn, Akroma, Angel of Wrath, Bruna, Light of Alabaster, Sigarda, Host of Herons, Zur the Enchanter, Uril, the Miststalker, Narset, Enlightened Master and Zurgo Helmsmasher. Those generals may be more niche of a damage source than red or green, but that's where the cycling is helpful whereas spot removal can be more effective at dealing with the red and green damage sources.

Rune of Protection: Green I think may be a bit over-valued as the color green I think is a little too good at artifact/enchantment removal, especially when it comes to stapling that effect on their own creatures such as Acidic Slime, Bane of Progress, Caustic Caterpillar, Gemrazer, Reclamation Sage, Sawtusk Demolisher, Trygon Predator, Terastodon, Woodfall Primus. I feel like green could easily remove the rune before you could get much value out of it and that you'd be better off sticking to spot removal. I know white also has enchantment removal but their removal spells I find to be less practical and as efficient as green meaning you wouldn't find as much enchantment removal in a white deck as you would a green deck.

StopShot on What are the top two …

1 year ago

Cards: Rune of Protection: Artifacts, || Rune of Protection: Black, || Rune of Protection: Blue, || Rune of Protection: Green, || Rune of Protection: Red, || Rune of Protection: White.

I know it highly differs on the meta, but if you had to run only two of these cards in your deck and they had to be present for any given playgroup you'd find yourself in which ones would you include in your deck and why?

Also yes, I know Story Circle exists however, that doesn't mean every game I play I'm going to want a damage prevention effect. I like the Rune of Protection cards as they offer cycling if there's absolutely no need for any damage prevention.

Razulghul on

4 years ago

Hey, the deck looks good but while I agree with the guy above me about it being nice to see the COPs there are some strictly upgraded versions. Like Story Circle or the ones that cycle Rune of Protection: White etc. Just wanted to throw that out there, you could also just use Pariah since your general meshes well with it, just my 2 cents!

TheMadRocketeer on Whack-A-Drac [Anti-Vampire]

4 years ago

On re-reading my comment just above, I realized I should have said Circle of Protection: White and Rune of Protection: White. The auras I have for casting on my own stuff aren't that critical either, in hindsight. There's Prismatic Ward, which becomes pretty much unneeded if Painter's Servant is operating, and Nimbus Wings, which could be be replaced by colorless equipment. So, I should reconsider Ruffigan's suggestions.

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