Mark of Asylum
The line drawn here is surgical: combat stays untouched, and every other source of damage to your creatures stops cold. Your creatures still die in the red zone, still chump and trade and lose the combat math, but burn spells, Pyroclasm-style sweeps, pinger triggers, and the damage-based removal that defines so much of red all simply fail to connect. The restriction that narrows it is that it cares only about damage: it does nothing against Wrath of God, nothing against sacrifice, exile, or minus-toughness shrinking. That matters, because most removal has migrated to exactly those non-damage methods, which is why this reads as an answer built for an era when burn-based board control was a genuine threat worth a dedicated slot. The structural cleverness lives in the asymmetry: the shield covers only your creatures, which makes it a parity-breaker rather than a symmetric wall. Resolve a sweep that deals damage (Earthquake, Blasphemous Act, a Pestilence activation) while this is in play and your board survives while theirs is wiped clean, the prevention working just as hard on your own fire as on the opponent's. Carving combat out of the prevention is deliberate: it never makes your creatures unkillable in the red zone, holding the card to its single intended job. As asymmetric defense it is backbreaking against one axis of the board and a blank against everything else, by design.
