Rune of Protection: Artifacts
White's old catch-all damage prevention, parceled out across a run of single-effect valves so each piece can be priced as a narrow answer rather than a blanket. This member of the Rune of Protection family names artifacts as its enemy, and the repeatable activation is what separates it from a one-shot fog: a single buys one prevention shield, but the well never runs dry, so you can keep paying as long as mana holds out and treat a heavy artifact source as a problem you push off the table turn after turn. Note that the shield names a source of your choice rather than targeting it, a distinction that matters more than the wording suggests: it slips past shroud, hexproof, and protection entirely, so even an artifact creature built to dodge spot answers cannot dodge the prevention. The cost of that durability is breadth. Each payment only covers the next instance of damage from one chosen source, so a wide swarm of artifact creatures taxes you swing by swing instead of letting you blank the board with a single click. Cycling is the hedge that keeps the slot from ever rotting: in a game where nothing artifact-shaped is firing at your face, the Rune cashes out for a fresh card rather than sitting dead in hand. That pairing, a narrow but recurring hate effect bolted to an escape hatch, is the design lesson worth keeping: a prevention card built to be deck-specific without the usual penalty of drawing it against the deck it does nothing to.
