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Moxonomy

Rune of Protection: Green

Enchantment1 generic manaWhite mana

The Rune cycle solved the oldest problem with color-hate cards: the dead draw. Damage prevention targeted at a single color has always been cheap to print and painful to hold when it does nothing, so for years a Circle of Protection languished in hand against the wrong opponent. Cycling fixes that. When green is nowhere in sight, two mana converts the card to a fresh draw and you move on. The activated half is built to repeat rather than to seal: each white mana prevents the damage of one source for the turn, so against a green aggressor it functions as a recurring tax across an attack step rather than a single wall, and it leans on you holding white open to keep that tax running. The trade-off is real in both directions. Against a board built on efficient green creatures and burst, repeated activation can stonewall the assault indefinitely; against anything off-color it gains no life and accomplishes nothing. The cycle as a whole is what made narrow protection worth the slot, and this entry points specifically at the green strategies that win through cheap bodies and combat pressure.

Rune of Protection: Green (usg)
USG · #38common
Pricing
Normal: $0.14
Foil:
Oracle Text

Rules text

White mana: The next time a green source of your choice would deal damage to you this turn, prevent that damage. Cycling 2 generic mana (2 generic mana, Discard this card: Draw a card.)
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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