Rune of Protection: Green
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.
