Rune of Protection: White
A color hoser that never dies in your hand. A dedicated white-damage wall is a dead card against half the field, the kind of narrow answer that rots the moment the matchup turns; cycling solves that problem at its root. Against an opponent leaning on white, each white pip throws up another barrier for the turn, so the on-board version reads less like a one-shot Fog and more like a tax you can keep paying as long as your mana holds. Against everything else, two mana sends it to the graveyard and replaces it, and the enchantment is forgotten. That bargain (a wall when you need one, a cantrip when you don't) is what made the Rune cycle an elegant answer to the perennial cost of running color hate: the risk that you guessed wrong about the field. The selection clause does quiet work too. Because the activated ability names "a white source of your choice" rather than targeting it, the prevention sidesteps hexproof and shroud entirely, locking onto the exact threat without giving it a window to dodge. It is a hoser engineered so the drawer is never punished for a metagame misread, and that discipline (the floor cycling builds under an otherwise situational effect) is why the pattern keeps getting revisited across the game's history.
