Skyshroud Blessing
Land destruction was a live threat in the era this was printed, and protecting your mana base usually meant holding up an answer that did nothing else. The trick here is that the defense replaces itself: blank a targeted Stone Rain or Sinkhole by giving every land shroud, then refill the hand so the turn you spent reacting was not a tempo loss. The shroud is granted globally and symmetrically, which matters more than it looks, because it also slips your own utility out from under you (pump effects and bounce that aim at lands stop working, and so does an opponent's targeted removal pointed at your manlands or enchanted lands). Note where the protection stops: shroud only blocks targeting, so a mass land wrath sails through, and so do sacrifice effects, which pay a cost rather than choose a target. That symmetry is what keeps a cantrip this efficient from being a free reflex. As land protection it belongs to a strange family of cards built to answer a metagame that was already fading by the time they arrived: dedicated land destruction never recovered the prominence it held in the game's first years, so a green instant tuned to neutralize it became a footnote almost immediately. What endures is the structural idea, pairing a narrow defensive effect with a card draw so the answer never costs you a card, only the mana. Mass shroud later rode on broader effects; this is the lean version, two mana to make your lands untargetable and keep your hand full.
