Without Weakness
A protection spell that fights the right kind of removal and folds to the rest. Indestructible answers the most common pieces of black and red interaction (the destroy-worded kill spells, the damage-based burn, the board wipe) but does nothing against exile, against bounce, against minus-toughness effects, or against a forced sacrifice. That gap is what keeps the card honest: it is a clean two-mana insurance policy against one whole category of threat and a dead draw against another, so the value of holding it up is entirely a read on what the opponent is playing. The cycling clause is the design that makes that read survivable. A combat trick or protection spell that is wrong for the matchup is a liability stuck in hand; here it discards itself for a small fee to draw a card, so the worst-case outcome is not "blank" but a card drawn. That single line lets you run it in higher numbers than its hit rate would otherwise justify, because the floor is never zero. The split personality (a beat in combat or against removal when it matters, a cycle when it doesn't) is the whole point, and it is a more flexible build than the older generation of straight protection instants that asked you to draw them at exactly the right moment or eat a dead card.
