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'''Protection''' from [<nowiki/>[[quality]]] is a [[evergreen]] [[keyword ability]] that grants several different effects to the [[permanent]] or [[player]] it is affecting.<ref name="Protection"/>
'''Protection''' from [<nowiki/>[[quality]]] is an [[evergreen]] [[keyword ability]] that grants several different effects to the [[permanent]] or [[player]] it is affecting.<ref name="Protection"/>


The definition of protection, and the rules backing it, have changed over the course of the game's history.
The definition of protection, and the rules backing it, have changed over the course of the game's history.

Revision as of 22:04, 3 August 2019

Protection from [quality]
[[File:{{#setmainimage:Duels Protection symbol.png}}|70x70px]]
Keyword Ability
Type Static
Introduced Alpha
Last used Evergreen
Reminder Text Protection from [quality] (This can't be blocked, targeted, dealt damage, or enchanted by anything [quality].)
Scryfall Search
keyword:"Protection from"

Protection from [quality] is an evergreen keyword ability that grants several different effects to the permanent or player it is affecting.[1]

The definition of protection, and the rules backing it, have changed over the course of the game's history.

Description

This ability represents a magical resistance to certain types of magic, often a specific color.[2] It was introduced in Alpha and saw frequent use through Magic Origins. Protection has dropped from evergreen status to deciduous status. It's an ability primary in white that can show up in other colors, usually with protection from something the color dislikes (an enemy color, artifacts for green, etc.).[3]

Protection is commonly misunderstood as complete exemption from permanents, and effects created by cards, with the specified quality. However, protection is defined by a relatively narrow set of rules, which are often communicated using the mnemonic acronym DEBT. The object with protection cannot be:

  • Damaged by sources with the specified quality. (All such damage is prevented.)
  • Enchanted, equipped, or fortified by permanents with the specified quality.
  • Blocked by creatures with the specified quality.
  • Targeted by spells with the specified quality, or by abilities from sources of that quality.

The current (as of Magic Origins) reminder text for protection largely reflects this, reading “This [object] can't be blocked, targeted, dealt damage, or enchanted by anything [quality].”

History

Despite intuitive expectations for the keyword, protection was recognized as potentially complicated even prior to the game's release. Early attempts to define protection led the Alpha designers to invent the fundamental concept of targeting.[4] However, even the original rulebook described it informally, offering only examples of things that protection would prevent.[5]

A creature with protection from one or more colors of magic cannot be affected by any magic of those colors. For example, a creature with protection from blue cannot be blocked by blue creatures, dealt damage by blue creatures, or enchanted, damaged, or otherwise affected by blue cards. Damage done by such a creature cannot be prevented using blue cards. Note that the creature does not have this ability until it is successfully summoned. If, for example, you are summoning a creature with protection from blue magic, your rival can still cast a blue interrupt that affects the summoning spell.

Protection was excluded from core sets beginning with Sixth Edition and returned to them in Ninth Edition, reflecting concerns about its complexity for newer players. With the release of Magic Origins, protection was demoted from evergreen to deciduous, relegating it to only occasional use.[6][7] In the three blocks following that decision, it was used only once, on Emrakul, the Promised End.

Later, it reappeared in Modern Horizons.[8] It also returned in Core Set 2020, where it was back to evergreen on a probationary status.[1][9][10]

Rules

From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

Protection
A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.16, “Protection.”

From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

  • 702.16. Protection
    • 702.16a Protection is a static ability, written “Protection from [quality].” This quality is usually a color (as in “protection from black”) but can be any characteristic value or information. If the quality happens to be a card name, it is treated as such only if the protection ability specifies that the quality is a name. If the quality is a card type, subtype, or supertype, the ability applies to sources that are permanents with that card type, subtype, or supertype and to any sources not on the battlefield that are of that card type, subtype, or supertype. This is an exception to rule 109.2.
    • 702.16b A permanent or player with protection can’t be targeted by spells with the stated quality and can’t be targeted by abilities from a source with the stated quality.
    • 702.16c A permanent or player with protection can’t be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners’ graveyards as a state-based action. (See rule 704, “State-Based Actions.”)
    • 702.16d A permanent with protection can’t be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent as a state-based action, but remain on the battlefield. (See rule 704, “State-Based Actions.”)
    • 702.16e Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.
    • 702.16f Attacking creatures with protection can’t be blocked by creatures that have the stated quality.
    • 702.16g “Protection from [quality A] and from [quality B]” is shorthand for “protection from [quality A]” and “protection from [quality B]”; it behaves as two separate protection abilities.
    • 702.16h “Protection from each [characteristic]” is shorthand for “protection from [quality A],” “protection from [quality B],” and so on for each possible quality the listed characteristic could have; it behaves as multiple separate protection abilities.
    • 702.16i “Protection from each [set of characteristics, qualities, or players]” is shorthand for “protection from [A],” “protection from [B],” and so on for each characteristic, quality, or player in the set. It behaves as multiple separate protection abilities.
    • 702.16j “Protection from everything” is a variant of the protection ability. A permanent or player with protection from everything has protection from each object regardless of that object’s characteristic values. Such a permanent or player can’t be targeted by spells or abilities and can’t be enchanted by Auras. Such a permanent can’t be equipped by Equipment, fortified by Fortifications, or blocked by creatures. All damage that would be dealt to such a permanent or player is prevented.
    • 702.16k “Protection from [a player]” is a variant of the protection ability. A permanent or player with protection from a specific player has protection from each object that player controls and protection from each object that player owns not controlled by another player, regardless of that object’s characteristic values. Such a permanent or player can’t be targeted by spells or abilities the specified player controls and can’t be enchanted by Auras that player controls. Such a permanent can’t be equipped by Equipment that player controls, fortified by Fortifications that player controls, or blocked by creatures that player controls. All damage that would be dealt to such a permanent or player by sources controlled by the specified player or owned by that player but not controlled by another player is prevented.
    • 702.16m Multiple instances of protection from the same quality on the same permanent or player are redundant.
    • 702.16n Some Auras both give the enchanted creature protection from a quality and say “this effect doesn’t remove” either that specific Aura or all Auras. This means that the specified Auras aren’t put into their owners’ graveyards as a state-based action. If the creature has other instances of protection from the same quality, those instances affect Auras as normal.
    • 702.16p One Aura (Benevolent Blessing) gives the enchanted creature protection from a quality and says the effect doesn’t remove certain permanents that are “already attached to” that creature. This means that, when the protection effect starts to apply, any objects with the stated quality that are already attached to that creature (including the Aura giving that creature protection) will not be put into their owners’ graveyards as a state-based action. Other permanents with the stated quality can’t become attached to the creature. If the creature has other instances of protection from the same quality, those instances affect attached permanents as normal.

Examples

Example

White Knight {W}{W}
Creature — Human Knight
2/2
First strike (This creature deals combat damage before creatures without first strike.)
Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)

Variants

Protection is written in the form “protection from...”, followed by one or more qualities or characteristics. The first examples of protection are from colors, but many other variants have been printed.

Last Updated for Unstable

Protection type Set in which first appeared Cards on which first appeared
protection from [color] Alpha Black Knight, Black Ward, Blue Ward, Green Ward, Red Ward, White Knight, White Ward
protection from [chosen color] Mirage Prismatic Boon, Ward of Lights
protection from artifacts Urza's Legacy Angelic Curator, Yavimaya Scion
protection from [creature type] Invasion Shoreline Raider, Tsabo Tavoc[a]
protection from legendary creatures Invasion Tsabo Tavoc[a]
protection from all colors Odyssey Iridescent Angel
protection from creatures Odyssey Beloved Chaplain
protection from enchantments Odyssey Tattoo Ward
protection from instants Odyssey Devoted Caretaker
protection from its colors Odyssey Earnest Fellowship
protection from sorceries Odyssey Devoted Caretaker
protection from [chosen type] Mirrodin Mirror Golem
protection from [artist] Unhinged Fascist Art Director
protection from wordy Unhinged Frazzled Editor
protection from Arcane Champions of Kamigawa Kitsune Riftwalker
protection from monocolored Dissension Guardian of the Guildpact
protection from multicolored Dissension Enemy of the Guildpact
protection from snow Coldsnap Ronom Hulk
protection from [a specified converted mana cost] Future Sight Mistmeadow Skulk
protection from [chosen card] Shadowmoor Runed Halo
protection from everything Conflux Progenitus
protection from lands Worldwake Horizon Drake
protection from colored spells Rise of the Eldrazi Emrakul, the Aeons Torn
protection from [a chosen] player Commander 2013 True-Name Nemesis
protection from die rolls Unstable Proper Laboratory Attire
protection from black borders Unstable Knight of the Kitchen Sink
protection from even collector numbers Unstable Knight of the Kitchen Sink
protection from loose lips Unstable Knight of the Kitchen Sink
protection from odd collector numbers Unstable Knight of the Kitchen Sink
protection from two-word names Unstable Knight of the Kitchen Sink
protection from watermarks Unstable Knight of the Kitchen Sink
  1. a b Tsabo Tavoc originally had “protection from Legends”, but this was errataed to “protection from legendary creatures” when “Legend” ceased to be a creature subtype.

References

External links

Template:Keywords and abilities