Protection
Protection is a keyword ability that grants several different effects to the permanent or player it is affecting. It was first introduced in Alpha and still sees frequent use on cards.
Protection always appears in the form "protection from" followed by one or more qualities or characteristics. The first qualities were colors, but "protection from (creature type)" was introduced in the tribal Invasion block (e.g. Shoreline Raider had protection from Kavu). "Protection from creatures" was first seen in Odyssey; "protection from artifacts" was first seen in Antiquities with Artifact Ward, and was, logically, featured in the artifact-heavy Mirrodin block. "Protection from converted mana cost 3 or greater" (Mistmeadow Skulk) was introduced in Future Sight. "Protection from everything" (Progenitus) was introduced in Conflux.
The effects of protection are often described using the mnemonic DEBT. The permanent or player with protection can't be:
- Damaged by sources with the given quality (all such damage is prevented)
- Enchanted or equipped by permanents with the given quality
- Blocked by creatures with the given quality (if it's a creature)
- Targeted by spells of the given quality, or abilities with sources of the given quality.
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Protection is commonly misunderstood as being complete exemption from effects created by cards with the quality being protected from, which would allow, for example, a creature with protection from white to survive the effect of Wrath of God. This is not the case, however, as anything other than the specific things mentioned above is not hampered by protection in any way. Thus, as Wrath does not attempt to damage or target the creature, it will still be destroyed.
Protection from everything rulings
- It can't be blocked.
- It can't be enchanted or equipped.
- It can't be the target of spells or abilities.
- All damage that would be dealt to it is prevented.
It can still be affected by effects that don't target it or deal damage to it (such as Wrath of God).
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