Card Guides
Heroic Intervention and Teferi's Protection for the whole board, Swiftfoot Boots and Tamiyo's Safekeeping for one card. The staples that keep a plan alive.
Keeping your commander or a key synergy piece alive against targeted removal.
Swiftfoot Boots ↗
Cheap to cast, cheap to move, hexproof and haste on whatever it's attached to. Protects every turn after it resolves.
Tamiyo's Safekeeping ↗
One mana, hexproof and indestructible on any one permanent, plus a little life. The cheapest instant-speed answer to removal aimed at your best card.
Lightning Greaves ↗
Free to equip, haste and shroud on the creature wearing it. Shroud cuts both ways: it also stops you from targeting your own creature.
For the turn someone else is about to wipe the board, or alpha-strike you out of the game.
Heroic Intervention ↗
Two mana, your whole board gets hexproof and indestructible until end of turn. The best rate on board-wide protection in the format.
Teferi's Protection ↗
Your life total can't change and your whole board phases out until your next turn. The strongest single answer to a wipe, an alpha strike, or a lethal spell.
Heroic Intervention for protecting your whole board at instant speed for two mana. Teferi's Protection is the strongest single answer available if you can afford three mana and white, since it stops your life total from changing at all in addition to protecting your permanents.
2 to 4 pieces covers most decks, see how much protection to run for the full breakdown and when a Voltron or combo deck wants more.
Usually, yes. Hexproof only stops opponents from targeting the permanent, so you can still target your own creature with a buff or a protection spell. Shroud stops everyone, including you, which is a real downside on a card like Lightning Greaves.
Whenever possible. A protection effect that can only be cast at sorcery speed can't respond to a removal spell already on the stack, which is exactly the moment protection is needed most.
TurnZero HQ's game recaps log the swings that mattered, so you can tell whether that hexproof spell earned its slot.
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