![]() Damage prevention, regeneration, and other spells and abilities that generated replacement effects were now played just like other instants. In the Sixth Edition rules changes, the damage prevention step became obsolete, and damage was no longer "assigned" before being dealt - it was simply dealt. It could not be activated nor triggered any other time. Originally, regeneration was an ability that only could be activated in the damage prevention step, which was a step right after damage was dealt, to save a creature that would otherwise go to the graveyard. Regeneration has historically been a confusing effect. Regeneration was designed by Richard Garfield for Alpha. The primary color of regenerate was green, then secondary in black, and tertiary in white. Regenerate appears mostly on black cards or green cards, though it appeared on white cards early in Magic's history and again in Planar Chaos. ![]() 5 Enchantments that grant just regeneration.Given Shroud has a more general "can't" than Hexproof, Hexproof is essentially redundant. In this case, the effect directing something something to happen is the spell or ability that would have you chose targets, and the effect preventing it from happening is Shroud and/or Hexproof (rule 101.2 is necessary for Shroud and Hexproof to work as abilities without causing endless rules headache). When a rule or effect allows or directs something to happen, and another effect states that it can’t happen, the “can’t” effect takes precedence. While not strictly necessary to answer this question, one of the philosophically relevant core rules of Magic is that "can't" abilities take precedence:ġ01.2. There currently exist abilities that interact with just Hexproof and not Shroud, such as Glaring Spotlight, but these don't matter for this discussion because Hexproof is the less restrictive of the two abilities. To my knowledge, there are not currently any such abilities. If Arcane Lighthouse only removed Shroud, there would be a difference. The exception would be if an ability existed that interacted with Shroud (or permanents with Shroud) but not Hexproof (or permanents with Hexproof). Covert Operative already can't be blocked at baseline adding additional reasons it can't be blocked does nothing extra. It is the equivalent of adding Fear ("can't be blocked except by black or artifact creatures") to Covert Operative ("can't be blocked"). In both of these cases, Hexproof only does things Shroud is already doing. Thus, there are only two cases to consider:Ī spell or ability controlled by your opponent: blocked by both shroud and hexproof.Ī spell or ability controlled by a player that is not your opponent (such as yourself or your teammate): blocked by shroud. "Spells and abilities your opponents control" (the restriction of Hexproof) are also "spells and abilities" (the restriction of Shroud). ![]() ![]() ![]() “Shroud” means “This permanent or player can’t be the target of spells or abilities.” This is because Shroud is a more restrictive form of Hexproof:ħ02.11b “Hexproof” on a permanent means “This permanent can’t be the target of spells or abilities your opponents control.”ħ02.18a Shroud is a static ability. Having Shroud and Hexproof is currently the equivalent of having just shroud. ![]()
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