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Prevent all combat damage that would be dealt to wizards and
shamans you control this turn.
At the beginning of your next post combat main
phase, add {u}{g} if you dealt combat damage to a
player this turn. Then, draw a card for each
tapped creature you control.
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"Not even their interest can be interrupted by conflict.
Not even their inspiration can be faltered by combat.
And you call them hermits?"
-Melira, Warrior of Thestria
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