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Commander 2014

Arcane Lighthouse

Land

: Add . , : Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.

Color profile

Color identity

Colorless

Format check

Legality

TLR
Duel
Brawl
Penny
PreDH
Future
Legacy
Modern
Pauper
Alchemy
Pioneer
Vintage
Historic
Standard
Timeless
Commander
Gladiator
Old School
Premodern
Oathbreaker
Standard Brawl
Pauper Commander
Competitive Brawl

Official notes

Rulings

3
  1. Wizards of the Coast

    After the second ability resolves, continuous effects generated by the resolution of spells and abilities that would give hexproof or shroud to one of the affected creatures aren't created. For example, after the second ability resolves, a spell cast by an opponent that gives creatures they control hexproof wouldn't cause the creatures to have hexproof. (If that spell has additional effects, such as raising the power of the creatures, those effects will apply as normal.)

  2. Wizards of the Coast

    Continuous effects generated by static abilities (such as an Aura that grants hexproof to a creature) will not apply during the turn, but will resume applying once the turn ends.

  3. Wizards of the Coast

    The second ability applies only to creatures controlled by your opponents when it resolves. Creatures that enter the battlefield or come under an opponent's control later in the turn won't be affected.

Public deck signals

Often played with

0 results

Cards found together in sampled public decks. Lands are excluded and different printings count as one card. This suggests shared play, not a proven combo.

No sampled co-occurrences found

No other nonland cards were found alongside this card in the sampled public decks.

Same Oracle card

Other printings

4 results