It's way too early to accuse someone, just wait until they answer you.
on another topic:
some days ago, I brought temporary protection like protection (duh), hexproof and indestructible to discussion.
I wanted to hear from you because
- I find it hard to evaluate
- I support heroic and want some protection outside of blue counters
- each of those three is highly non-interactive, and I wanted to know how you think about those as temporary effects
I loved temporary hexproof in limited, as there are no random blowouts and it does what it does: protect from spot removal.
I also liked protection kinda, since it's highly flexible (removal protection, combat trick, evasion) but that's also the reason why I find it to be a bit too good.
In the first place, I just wanted non-blue(!) protection from removal, so hexproof looked best, but there are only three cards I like in
Snakeskin Veil,
Veins of Vastwood and
Blossoming Defense. Since I actually wanted White to get something special, I just went with protection instead.
Well, that's obv not satisfying, but since I already had
Angel of Salvation on my radar for the GUWB Flash archetype, I started to look up some 'prevent next damage to creature' spells, that could both work as combat trick and protection from damage-based removal!
since I toned down on the powerlevel of removal a bit, and have a lot of damage-based removal (even sweepers!) this idea started to get quite legit.
Those are, in my opinion, the best of their kind.
Never thought that I'd test some of those, since I always thought that those are generally weaker than pump-spells (that could also be used offensively, which is a huge plus) but that's not necessarily true. For example, the angel, remedy and embolden let you spread the damage prevention, while Pay No Heed counters a damage-based sweeper and Harm's Way and Kor Chant/Dirge even redirect the damage to another creature, which is actually pretty strong! Since my cube is pretty combat-oriented, I fear this might even be too good lol
Safe Passage is a fog that also counters sweepers/spot removal as long as it's damage-based.
Just wanted to share it since it feels very obvious but also very weird.
EDIT:
there's also regeneration, especially for black/green in the form of
Boon of Erebos
Mending Touch
Wrap in Vigor
Refresh
Dark Dabbling
EDIT2:
Undying Evil
Supernatural Stamina
Verdant Rebirth