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Arcane Lighthouse

Arcane Lighthouse

Land

uncommon

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

$1.68 View on Scryfall →

Semantic Tags

Fogvector

A spell that prevents all combat damage for a turn.

Hexproofvector

A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, “Hexproof.”

Mana Sinkmechanical

A permanent with a repeatable activated ability that converts excess mana into value.

Permanentmechanical

A card or token on the battlefield. See rule 110, “Permanents.”

Discourages opponents from attacking you with taxes, penalties, and deterrents.

Protectionmechanical

A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.16, “Protection.”

A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.16, “Protection.”

Equipment, aura, or spell that protects key permanents from removal.

Format Legality

commanderlegal
oathbreakerlegal
modernnot legal
pioneernot legal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historicnot legal
explorernot legal
alchemynot legal

Price history

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Printings (5)

SetRarityTCGplayerCard KingdomCardmarket
Secrets of Strixhaven Commander#361uncommon···
Mystery Booster 2#102uncommon···
Commander Masters#985uncommon···
Commander Anthology Volume II#233uncommon···
Commander 2014#59uncommon···

Related Rules

106.5

If an ability would produce one or more mana of an undefined type, it produces no mana instead.

106.7

Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.

106.12

To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”

106.12a

An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.

106.12b

A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.

107.3m

If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.

107.5

The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

107.6

The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

Rulings

2014-11-07

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.

2014-11-07

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.)

2014-11-07

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.