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Rules: Shroud vs Hexproof — Why Lightning Greaves Can Block Your Own Spells

One question, answered plainly from the cards' actual text. First, the card at the center of it: Lightning Greaves is a uncommon Artifac...

One question, answered plainly from the cards' actual text. First, the card at the center of it: Lightning Greaves is a uncommon Artifact — Equipment from Marvel Super Heroes Commander, mana cost {2}. Its rules text reads: "Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0}" It is legal in Modern, Legacy, Commander.

The answer

Shroud and hexproof sound like twins and play very differently. Shroud means the permanent can't be the target of ANY spell or ability — including yours. Hexproof only blocks your opponents'. Lightning Greaves grants shroud, so once it is attached, you cannot target your own commander with a pump spell, an aura, or another equipment's equip ability. That is not a flaw in the card; it is the trade you make for its powerful equip cost. Plan around it: equip your other gear first, cast your auras first, then attach the Greaves last.

Why it works that way

Magic's rules are literal: cards do what their text says, and keywords like hexproof, shroud, and protection have precise definitions that only cover what they name. Most table disputes end the moment someone reads the exact oracle text out loud — which is why the MTGBrew card database shows the current wording of every card. When a card's printed text and its oracle text differ (older printings especially), the oracle text is the official version used in play.

Build it yourself

Every card in this article is a real card you can look up in the MTGBrew card database, with its current text and legality. When you are ready to turn the idea into a list, MTGBrew's AI deck builder builds around your commander, your colors, and — as a hard rule — never over the budget you set. Save the list to your collection on MTGBrew and tune it from there.

One more consideration

Consistency is the least glamorous stat in Magic and the one that decides the most games. Whatever this article's subject, the practical test is the same: shuffle up, draw opening hands, and ask honestly how often the plan survives a mulligan, an answer from an opponent, and a slow start — all three in the same game. Decks that pass that test are the decks that win pods, and building them is exactly what MTGBrew's tools are for.

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