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Immunity protects a character from being harmed, affected, or removed from battle. Immunity does not protect any other cards unless specifically stated. Sites used by an immune character are not immune because they are not tied to a specific character. Immunity does not prevent a character from entering the Field of Battle. Immunity ceases when the immunity card is removed from battle (e.g., discarded, set aside, returned to hand, etc.). Although immunity may be interrupted (e.g., “interrupt the battle”), it does not interrupt cards already played unless specifically stated (e.g., Walking on Water). However, immunity cards may be played with an interrupt card (e.g., Words of Encouragement or Swift Horses).
Protect allows cards to be unaffected by specified special abilities and is related to cards that specify “cannot be” or “may not be” (see Cannot be in the glossary of the rulebook[p. 40]). Protected cards cannot be targeted for harm. Cards that protect give an ability like immune to the cards they protect (see Immune on page 8 ).
I always thought that Angel at Jerusalem (2/2) with Protection of Angels (2/3, protect Hero from evil cards) would stalemate against Goliath (10/10).
Quote from: TimMierz on September 11, 2009, 09:24:19 AMI always thought that Angel at Jerusalem (2/2) with Protection of Angels (2/3, protect Hero from evil cards) would stalemate against Goliath (10/10).It does. There was a several page discussion on that not too long ago. It's more of an exception though. I don't know that there's another protect card that protects from anything other than special abilities.