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Invasion of Gobakhan // Lightshield ArrayHow it works & interactions with other cards

By the ManaCount desk· 5 min read· March of the Machine· April 21, 2023
Carte Magic Invasion of Gobakhan // Lightshield Array

Invasion of Gobakhan // Lightshield Array is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When this Siege enters, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs {2} more to cast. At the beginning of your end step, put a +1/+1 counter on each creature that attacked this turn. Sacrifice this enchantment: Creatures you control gain hexproof and indestructible until end of turn.

How it works : Invasion of Gobakhan // Lightshield Array

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    A Siege’s controller can’t be its protector. If a Siege’s protector ever gains control of it, they choose a new player to be its protector. This is a state-based action.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If a non-battle permanent that is already on the battlefield become a copy of a Siege, its controller chooses one of their opponents to be that battle’s protector. However, it will most likely be put into its owner’s graveyard because it has no defense counters (see below).

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    A battle’s “defense” is displayed in the bottom right corner of the card. A battle enters the battlefield with that number of defense counters. If another permanent enters the battlefield as a copy of a battle, it also enters with that number of defense counters.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Only creatures controlled by a battle’s protector can block creatures that are attacking that battle. This means a Siege’s controller can never assign creatures to block for it.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    A battle can be dealt damage and be target of spells and/or abilities that target “any target.”

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Damage dealt to a battle causes that many defense counters to be removed from it.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    A battle can be attacked by all players other than its protector. Notably, this means a Siege’s controller can attack it.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If a battle has no defense counters, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, that battle is put into its owner’s graveyard. This is a state-based action. This doesn’t cause a Siege’s intrinsic triggered ability to trigger.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If a Siege never had defense counters on it (perhaps because a permanent became a copy of one), it can’t have its last defense counter removed. It will be put into its owner’s graveyard. You won’t exile it or cast the other face.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If a token or a card that isn’t represented by a transforming double-faced card becomes a copy of a Siege, it can’t be cast as its triggered ability resolves. It will remain in exile. If it’s a token, it will cease to exist the next time state-based actions are performed.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    Playing the exiled card follows all normal timing restrictions.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    If the exiled card is a modal double-faced card and its back face is a land, its owner may play it as a land. (Note that if the front face is also a land, you couldn’t have exiled it to begin with.)

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    The set of creatures affected by Lightshield Array’s last ability is determined as the ability resolves. Creatures you begin to control later in the turn and noncreature permanents that become creatures later in the turn won’t gain hexproof and indestructible.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    Sieges each have an intrinsic triggered ability. That ability is “When the last defense counter is removed from this permanent, exile it, then you may cast it transformed without paying its mana cost.”

    No other card is named in this ruling.

  15. #15· Wizards of the Coast

    As a Siege enters the battlefield, its controller chooses an opponent to be its protector.

    No other card is named in this ruling.

  16. #16· Wizards of the Coast

    If a permanent that is represented by a transforming double-faced card becomes a copy of a Siege, it will be exiled as that Siege’s triggered ability resolves, then it will be cast transformed. Note that this applies only to transforming double-faced cards, not to modal double-faced cards that can normally be played using either face.

    No other card is named in this ruling.

  17. #17· Wizards of the Coast

    In a multiplayer game, if the protector of a battle leaves the game and that battle is not currently being attacked, its controller chooses a new protector for it as a state-based action. If it is being attacked, its controller chooses a new protector for it once no creatures are attacking it. This means that it continues to be attacked and can be dealt combat damage as normal.

    No other card is named in this ruling.

  18. #18· Wizards of the Coast

    If a battle that’s being attacked somehow stops being a battle, it is removed from combat. Similarly, if its controller changes in the middle of combat, it is removed from combat.

    No other card is named in this ruling.

  19. #19· Wizards of the Coast

    Battles can’t attack or block, even if one also becomes a creature. If an attacking or blocking creature somehow becomes a battle in addition to being a creature, it is removed from combat.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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Official source