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Rules guide · Instant

LuminesceHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Tenth Edition· July 13, 2007
Carte Magic Luminesce

Luminesce 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.

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Official card text

Prevent all damage that black sources and red sources would deal this turn.

Complete guide

Luminesce is a powerful defensive instant that shields you and your permanents from aggressive colors. For just one white mana, it creates a lingering prevention effect that lasts until the end of the turn, effectively neutralizing damage-based strategies from red and black decks.

What It Does

Luminesce sets up a prevention shield that applies to all sources of a specific color profile. Specifically, it targets red and black sources. Any time a source of these colors attempts to deal damage to any permanent or player this turn, that damage is reduced to zero. This is a global effect that does not target, meaning it can prevent damage from sources with hexproof or protection.

How It Resolves Step by Step

When you cast Luminesce, it goes on the stack. Once it resolves, the prevention effect begins immediately. For the remainder of the turn, whenever a red or black source would deal damage (whether it is combat damage, a spell, or an ability), the game checks if Luminesce is active. If so, the damage is prevented entirely. This applies even to red or black sources that enter the battlefield after Luminesce has already resolved.

Common Mistakes

A common misconception is that Luminesce removes creatures from combat or stops non-damage effects. It only prevents damage; it does not stop 'destroy' effects, life loss, or exile effects. Furthermore, if an effect states that 'damage cannot be prevented,' Luminesce will be ignored by that specific source of damage. It also only cares about the color of the source at the time the damage would be dealt.

When to Play It

Luminesce is best played during the combat phase after blockers are declared but before damage is dealt, or in response to a large red burn spell. Because it lasts the whole turn, casting it early in a multi-spell turn can negate an opponent's entire sequence of red or black damage-based plays.

Interaction examples

Handling Targeted Exile

If an opponent casts Swords to Plowshares on your creature, Luminesce will not help. Luminesce only prevents damage, and Swords to Plowshares exiles the creature. Since no damage is being dealt, the creature is still exiled and you still gain the life.

Damage vs. Exile Effects

Similar to other exile spells, Path to Exile does not deal damage. If you cast Luminesce expecting to save a creature from Path to Exile, the creature will still be exiled and you will still search for a basic land. Luminesce is only effective against red or black sources that specifically use the word 'damage'.

Stopping a Red Horde

If you are attacked by several red creatures, you can cast Luminesce before the combat damage step. Even though you may not have enough blockers, all combat damage those red creatures would deal to you or your planeswalkers is prevented for that turn.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Luminesce

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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