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Rules guide · Ongoing Scheme

Nature Shields Its OwnHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Archenemy Schemes· June 18, 2010
Carte Magic Nature Shields Its Own

Nature Shields Its Own 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

(An ongoing scheme remains face up until it's abandoned.) Whenever a creature attacks and isn't blocked, if you're the defending player, create a 0/1 green Plant creature token that's blocking that creature. When four or more creatures attack you, abandon this scheme at end of combat.

Complete guide

Nature Shields Its Own is a powerful Ongoing Scheme that provides a constant wall of greenery to protect you from unblocked attackers. By generating Plant tokens mid-combat, you can neutralize threats that your opponent thought were going to land a direct hit. This scheme remains active on the command zone until the sheer volume of an assault forces it to be abandoned.

How the Protection Works

This scheme triggers specifically during the declare blockers step. If a creature attacking you or one of your planeswalkers was not assigned a blocker, Nature Shields Its Own triggers and creates a 0/1 green Plant creature token. This token is placed onto the battlefield already blocking that specific attacker. Because the token is 'put' into play blocking, it bypasses normal blocking restrictions like flying, menace, or protection, successfully stopping the damage from reaching you.

Step-by-Step Resolution

First, the active player declares attackers. Second, you declare your traditional blockers. Once you finish declaring blockers, any attacking creature that is not blocked triggers the scheme. You create a Plant token for each unblocked creature. These tokens are now blocking, and combat damage is calculated in the next step. Finally, if four or more creatures attacked you specifically during the turn, the scheme is moved to the bottom of the scheme deck at the end of combat.

Common Pitfalls

A common mistake is thinking the Plant triggers 'Whenever a creature blocks' abilities. Since the Plant is put onto the battlefield already blocking, it never 'was declared' as a blocker, so those specific triggers won't fire. However, the attacking creature *does* become a 'blocked creature,' so abilities that trigger when a creature 'becomes blocked' will function normally. Also, remember that creatures attacking your planeswalkers count for the token generation, but they do NOT count toward the limit of four creatures required to abandon the scheme.

When to Play It

Nature Shields Its Own is best utilized when you are facing decks that rely on a few large, unblockable, or flying threats. Since the scheme creates tokens for every unblocked creature, it effectively grants you a free chump-blocker for every attacker until your opponents manage to swarm you with four or more creatures at once.

Interaction examples

Stopping the Unstoppable

If an opponent attacks you with a creature that has flying and you have no flying creatures to block with, Nature Shields Its Own triggers. You create a 0/1 Plant token that is blocking the flyer. Even though a Plant normally cannot block a flying creature, the scheme places it there directly, successfully preventing the combat damage.

Resource Management

While you use your Command Tower and Sol Ring to cast spells and build your board, Nature Shields Its Own acts as a passive defense. If you are attacked by three massive creatures and you choose not to block, the scheme will generate three Plant tokens. Even though you were attacked, because the number of attackers was fewer than four, the scheme remains face up to protect you again next turn.

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

How it works : Nature Shields Its Own

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You’re the defending player if a creature is attacking you or a planeswalker you control.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    For each unblocked creature attacking you, you must put a Plant token onto the battlefield blocking it, even if you don’t want to.

    Card named in this ruling

  3. #3· Wizards of the Coast

    The Plant token blocks the attacking creature even if the block couldn’t legally be declared (for example, if the attacking creature has flying).

    Card named in this ruling

  4. #4· Wizards of the Coast

    Putting a blocking creature onto the battlefield doesn’t trigger “Whenever a creature blocks” abilities. It also won’t check blocking restrictions, costs, or requirements.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Putting a blocking creature onto the battlefield will trigger “When this creature becomes blocked by a creature” abilities. It will also trigger “When this creature becomes blocked” abilities in this case, because the attacking creature had not yet been blocked that combat.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    The last ability triggers only if four or more creatures were declared as attackers during your opponents’ declare attackers step. Only creatures attacking you are counted; creatures attacking your planeswalkers are not. The creatures may be controlled by different players.

    No other card is named in this ruling.

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