Voice of Reason 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.
Official card text
Flying, protection from blue
Complete guide
Voice of Reason is a classic white creature that embodies the defensive strength of the Angel subtype. With its combination of evasion and a specific protection keyword, it serves as a formidable roadblock against certain strategies. In this post, we will explore how this creature interacts with the board and how its abilities function in a standard match.
What Voice of Reason Does
Voice of Reason is a 2/2 creature for four mana with two key keyword abilities: Flying and Protection from blue. Flying ensures that it can only be blocked by other creatures with Flying or Reach, and it can soar over ground-based defenders to deal damage directly. Protection from blue is a keyword that provides four specific benefits against blue sources: it cannot be damaged, enchanted/equipped, blocked, or targeted by anything that is blue.
Resolving the Protection Ability
The protection ability is a static effect that is always active while Voice of Reason is on the battlefield. When a blue spell or ability tries to target it, that action is illegal. If a blue creature tries to block it, that block cannot be declared. Furthermore, any damage that would be dealt to Voice of Reason by a blue source is reduced to zero. Note that protection does not prevent 'board wipes' that do not target, such as a blue spell that says 'Return all creatures to their owners' hands.'
Common Mistakes to Avoid
A common point of confusion is believing protection makes the creature invincible to everything related to that color. Voice of Reason can still be destroyed by non-targeting blue effects or global effects that do not deal damage. Additionally, protection from blue only functions while Voice of Reason is on the battlefield; it does not protect the card while it is on the stack or in the graveyard.
When to Play Voice of Reason
Voice of Reason is best utilized when your opponent is relying on blue creatures for defense or blue targeted removal like bounce spells or localized debuffs. Because it is an Angel, it also benefits from any tribal synergies you might have in your deck, making it a reliable flyer for chipping away at an opponent's life total while remaining untouchable by their blue resources.
Interaction examples
You cast Voice of Reason for four mana. Once it resolves, you have a 2/2 flyer. If your opponent controls no creatures with Flying or Reach, Voice of Reason can attack safely every turn, regardless of how many ground creatures the opponent has.
Your opponent attacks with Solemn Simulacrum. Even though Voice of Reason has protection from blue, Solemn Simulacrum is a colorless artifact creature. Voice of Reason can block it, but the protection ability will not prevent the 2 damage from the Golem, meaning both creatures would trade and die in combat.
If you control Roaming Throne and chose 'Angel' as its type, you might expect it to interact with Voice of Reason. However, Voice of Reason only has static abilities (Flying and Protection). Since it does not have any triggered abilities (starting with 'When', 'Whenever', or 'At'), Roaming Throne's ability will not cause any part of Voice of Reason to trigger an additional time.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Voice of Reason
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Voice of Reason
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Roaming Throne