Streets of New Capenna is almost here. Magic: the Gathering’s newest set officially hits stores April 29. Each new set introduces exciting new mechanics to the game of Magic, and Streets of New Capenna is no different. Much of the set is based around five Crime Families and their power struggle for New Capenna. In addition to their own unique strengths, weaknesses, and personalities, each Capennan family comes with a brand new mechanic. In this article, I’ll cover everything you need to know about the Brokers family mechanic: shield counters.
Shield counters are a new type of counter introduced in Streets of New Capenna. If a permanent with a shield counter would be dealt damage, or destroyed by an effect, the damage/effect is prevented and a Shield Counter is removed instead.
As with a lot mechanics, shield counters can have some tricky interactions. Not to worry, in this article, I’ll answer any and all questions you might have about shield counters, as well as give my picks for the best cards that use the mechanic.
What Are Shield Counters?
Shield counters are a brand new type of counter featured on certain cards from Streets of New Capenna. Shield counters, as the name implies, act like a one time “shield” to protect your creature from almost any effect that would destroy it.
How Do They Work?
Let’s say your opponent casts Dreadbore targeting one of your creatures. Normally, the creature would die. If the creature has a shield counter on it, however, it survives. Instead of dying, your creature just loses a shield counter. These counters also work to prevent damage.
If a shielded creature gets hit with Shock, the creature loses a counter, and takes no damage. It works the same way with combat damage too. Let’s say you attack with a 1/1 creature who has a shield counter. The opponent then blocks with a 1/1 creature. Your creature is dealt one damage, the damage is prevented, the shield counter is removed, your creature survives, and your opponent’s creature dies.
FAQs
Can a Creature Have More Than One Shield Counter?
Yes, permanents can have an unlimited amount of shield counters. You just have to find ways to give them extra. There are even some cards that start out with multiple shield counters.
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How Much Damage Does It Take to Remove A Shield Counter?
Just one damage is enough to remove a shield counter. In fact, the amount of damage really doesn’t matter at all. Any amount of damage always removes one shield counter.
How Do Shield Counters Work Against Unpreventable Damage?
Let’s say your opponent casts Banefire[c] and sends five damage towards your creature. Your creature has a shield counter, which should protect it. However, [c]Banefire says that damage can’t be prevented. In this case, Banefire deals damage to your creature, the shield counter tries to prevent it, but can’t. Your creature takes five damage and loses its shield counter. Bummer.
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Do Shield Counters Stop Exile effects?
No, shield counters only protect against damage and effects that “destroy”. They don’t do anything against cards that exile.
Do Shield Counters Work Against Boardwipes?
Yes, shield counters protect your creature from traditional boardwipes like Damnation and [Wrath of God[/c]. The boardwipe has to either “destroy” or deal damage, though. Unfortunately, shield countersdon’t protect creatures from cards like Meathook Massacre.
Rules
Naturally, shield counters can have a lot of implications and interactions. Here, I’ll list some of the most common and helpful rulings.
- Each instance of damage removes only one shield counter.
- Shield counters don’t work against unpreventable damage.
- If a permanent is dealt unpreventable damage, it still loses a shield counter even though the damage wasn’t successfully prevented.
- If a creature with shield counters loses its abilities, the shield counters remain.
- These counters won’t protect permanents from exile or sacrifice effects.
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Full List
- Falco Spara, Pactweaver
- Rigo, Streetwise Mentor
- Titan of Industry
- Sanctuary Warden
- Undercover Operative
- Disciplined Duelist
- Swooping Protector
- Voice of the Vermin
- Dapper Shieldmate
- Wingshield Agent
- Boon of Safety
- Rhox Pummeler
- Brokers Veteran
- Perrie, the Pulverizer
Best Cards
Titan of Industry
Titan of Industry is a seven-mana 7/7 creature with Reach and Trample. When Titan of Industry enters the battlefield, you get to choose two out of four ETB abilities.
- Destroy target artifact or enchantment
- Target player gains 5 life
- Create a 4/4 green Rhino Warrior creature token
- Put a shield counter on a creature control
This gives you some nice versatility. Removal, life-gain or big hard to deal with threats, Titan of Industry lets you choose what you need. You could do worse for seven mana. You could also do a bit better probably. But you could definitely do worse.
Sanctuary Warden
Sanctuary Warden is a six-mana 5/5 Angel with Flying. She enters the battlefield with two shield counters, making her very hard to get rid of. And she also has a great ability. Whenever she enters the battlefield or attacks, you can remove a counter from a permanent you control. If you do, you get to draw a card and make a 1/1 Citizen creature token.
Since she enters with two counters herself, you can remove both of them, draw two cards immediately, and still have a powerful creature. This is super helpful if you’re in a pinch. And if you’re not, you can keep one or both of the counters and wish your opponents luck getting rid of her.
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Rigo, Streetwise Mentor
For three mana you get a a 2/2 creature who enters with a shield counter. Rigo’s strength, however, doesn’t come from his stats. It comes from his static ability. Whenever you attack a player with a creature with power one or less, Rigo lets you draw a card. The best part is that you don’t even have to land the attacks. Instead, you get to draw the card as soon as you declare the attack. And since Rigo comes with a shield counter, there’s a good chance he’ll stick around long enough for you to get some decent value.
Falco Spara, Pactweaver
Falco Spara, Pactweaver is a four-mana 3/3 body with Flying and Trample. He also enters the battelfield with a shield counter, making it hard for your opponents to get rid of him. Adittionally, Falco has a crazy static ability. He lets you look at the top card of your library any time, and cast cards from the top by removing a counter from a permanent you control. Since Falco enters with a shield counter, you’ll always have the opportunity to remove it and play at least one extra card from your library. And if your top card isn’t anything special, you can always keep the shield counter to protect Falco.
End Step
Shield counters are an exciting new addition to the Bant colors. I definitely think shield counters have the potential to have an impact in constructed formats. Just how big of an impact remains to be seen. It’s clear, however, that shield counters, along with the other four mechanics from the Capennan Crime Families, is sure to bring exciting new interactions to MTG for quite some time.
I hope this article has answered any and all questions you might have, and I hope to see you soon out there on the grimy streets of New Capenna.