
The Circles quickly fell into two groups, with white, green, and blue seen are worthless. CoP red and black were viewed as useful, but situational. These cards had the down side of only working on once specific color, so you had to draw into the correct color circle to be useful against your current opponent. Since this was long before the concept of sideboards, this often meant you had dead cards in your deck if your opponent was not in certain colors. Equally problematic was the drawing of multiple copies on the same spell, as there was no added benefit from a second copy in play. These cards quickly gained a reputation of being not only situational, but less then useful. This reputation coupled with the commonality of the cards, made these doggedly disliked. I can clearly remember opening packs, and you were all but guaranteed to get at least one circle of protection in any given pack, and you were never happy to see them.
The Circles of Protection were not without there merits. They did fill a critical role in Whiteās early color pie, and even spawned a deck concept from CoP:Black's interaction with another staple card of the time Pestilence. With these two enchantments in play, you could deal out damage to creatures and your opponents, while negating that damage to your self. A minor loop hole, or lack of rules understanding, allowed for any amount of Pestilence damage, which was announced together, to be prevented by a single activation of the CoP. Protection from Black or cheap regenerating creatures would keep Pestilence in play despite large amounts of creature damage. The notoriously cheap Dark Ritual powered out black mana for the activation of Pestilence in sweeping strikes. With the 6th edition rules revision it became clear that CoP would need to be activated once for each single mana activation of Pestilence, for ever crippling this once powerful casual construct. The Circles of Protection were so fundamental infact, that they inspired several variations of the years like CoP: Artifact, Art, and Shadow.




The release of 8th edition in 2003 brought several sweeping changes to the concept, including the introduction of the Core set concept. With this the CoPās were printed for the first time as uncommons, and the wildly popular Story Circle was elevated to Rare. In the end, the CoPās were still seen as too situational, and continued to lose favor to their more versatile cousin. By the time Ninth Edition was released, Wizards had opted to discontinue the virtually useless white, blue, and green CoPās, but continue to print the more useful Red and Black CoPās at the uncommon level, while continuing to make Story Circle available as a rare. Tenth (Xth) Edition spelled the Doom of the CoPās as the last two survivors were pulled in favor the rare Story Circle, which had proven itself to be superior in function and popularity through the last two core sets.
Rhystic Circle was an interesting twist on the protection spell, creating a tug of war situation. It was virtually useless at the casual table were you were almost sure to be out tugged by multiple opponents. The Sphere cycle from Odyssey went the opposite direction, requiring a large casting cost but not activation and a fixed reduction of damage. The Spheres were printed at uncommon, but still suffered from situational limits of being color specific. These ended up being removal targets before an opponentās alpha strike. Another variation on this theme was Righteous Aura from Mercadian Masques which essentially cost one man to activate, and reduced any single source of damage to 2 damage.
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