Shroud is a static ability defined in CR 702.18a: a permanent or player with shroud cannot be the target of spells or abilities. This protection is absolute — it applies to all players, including the controller of the shroud creature itself.
This distinguishes shroud from hexproof. Hexproof (CR 702.11a) only prevents opponents from targeting the creature, leaving the controller free to target it with their own spells and abilities. Shroud offers no such exception.
If a player attempts to target a creature with shroud (even their own), the spell or ability is illegal as written at the time of targeting (CR 601.2c requires all targets to be legal). If shroud is gained in response to a spell already on the stack targeting the creature, that spell loses its only target and is countered when it tries to resolve (CR 608.2b).
Example: You control a Gladecover Scout (which has shroud... actually a classic example is a creature given shroud via Swiftfoot Boots's predecessor, Lightning Greaves). If your creature wears Lightning Greaves and gains shroud, you cannot attach another Equipment to it, move Auras onto it, or target it with your own Giant Growth — you'd need to move the Greaves first.
If you want to be able to target your own creature, use hexproof instead of shroud, as hexproof explicitly only restricts opponents (CR 702.11a).
Unofficial fan resource — not affiliated with or endorsed by Wizards of the Coast. Answers are AI-generated estimates grounded in the Comprehensive Rules and are not a substitute for an official judge. Verify anything match-critical.