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Whenever a [[permanent]] with ward becomes the [[target]] of a [[spell]] or [[ability]] an [[opponent]] [[control]]s, [[counter]] it unless that player pays an additional [[cost]].
Whenever a [[permanent]] with ward becomes the [[target]] of a [[spell]] or [[ability]] an [[opponent]] [[control]]s, [[counter]] it unless that player pays an additional [[cost]].


Before it was keyworded, Ward was known as '''Frost armor'''.<ref>{{EzTumblr|https://markrosewater.tumblr.com/post/187890506203/hi-mark-in-the-past-youve-mentioned-how-hexproof|title=Do you imagine the "pay N more to target this creature" tax would be a viable way to phase Hexproof out?|September 22, 2019}}</ref><ref>{{EzTumblr|https://markrosewater.tumblr.com/post/187891937538/is-frost-armor-limited-to-blue-or-should-we|title=Is Frost Armor limited to blue, or should we expect to see it in other colors if it is becoming more common?|September 22, 2019}}</ref> Early examples with this mechanic was <c>Frost Titan</c> and <c>Diffusion Sliver</c>. The life payment variant had its closest example in {{Card|Ashenmoor Liege}}. A variant on cards like <c>Boreal Elemental</c> and <c>Terror of the Peaks</c> simply increased the cost of targeting, which are not vulnerable to uncounterable effects.
Before it was keyworded, Ward was known as '''Frost armor'''.<ref>{{EzTumblr|https://markrosewater.tumblr.com/post/187890506203/hi-mark-in-the-past-youve-mentioned-how-hexproof|title=Do you imagine the "pay N more to target this creature" tax would be a viable way to phase Hexproof out?|September 22, 2019}}</ref><ref>{{EzTumblr|https://markrosewater.tumblr.com/post/187891937538/is-frost-armor-limited-to-blue-or-should-we|title=Is Frost Armor limited to blue, or should we expect to see it in other colors if it is becoming more common?|September 22, 2019}}</ref> Early examples of cards with this mechanic include <c>Frost Titan</c> and <c>Diffusion Sliver</c>. The life payment variant had its closest example in {{Card|Ashenmoor Liege}}. A variant on cards like <c>Boreal Elemental</c> and <c>Terror of the Peaks</c> simply increased the cost of targeting, which are not vulnerable to uncounterable effects.


The two most common forms are costing additional [[mana]] (in [[white]], [[blue]], and [[green]]) or costing a payment of [[life]] (in [[black]] and [[red]]).<ref name="Pie Changes">{{DailyRef|making-magic/mechanical-color-pie-2021-changes-2021-10-18|Mechanical Color Pie 2021 Changes|[[Mark Rosewater]]|October 18, 2021}}</ref><ref>{{EzTumblr|https://markrosewater.tumblr.com/post/715898179921625088|title=Do all colors have access to Ward?|April 28, 2023}}</ref> These two approaches both protect against [[removal]] but ask different things of the rest of your deck and give opponents different incentives for when to bite the bullet and remove the warded creature. <c>Forge, Neverwinter Charlatan</c> is the first Ward cost (sacrifice a creature) that is potentially impossible to pay, with all prior ward costs being generic enough for all decks.
The two most common forms are costing additional [[mana]] (in [[white]], [[blue]], and [[green]]) or costing a payment of [[life]] (in [[black]] and [[red]]).<ref name="Pie Changes">{{DailyRef|making-magic/mechanical-color-pie-2021-changes-2021-10-18|Mechanical Color Pie 2021 Changes|[[Mark Rosewater]]|October 18, 2021}}</ref><ref>{{EzTumblr|https://markrosewater.tumblr.com/post/715898179921625088|title=Do all colors have access to Ward?|April 28, 2023}}</ref> These two approaches both protect against [[removal]] but ask different things of the rest of your deck and give opponents different incentives for when to bite the bullet and remove the warded creature. <c>Forge, Neverwinter Charlatan</c> is the first Ward cost (sacrifice a creature) that is potentially impossible to pay, with all prior ward costs being generic enough for all decks.
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Any spell or ability controlled by an opponent can be affected by ward. This includes [[Aura]] spells, [[triggered ability|triggered abilities]], and anything else that [[target]] a permanent with ward. Spells and abilities that don't target won't cause ward to trigger.
Any spell or ability controlled by an opponent can be affected by ward. This includes [[Aura]] spells, [[triggered ability|triggered abilities]], and anything else that [[target]] a permanent with ward. Spells and abilities that don't target won't cause ward to trigger.
Ward {{2}} is integrated into the rules for [[disguise]] and [[cloak]].
===Gavin's evaluation===
In April 2024, [[Gavin Verhey]] evaluated the Ward mechanic and came to several observations:<ref>{{YouTubeRef|XNhYyaR-nHA|The Future of Ward|channel=[[Good Morning Magic]]|date=April 25, 2024}}</ref>
*Creatures with Ward {{3}} and Ward {{4}} are effectively too hard to kill, essentially getting semi-[[hexproof]].
**<c>Kappa Cannoneer</c>'s breach into [[Legacy]] was unintended.
**In [[Commander (format)|Commander]] it causes [[tempo]] loss for one player.
*Ward really impacts the ability to spend multiple cards to kill off one thing.
**This especially affects [[red]] players.
*Ward is most fun in small doses.
**There was probably too much in sets like ''[[Murders at Karlov Manor]]''.
*Ward should be something used by [[R&D]] with intention.
*Non-mana ward that people consistently can pay for has been pretty fun.
This led him to the following conclusions:
*Ward {{1}} helps to generate a little bit of tempo. It protects a creature a little bit in Limited, and matters a lot in [[Constructed]].
**However, it should not be given out freely by the designers, but should have a purpose.
*Ward {{2}} should only be used on cards that really need protection. On Commander cards, it should only be used to promote fun gameplay.
*Ward {{3}} should only appear on expensive cards (sixdrops and higher) that R&D don't want to be removed easily. In Commander, Ward {{3}} is too high a cost.
*Ward {{4}} and higher should almost never be put on a card.
*Non-mana ward can be further explored.


===Featured costs===
===Featured costs===
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|{{W}}{{U}}{{B}}
|{{W}}{{U}}{{B}}
|<c>Saruman of Many Colors</c>
|<c>Saruman of Many Colors</c>
|-
|[[Collect evidence]]
|''[[Murders at Karlov Manor]]''
|{{G}}
|<c>Axebane Ferox</c>
|}
|}


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*<c>Teferi Akosa of Zhalfir</c> {{-}} {{1}} ([[Knight]]s)
*<c>Teferi Akosa of Zhalfir</c> {{-}} {{1}} ([[Knight]]s)
}}
}}
==Cards that negate Ward==
;Enchantments
*<c>Nowhere to Run</c>


==References==
==References==

Latest revision as of 09:10, 30 June 2024

For Ward auras, see Ward (aura).
Ward
[[File:{{#setmainimage:MTGSymbols-Ward.png}}|70x70px]]
Keyword Ability
Type Triggered
Introduced Strixhaven: School of Mages
Last used Evergreen
Reminder Text Ward [cost] (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays [cost].)
Statistics
107 cards
{W} 9.3% {U} 28% {B} 5.6% {R} 2.8% {G} 15.9% {W/U} 3.7% {U/B} 0.9% {B/R} 0.9% {R/G} 0.9% {G/W} 1.9% {W/B} 2.8% {U/R} 3.7% {B/G} 1.9% {R/W} 0.9% {G/U} 6.5% {M} 8.4% {artifact symbol} 4.7% {land symbol} 0.9%
Scryfall Search
keyword:"Ward"

Ward is an evergreen keyword ability introduced in Strixhaven: School of Mages.[1][2] Ward is a triggered ability.[3]

Description

Whenever a permanent with ward becomes the target of a spell or ability an opponent controls, counter it unless that player pays an additional cost.

Before it was keyworded, Ward was known as Frost armor.[4][5] Early examples of cards with this mechanic include Frost Titan and Diffusion Sliver. The life payment variant had its closest example in Ashenmoor Liege. A variant on cards like Boreal Elemental and Terror of the Peaks simply increased the cost of targeting, which are not vulnerable to uncounterable effects.

The two most common forms are costing additional mana (in white, blue, and green) or costing a payment of life (in black and red).[6][7] These two approaches both protect against removal but ask different things of the rest of your deck and give opponents different incentives for when to bite the bullet and remove the warded creature. Forge, Neverwinter Charlatan is the first Ward cost (sacrifice a creature) that is potentially impossible to pay, with all prior ward costs being generic enough for all decks.

Going forward, R&D announced some more unique ward costs as well.[1][8] Discarding a card became a quick third as a cost, which Reality Smasher was a predecessor of. Phyrexian Fleshgorger is the first card with a variable Ward cost (life cost, equal to its power) to go with the size-changing Prototype. Ovika, Enigma Goliath is the first mixed ward cost, requiring both a life and mana payment.

Any spell or ability controlled by an opponent can be affected by ward. This includes Aura spells, triggered abilities, and anything else that target a permanent with ward. Spells and abilities that don't target won't cause ward to trigger.

Ward {2} is integrated into the rules for disguise and cloak.

Gavin's evaluation

In April 2024, Gavin Verhey evaluated the Ward mechanic and came to several observations:[9]

  • Creatures with Ward {3} and Ward {4} are effectively too hard to kill, essentially getting semi-hexproof.
  • Ward really impacts the ability to spend multiple cards to kill off one thing.
    • This especially affects red players.
  • Ward is most fun in small doses.
  • Ward should be something used by R&D with intention.
  • Non-mana ward that people consistently can pay for has been pretty fun.

This led him to the following conclusions:

  • Ward {1} helps to generate a little bit of tempo. It protects a creature a little bit in Limited, and matters a lot in Constructed.
    • However, it should not be given out freely by the designers, but should have a purpose.
  • Ward {2} should only be used on cards that really need protection. On Commander cards, it should only be used to promote fun gameplay.
  • Ward {3} should only appear on expensive cards (sixdrops and higher) that R&D don't want to be removed easily. In Commander, Ward {3} is too high a cost.
  • Ward {4} and higher should almost never be put on a card.
  • Non-mana ward can be further explored.

Featured costs

Cost Introduced in Color Example
Additional mana Strixhaven: School of Mages {W}{U}{G} Hamlet Vanguard
Life Strixhaven: School of Mages {B}{R} Owlin Shieldmage
Discard a card Adventures in the Forgotten Realms {B} Westgate Regent
Sacrifice a permanent The Brothers' War {B}{R} Mishra, Tamer of Mak Fawa
Sacrifice a legendary artifact or legendary creature The Lord of the Rings: Tales of Middle-earth {U}{B}{R} Sauron, the Dark Lord
Discard an enchantment, instant, or sorcery card The Lord of the Rings: Tales of Middle-earth {W}{U}{B} Saruman of Many Colors
Collect evidence Murders at Karlov Manor {G} Axebane Ferox

Rules

From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

Ward
A triggered ability that can counter spells or abilities that target the permanent with ward. See rule 702.21, “Ward.”

From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

  • 702.21. Ward
    • 702.21a Ward is a triggered ability. Ward [cost] means “Whenever this permanent becomes the target of a spell or ability an opponent controls, counter that spell or ability unless that player pays [cost].”
    • 702.21b Some ward abilities include an X in their cost and state what X is equal to. This value is determined at the time the ability resolves, not locked in as the ability triggers.

Ruling

  • If a player casts a spell that targets multiple permanents their opponent controls with Ward, each of those Ward abilities will trigger. If that player doesn't pay for all of them, the spell will be countered.
  • If a spell or ability that can't be countered targets one or more permanents with Ward, its controller may still choose to pay the Ward cost. Nothing happens if they don't pay the cost.

Example

Example

Adrix and Nev, Twincasters {2}{G}{U}
Legendary Creature - Merfolk Wizard
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}).
If one or more tokens would be created under your control, twice that many of those tokens are created instead.

Cards that grant Ward

Creatures
Artifacts
Enchantments
Auras
Equipment
Sorceries
Emblem

Cards that negate Ward

Enchantments

References