What does Ward do in magic?

Understanding Ward in Magic: The Gathering: Your Ultimate Guide

Ward is a keyword ability in Magic: The Gathering that provides permanents with protection from targeted spells and abilities controlled by opponents. Specifically, it states: “Whenever this permanent becomes the target of a spell or ability an opponent controls, counter that spell or ability unless that player pays [cost].” This cost can vary greatly, from paying mana, life, or discarding a card, adding a strategic layer to removal and interaction in the game.

Delving Deeper into Ward

Ward is designed to make creatures and other permanents more resilient against targeted removal without completely negating interaction. Unlike Hexproof, which prevents targeting altogether, Ward offers opponents a choice: pay the specified cost to proceed with their spell or ability, or have it countered. This nuanced approach adds depth to gameplay, forcing players to carefully weigh their options and manage their resources.

The implementation of Ward is a testament to Magic’s evolving design philosophy. It allows for protection while still maintaining the interactive nature of the game. It strikes a balance that hexproof sometimes struggled to achieve, providing a middle ground between complete immunity and vulnerability.

Mechanics of Ward

When a permanent with Ward becomes the target of a spell or ability an opponent controls, the Ward ability triggers. This trigger goes on the stack, just like any other triggered ability. Once the ability resolves, the opponent is given the option to pay the cost associated with the Ward ability. If they choose to pay, the original spell or ability targeting the permanent resolves as normal. If they choose not to pay, the original spell or ability is countered. It simply ceases to exist and has no effect.

It’s crucial to understand that Ward only protects against targeted effects. Board wipes, which don’t target individual permanents, are unaffected by Ward. Similarly, effects that force a player to sacrifice a permanent are not targeting effects and bypass Ward entirely.

Strategic Implications of Ward

Ward can significantly influence gameplay. It forces opponents to spend resources to remove or interact with permanents, making them more valuable and creating favorable situations for the controller of the Warded permanent.

Consider a scenario where a player controls a creature with Ward {2}. Their opponent wants to use a removal spell that costs 3 mana to eliminate the creature. The Ward ability forces the opponent to pay an additional 2 mana, effectively increasing the cost of removal to 5 mana. If the opponent doesn’t have the mana available, their removal spell is countered, and the creature remains on the battlefield.

This dynamic encourages players to consider the cost-effectiveness of their plays and to carefully evaluate their opponent’s available resources. It can lead to interesting bluffing situations and calculated risks, adding complexity and strategic depth to the game. The Games Learning Society explores these types of strategic decision-making processes in games at GamesLearningSociety.org.

Frequently Asked Questions (FAQs) About Ward

Here are 15 frequently asked questions to further clarify the nuances of Ward:

  1. Is Ward a triggered ability? Yes, Ward is a triggered ability. It triggers when the permanent becomes the target of a spell or ability an opponent controls.
  2. Does Ward prevent blocking? No, Ward does not interact with blocking, attacking, or combat damage. It only applies to targeted spells and abilities.
  3. What is the difference between Ward and Hexproof? Hexproof prevents a permanent from being targeted by spells or abilities an opponent controls in the first place. Ward allows targeting, but counters the spell or ability unless the opponent pays the specified cost.
  4. Can you sacrifice a creature with Ward? Yes, you can sacrifice your own creature with Ward. Ward only protects against spells and abilities controlled by opponents.
  5. What does Ward protect against? Ward protects against targeted spells and abilities controlled by opponents, unless they pay the Ward cost.
  6. How does Ward work against creature abilities? Ward works against creature abilities controlled by opponents that target the permanent.
  7. Can you counter spells with Ward? Yes, the Ward ability itself effectively counters the targeted spell or ability if the opponent chooses not to pay the Ward cost.
  8. What defeats Hexproof? Effects that don’t target, such as board wipes (e.g., Wrath of God), or effects that force a player to sacrifice a permanent, defeat hexproof.
  9. Does Deathtouch interact with Ward? Deathtouch is an ability that causes damage to be lethal. It does not target, therefore Ward doesn’t do anything to stop deathtouch.
  10. What is the difference between Ward and Sacrifice effects? Sacrifice effects don’t target, therefore Ward doesn’t do anything to stop a player from having to sacrifice their permanent.
  11. Does Ward go on the stack? Yes, the Ward ability goes on the stack when it triggers.
  12. Does Ward affect board wipes? No, Ward does not protect against board wipes because board wipes do not target.
  13. Is Deathtouch an ability that triggers Ward? No, Deathtouch doesn’t target, thus will not trigger the Ward ability.
  14. Does Hexproof cancel Deathtouch? No, Hexproof doesn’t stop Deathtouch since Deathtouch doesn’t target.
  15. Does Trample work when blocking a creature with Ward? Trample is a static ability that modifies the rules for assigning an attacking creature’s combat damage. Ward has no interaction with these combat actions. Therefore, Trample will still work.

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