Ward
Ward is an evergreen keyword ability introduced in Strixhaven: School of Mages.[1][2] Ward is a triggered ability.[3]
From the Comprehensive Rules (November 8, 2024—Edge of Eternities)
- 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.
- 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.

History
In April 2024, Gavin Verhey evaluated the Ward mechanic and came to several observations:[9]
- Creatures with Ward
and Ward
are too hard to kill effectively, essentially getting semi-hexproof. “Can’t be countered” is not a common side benefit on creature removal.
- Kappa Cannoneer‘s breach into Legacy was unintended.
- Generally, it causes tempo loss for one player; while it is clear how this would affect one-on-one matches, it proved to still be significant in multiplayer formats such as Commander.
- Ward really impacts the ability to spend multiple cards to kill off one thing.
- This especially affects red players, which often rely on mana-efficient targeted damage spells.
- Ward is most fun in small doses.
- There was probably too much in sets like Murders at Karlov Manor, which had the marquee mechanic of disguise, that had Ward
in its text.
- There was probably too much in sets like Murders at Karlov Manor, which had the marquee mechanic of disguise, that had Ward
- Ward should be something used by R&D with intention.
- Non-mana ward that people consistently can pay for has been pretty fun.
Ward in practice
Ward is a middle ground between Hexproof and no protection, is a great deterrant from spells, and if the opponents dare cast something against it will pay a toll in order to do so.

