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Rules: How Ward Works — the Counter, the Trigger, and When You Still Pay

Short answer first, then the reasoning — that is how rules questions deserve to be answered, in plain English and from real card text. The ...

Short answer first, then the reasoning — that is how rules questions deserve to be answered, in plain English and from real card text.

The short answer

Ward is a triggered ability that protects a permanent by taxing anyone who targets it. When an opponent casts a spell or activates an ability that targets a permanent with ward, the ward ability triggers and counters that spell or ability unless the opponent pays the ward cost — mana, life, or whatever the card specifies — as the trigger resolves. Three details matter in real games. First, ward only triggers on targeting: a board wipe that does not target anything ignores ward completely. Second, the cost is paid when the trigger resolves, not when the spell is cast, so a player who cannot pay at that moment loses their spell. Third, if you target your own permanent, your own ward does nothing to you — ward only fires for opponents. Read the exact ward cost on the card in front of you; different printings tax different things.

A real card, for reference

Serra's Guardian (mana cost {4}{W}{W}; Creature — Angel; 5/5; rarity: rare; most recent printing listed by Scryfall: Core Set 2020):

Flying (This creature can't be blocked except by creatures with flying or reach.)
Vigilance (Attacking doesn't cause this creature to tap.)
Other creatures you control have vigilance.

Keep the reference card's wording in mind when you apply the explanation above — in Magic, the exact printed text of the cards involved always outranks any general summary, including this one. When a table disagrees, read the cards aloud, apply the explanation step by step, and you will reach the right answer almost every time.

Build and check your list with the MTGBrew Learn guides, and browse every card mentioned here in the MTGBrew card database on MTGBrew.

If this topic is on your bench, keep going with Ash Barrens in Commander: The Land Slot That Quietly Fixes Games — it covers the neighbouring decisions from a different angle, and the two pieces together give you a fuller picture than either one alone.

Keep reading

Keep reading: Ash Barrens in Commander: The Land Slot That Quietly Fixes Games and Feather, the Redeemed Commander Guide: How the Deck Actually Wins.

Keep building on it

Ask what the deck looks like when it is merely fine. A resilient build still develops its board, still draws extra cards, and still threatens something through an average opening hand. The spectacular draws take care of themselves; spend your card choices making the average draw functional, because you will see far more average draws than perfect ones.

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