Ward on creatures my opponents have is insurmountable. Ward on creatures I control is ineffective.
I think Ward is a pretty elegant solution to the problems of shroud and hexproof. The dev complexity it adds could be an issue, but the calibration options it provides are great. I especially dig when non-mana ward is on a permanent (e.g Discard a card, Pay 3 life, etc). I think that has some really interesting possibilities.
@ech @MysticKetchup If ward didn’t replicate one of the classic worst rules interactions (that is better now the IPG was significantly updated) I’d 100% agree.
What interaction is that? I’m unfamiliar.
I’ll look into that. Thanks!
*Instance federation issues. Response reposted on alt account.
It’s insane to me that “Ward: You lose the game” is worse than hexproof. Really puts how good hexproof is in perspective
More shroud cards, cowards.
For real. Shroud and Ward are interesting because they make you make decisions. With Shroud you’re making trade-offs during deckbuilding and with Ward it’s during the games. But Hexproof doesn’t force any decisions. It just says “sorry, no interacting”. I can sort of see Hexproof being okay on instants like [[Tamiyo’s Safekeeping]], but even then, what percentage of games would actually play out differently if that card granted Shroud instead?
what is that guy doing