What is the difference between ward and Hexproof?

What is the Difference between Ward and Hexproof?

In the world of Magic: The Gathering, two keywords that often get confused with each other are Ward and Hexproof. While they may seem similar, they have distinct differences in their effects and purposes. In this article, we will delve into the differences between Ward and Hexproof, and explore their implications on gameplay.

What is Ward?

Ward is a keyword ability that was introduced in the Scars of Mirrodin set. It allows a creature to prevent damage from a spell or ability that targets it, as long as the player pays the Ward cost. The Ward cost is usually a specific amount of mana or a specific card type. If the player fails to pay the Ward cost, the spell or ability will resolve as normal.

What is Hexproof?

Hexproof is an evergreen keyword ability that prevents a permanent or player from being the target of spells or abilities played by opponents. This means that creatures with Hexproof cannot be targeted by spells or abilities, and players with Hexproof cannot be targeted by spells or abilities.

Key Differences

Here are the key differences between Ward and Hexproof:

  • Targeting: Ward only prevents damage from spells or abilities that target the creature, whereas Hexproof prevents a creature or player from being targeted by spells or abilities altogether.
  • Cost: Ward requires a specific cost to be paid, whereas Hexproof does not require any cost to be paid.
  • Resolution: If the Ward cost is not paid, the spell or ability will resolve as normal. If a creature or player with Hexproof is targeted, the spell or ability will not resolve.
  • Scope: Ward only applies to the specific spell or ability that targets the creature, whereas Hexproof applies to all spells and abilities played by opponents.

Examples

Here are some examples to illustrate the differences between Ward and Hexproof:

  • Ward Example: A creature with Ward has 3/3 and a Ward cost of 2WW. An opponent casts a 2WW spell that targets the creature. The player can pay the Ward cost and prevent the damage. If the player fails to pay the Ward cost, the spell will resolve and deal 3 damage to the creature.
  • Hexproof Example: A creature with Hexproof has 2/2 and is being attacked by an opponent’s 2/2 creature. The opponent casts a spell that targets the creature with Hexproof. The spell will not resolve because the creature is protected by Hexproof.

Conclusion

In conclusion, Ward and Hexproof are two distinct keyword abilities that serve different purposes in Magic: The Gathering. Ward allows a creature to prevent damage from a specific spell or ability, whereas Hexproof prevents a creature or player from being targeted by spells or abilities altogether. Understanding the differences between these two abilities is crucial for making informed decisions during gameplay.

Table: Ward vs Hexproof

Ward Hexproof
Targeting Prevents damage from specific spells or abilities Prevents targeting by all spells and abilities
Cost Requires specific cost to be paid No cost required
Resolution If cost is not paid, spell or ability resolves Spell or ability does not resolve
Scope Applies to specific spell or ability Applies to all spells and abilities

Additional Tips

  • Ward is a defensive ability: Ward is primarily used to defend against specific threats, such as a powerful spell or ability.
  • Hexproof is a protective ability: Hexproof is primarily used to protect a creature or player from all potential threats.
  • Ward can be countered: If a player fails to pay the Ward cost, the spell or ability will resolve and deal damage to the creature.
  • Hexproof cannot be countered: Hexproof is a protective ability that cannot be countered or removed.

By understanding the differences between Ward and Hexproof, you can make more informed decisions during gameplay and improve your overall Magic: The Gathering experience.

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