Failing Wards
by on
Failing Wards
by on

Failing Wards

Failing Wards enters the battlefield with 5 ward counters on it. At the beginning of your upkeep, remove a ward counter. If you cannot, exile Failing Wards.
As long as Failing Wards has 5 or more ward counters on it, other creatures you control have hexproof. As long as it has 3 or more ward counters on it, other enchantments you control have hexproof. As long as it has 1 or more ward counters on it, you have hexproof.

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