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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