I am actually a huge proponent of Ward on powerful creatures/Commanders. Imagine spending 3UBR on your big bad Lord of the Rings bad guy, ready to go all out and turn your deck on, only for it to be removed for one white mana at insant speed? Repeatedly? Ward offers a level of protection to creatures that a high toughness USED to give. A 1/1 problematic creature dies just as easily as the 10/10 problem. Toughness does not keep them on board. Ward helps your investment stick around for more than one Main Phase. Shroud and Hexproof were too strong, you can never touch my Commander. Ward says you can, but you've got to work for it.
Nowhere To Run is a new 2 mana enchantment with flash in Duskmourn that actually turns off ward and hexproof as a passive effect, that also can -3/-3 remove some random utility creature. Absolutely a staple in black from now on for me. It's actually quite political because if you simply state you can make the protection a non issue, youve likely got other players who might have the removal in hand. And it only affects opponents. It's such an incredibly good card. And also, I love seeing a scary ward and saying "Well my friend... I'm afraid there's Nowhere To Run" like a fuckin dork
@PubStompMTG please do. There's a surprisingly low amount of videos for these commander's and most of them seem to either miss the point a bit or all say identical things. I know you can find something for these commander's that is fun and different without being weak.
Solution: player removal.
Bingo!
Not if I remove you first!
@@dialupsyndrome1910 🤣🤣🤣
@@PubStompMTG Merry Christmas mate!
I am actually a huge proponent of Ward on powerful creatures/Commanders.
Imagine spending 3UBR on your big bad Lord of the Rings bad guy, ready to go all out and turn your deck on, only for it to be removed for one white mana at insant speed? Repeatedly?
Ward offers a level of protection to creatures that a high toughness USED to give.
A 1/1 problematic creature dies just as easily as the 10/10 problem. Toughness does not keep them on board. Ward helps your investment stick around for more than one Main Phase.
Shroud and Hexproof were too strong, you can never touch my Commander.
Ward says you can, but you've got to work for it.
Uncounterable spells like Abrubt Decay also work against Ward since Ward *counters* the spell unless ward cost was paid.
That's a very good point! Great mention!
Nowhere To Run is a new 2 mana enchantment with flash in Duskmourn that actually turns off ward and hexproof as a passive effect, that also can -3/-3 remove some random utility creature. Absolutely a staple in black from now on for me. It's actually quite political because if you simply state you can make the protection a non issue, youve likely got other players who might have the removal in hand. And it only affects opponents. It's such an incredibly good card.
And also, I love seeing a scary ward and saying "Well my friend... I'm afraid there's Nowhere To Run" like a fuckin dork
Completely missed that one! Knew i was missing a card! Thanks for sharing it!
Horobi death wail ability gets around ward as well
That card is a menace
Haven't yet played against voja in the wild, but it does seem intimidating
It is very intimidating haha
Are you planning on doing a video on the other 3 marvel commander's?
Was going to but got busy with a lot of things. May consider it!
@PubStompMTG please do. There's a surprisingly low amount of videos for these commander's and most of them seem to either miss the point a bit or all say identical things. I know you can find something for these commander's that is fun and different without being weak.