Hexproof vs Ward (and Shroud)
Interactions · intermediate
Three closely-related "you can't target this" abilities, with very different design intents.
Quick comparison
| Ability | Who can target? | Counters spell? | Common on |
|---|---|---|---|
| Shroud | Nobody (not even controller) | Spell becomes illegal targeting -> spell is countered on resolution if all targets are illegal | Old cards (Troll Ascetic) |
| Hexproof | Controller can target; opponents can't | Spell from opponent is countered on resolution if its targets are all illegal | Modern cards (Geist of Saint Traft) |
| Ward {cost} | Anyone can target, but opponents pay an extra cost or their spell is countered | Spell from opponent is countered if cost not paid | Newest cards (Sheoldred, the Apocalypse) |
Why Wizards moved from one to the next
- Shroud broke too much: even your own equipment, auras, and pump spells couldn't target your creature. Frustrating for the controller.
- Hexproof fixed that but became too good in some cases -- giving a creature hexproof and then stacking auras on it created un-interactive boards (Slippery Bogle hexproof voltron).
- Ward is the modern compromise: opponents can target, but it costs them. The opponent gets to choose: pay or lose the spell.
Practical play differences
- Against shroud / hexproof: use non-targeting removal -- Wrath of God, Day of Judgment, edicts (Diabolic Edict, Liliana of the Veil).
- Against ward: just pay the cost, OR use non-targeting removal, OR force the opponent to discard their removal.
- Ward triggers when targeted, not when the spell resolves. So a counterspell that targets the warded creature also gets ward'd -- a counter to your removal.
Rule reference
[702.11] (hexproof) [702.18] (shroud) [702.21] (ward)