Spectra Ward

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2015 (M15) Rare

Combos Browse all

Spectra Ward

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 and has protection from all colors. This effect doesn't remove Auras. (It can't be blocked, targeted, or dealt damage by anything that's white, blue, black, red, or green.)

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Spectra Ward Discussion

Optimator on It's Good to be the Khan

1 week ago

Yeah, it's tough!! Cutting cards and balancing the ratios between creatures, buffs, utility, and removal is a delicate art.

I generally start with the "8x8" method; choose 8 things you want in your deck and choose 8 cards that do each. You have a great start so I'm not saying to scrap what you have.

It's not perfect but it's a great place to start when building or redoing a deck. One thing to consider is a large chunk of one set of 8 will be ramp and ideally another set will be card draw, truly leaving only 48 cards. There is also the part where several groups of 8 will be "creatures" if you want an aggro deck (which this is sort of a hybrid) so some creatures will fall into a "buff/anthem" category or a "card draw" category or some sort of utility category, throwing some numbers off.

Brave the Sands is the shit.

Removal is slightly more important for aggro and voltron decks than midrange or control decks (you gotta get through!) but you have a good amount.

I generally find combat tricks less useful than constant buffs, so were it me I'd take out War Flare for one of the considered cards.

In my experience with Zurgo, evasion is more important than extra damage, so things like Battle Mastery and Mardu Runemark are less desirable than something like Spectra Ward, which makes a creature nearly unblockable and untargettable. Something like Spirit Loop would be better (and strictly better than Congregate, in my opinion) since you don't get two-for-one'd with it attached. Even with the voltron aspect being played down, Zurgo always has a huge target on his back.

Trample and flying, or something like Trailblazer's Boots help more than Fireshrieker or Inquisitor's Flail in my experience. The damage bonus is still super good though. A balance is good, is that I'm saying. Although perhaps not as much if the voltron aspect is less pronounced... YMMV. Also, Inquisitor's Flail is probably better than Hero's Blade. Conqueror's Flail is great too but a little pricey. I noticed you have a couple of random expensive cards--I assume they're ones you already own? Seems like a budget deck at heart. One thing that's hard about making a strategy like Warrior tribal work is it usually takes extra cash to make up for the inherent lack of synergy (unlike goblins and elves, etc.).

Have you seen Assault Suit? It's literally perfect for Zurgo. Keeps him indestructible on any turn and prevents him from being sacrificed. The damage bonus is nice and since he attacks four times a round instead of once it's almost like quadruple damage. I know you aren't doing a full voltron thing but it's so spicy and Zurgo is literally one of the only decks you can conceivably run it in.

Anyway, check out my Zurgo deck (Khanate of the Golden Headbutt (Artifact Voltron)) if you have the time! More of a traditional voltron deck though.

ZombieCat on Something Happened on the Way to Heaven

2 weeks ago

Couple of suggestions:

Academy Rector - Chump blocker with the added bonus of being able to throw down any enchantment in your deck. Celestial Mantle Eldrazi Conscription and True Conviction go extremely well if you add in Academy Rector

Platinum Angel - Stall until your board wipes go through or cast Avacyn

Tragic Arrogance - One of the more brutal board wipes since you choose how you want the field to look

Hall of the Bandit Lord - Haste in mono white for 3 life. Depends on if your build wins through combat damage more than other players giving up.

Hour of Revelation - You curve out at 4cmc, so this would go well in your build. Cast Avacyn and drop it for 3.

Just some fun other cards:

Orim's Chant

Spectra Ward

False Defeat

Comeuppance

Mike94 on Ixalan Park (#1 Gishath Commander)

3 weeks ago

CardTyrant, that's always a problem if you play fun value decks, I had the same problem with my Odric, Lunarch Marshall EDH deck and decided to make protection a sub theme.

You could run Flickering Ward for recurring protection and Eldrazi Monument could also be a strong include if you can sacrifice a token in your upkeep. Your deck would also benefit from Swiftfoot Boots and Lightning Greaves. Mother of Runes is also great for early game protection.

If you have the mana then Eight-and-a-Half-Tails is a great addition and can protect several dino's at once (he is completely of flavor though). Glory is also a great option if you can get it into your graveyard.

Spectra Ward combined with Concerted Effort is a great shield for your creatures, when you combine these with Eldrazi Monument it's almost impossible to remove them.

Hope you can do some tinkering with these suggestions!

Dennis14 on Junk Reboglenator

1 month ago

I am thinking about building a similar deck myself.

In my opion Blue is a better third color for the deck than Black (which doesn't offer much besides Grisly Salvage) as you get cards like:
Forbidden Alchemy, Strategic Planning, the flashback mode of Tracker's Instincts and also Invisible Stalker as a creature and Auramancer's Guise as a powerful aura.

To take full advantage of Retether I'd focus on high impact auras only, like:
Eldrazi Conscription, Auramancer's Guise, Angelic Destiny, Celestial Mantle and Spectra Ward.

Instead of running so many auras/creatures I'd rather play more self-milling cantrips.
Vessel of Nascency/Tracker's Instincts and Gather the Pack/Commune with the Gods/Grapple with the Past/Mulch can be decent options.

To realiably find Retether I'd use Eternal Witness and Noxious Revival to get back milled copies.

Bezter on Kaalia's Kitchen Table

1 month ago

Looking nice so far!! Here are some suggestions from my experience, fellow Kaalia player :)

As far as creatures go, pretty much just play the ones you like!

Some less-budget suggestions: Master of Cruelties, pretty much instant kill if they have no blockers. Rune-Scarred Demon, Gisela, Blade of Goldnight, Aurelia, the Warleader, Lord of the Void, Akroma, Angel of Wrath, Gisela, the Broken Blade. Those are some of my favorites. A little heavier on the budget but super fun!

Mid-budget options: Ob Nixilis, Unshackled, Platinum Angel, Anya, Merciless Angel, Mana-Charged Dragon, Rakdos, Lord of Riots, Angel of Despair, Mother of Runes, Deathless Angel, Hellkite Tyrant, Tariel, Reckoner of Souls, Blinding Angel, Overseer of the Damned, Akroma, Angel of Fury.

More budget-friendly options: Angel of Serenity, Angelic Arbiter, Indulgent Tormentor, Reya Dawnbringer, Harvester of Souls, Bloodgift Demon, Exquisite Archangel, Herald of the Host (For multiplayer), Angelic Skirmisher, Bruna, the Fading Light (to pair with Gisela), Seraph of the Sword, Guardian of the Gateless.

There are obviously numerous options as far as creatures go. Those are a couple of mine. But don't go off just what other people say- if you don't like the feel of killing someone outright with Master of Cruelties, don't get him! If you want to play a little more defensive you can run Seraph of the Sword and Guardian of the Gateless or something! Just play what you want to! :)

You may want to stay away from enchantment Auras, as they can get 2-for-1ed pretty easily. Gift of Immortality is great though, as it can come back to the field. Maybe opt for equipments instead, such as Fireshrieker in place of Battle Mastery and Prowler's Helm (which I see you have) or Whispersilk Cloak, which has the added benefit of shroud. Spectra Ward is a pretty good Aura, as it gives protection from all colors, making whichever creature (supposedly Kaalia) free to attack and block, without taking any damage. But again if someone plays Day of Judgment, it'll get 2-for-1ed.

Not really sure about the curses. I personally probably wouldn't run them, but they seem fun!

Dragon Tempest is a good include. Give all your fliers haste!

That being said you might want to not have too many at all. Mainly equipment to protect Kaalia, like Lightning Greaves, Swiftfoot Boots, and Mask of Avacyn or equipment of the like.

You definitely want ramp, and I see you have some. The appropriate signets, Commander's Sphere, Darksteel Ingot, probably the cluestones (They can draw you cards, which is usually more useful than getting a small creature until end of turn, as with the keyrunes).

You have quite a bit of removal which can be good! Sometimes you can have too much though, and that is occasionally my problem. You have some good target removal and a couple good board wipes. I have Earthquake in my deck, although I haven't found it super useful yet. Merciless Eviction, Hallowed Burial, Planar Cleansing, akroma's wrath, Fumigate, and maybe even Torment of Hailfire are good. But as with creatures, there are tons of options for board wipes.
Land bases can be pretty rough to figure out, not to mention expensive. Going super budget, obviously the guildgates, lifegain lands (Scoured Barrens, etc.), bounce lands (Boros Garrison, etc.), other dual lands (Forsaken Sanctuary, etc.). All the basics. Other useful, cheap lands include Exotic Orchard, Rupture Spire, and the pain lands like Caves of Koilos and Battlefield Forge.

If you're going to spend a little more, the check lands like Clifftop Retreat and Dragonskull Summit are great. Scry lands such as Temple of Malice and be very useful. Obviously fetchlands and shocklands are good, but not friendly to the budget at all. I don't think they're worth it sometimes. But everything is up to you! :)

Hopefully these suggestions help! I've said it a lot, but play whatever you think will be the most fun for you! Good luck in the building process- I'll be following along to see how it goes! :)

discipleofgary73 on Justice, At Any Cost | Sigarda Enchantress Voltron

2 months ago

Another tutor option if you randomly need it could be Academy Rector, but without a reliable way to get him off like Animal Boneyard, probably not worth the time. There's also Time of Need and Chord of Calling.
Land Tax is great for ramp, though I'm sure it's already been recommended. Primal Growth is also an option, as is Traverse the Ulvenwald
Spectra Ward is nice, though the cost is probably prohibitive for this deck. Speaking of costs, Herald of the Pantheon could help, though the build wouldn't leverage it that well. If against high defense that Sigarda can't break, Bonds of Mortality could be another option besides the exile you already run.
If against high destruction, there's always Karmic Justice, but that probably will never be necessary in duel. Another possible bit of extra insurance, is Greater Auramancy. I know you mentioned countering as a concern. Prowling Serpopard might be a good response.
Only other thing that comes to mind is Nature's Will
Really nice deck!

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