Spectra Ward


Format Legality
Pre-release Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual 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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Recent Decks

Spectra Ward Discussion

Last_Laugh on "Once upon a midnight dreary" (Narset EDH)

3 hours ago

Hello there. I gots me a few suggestions.

First, run more mana rocks and acceleration. A good rule of thumb here is 1 and 2 drop rocks are great here. 3 drop is ok if it produces more than 1 mana (Gilded Lotus is bad here). Mana accel I run that you don't: Crystal Vein, Ancient Tomb, Chrome Mox, Grim Monolith, Lotus Petal, Pentad Prism, Worn Powerstone, Mana Crypt, and Copy Artifact.

I would also look into replacing Spectra Ward with something like Aqueous Form, Spirit Mantle, Holy Mantle, and/or Shielded by Faith.

A few effects to make attacking more difficult can't hurt either. Look into Smoke and Sphere of Safety. Winter Orb and Rising Waters help too.

Anyways, feel free to check out my list for ideas... it's not superfriends but it should still give you a few ideas.

Narset, American Beauty

chadsansing on Doran, This Infection needs Penicillin

1 month ago

Maybe also an Overrun, a Glistening Oil, and a Tainted Strike?

You might also consider something like a Bogles aura suite with Daybreak Coronet, Ethereal Armor, Ancestral Mask, Rancor, and Armadillo Cloak or Unflinching Courage with a Spectra Ward or a few Emerge Unscathed/Gods Willing effects to make it past blockers (or a Rogue's Passage).

Happy brewing!

Managem on Gotta Gid Dat Worship Down

2 months ago

No problem, I saw this deck and was impressed, looks like you're onto something, everything is a threat, and grants substantial value. This deck can deal with other creature decks quite well enough it seems. I would imagine your hardest matchup would be going toe to toe with Esper/Grixis/Blue/Dimir based control decks...? If so it's not impossible to deal with those decks, and if I may I'll try to suggest other options white/green can offer with those types of decks.

When I saw the hexproof/indestructible/devotion theme I instantly thought Fleecemane Lion, granted he needs to be monstrous, but nonetheless it's always a great early drop and beater, getting it monstrous shouldn't be too hard in theory.

Since you mentioned the deck deals well with creatures, and you want more creature based options with abilities, the first and foremost that I can think of against control decks is Eight-and-a-Half-Tails maybe Mother of Runes

More cards that offer protection/indestructibility/stall are Avacyn, Angel of Hope Grand Abolisher Spectra Ward

Non creature spells that are good against control, but are not creatures.. Guttural Response Lapse of Certainty Rebuff the Wicked Mana Tithe

Maybe Silence that is a control card itself, however if you were to run this card always cast it during your opps. turn and word it so, "During your beginning phase(would be ideal), or untap step I cast Silence.."

I think all of these are modern legal?

NeonCoral45 on Narset, Enlightened Master

2 months ago

Narset deck based around taking a lot of turns or extra combat phases and voltroning up Narset to kill with commander damage. Some things I'm concerned about: not being able to get Narset out fast enough, or not getting the pieces I need to win. Taking a bunch of turns won't do anything if I can't win. For getting Narset out early I have Gilded Lotus, Sol Ring, all of the signets, Chromatic Lantern, and Darksteel Ingot. I feel like I may need more, but I am unsure. I am open to any advice on this!As for winning, my main win is taking a lot of turns, voltroning up Narset and going face to kill my opponent with commander damage. My voltron cards include Eldrazi Conscription, Spectra Ward, Steel of the Godhead, Elspeth, Knight-Errant with her second +1 ability, and Sword of Feast and Famine. I am considering putting in a few more, such as Spirit Mantle. As for extra turns and combat phases, I have Beacon of Tomorrows, Expropriate, Part the Waterveil, Relentless Assault, Seize the Day, Temporal Mastery, Temporal Trespass, Time Stretch, Time Warp, Walk the Aeons, Waves of Aggression, World at War, Savage Beating, and Aggravated Assault. There is one infinite combo in this deck, which is Aggravated Assault + Sword of Feast and Famine . I just keep on swinging, keep on getting Narset's triggers, and then hopefully continue voltroning her up!I am open to suggestions, however this deck is already at $400 and I would like to not go above that for now. So please keep recommendations at a somewhat budget range. Also if there are any recommendations for cheaper cards to replace expensive ones, I would love to hear them!

Voice_of_Brosurgence on Sram Auras Multiplayer EDH

2 months ago

Hi Hiotoko.

Thanks for the suggestions! Yes, I have seen Heliod's Pilgrim... and I can't tell you a good reason why it wasn't in the deck other than I don't really like playing a lot of tutors. It is now in the deck. Boonweaver Giant and Auratouched Mage are a backup plan if Sram is attracting too much hate. The plan is to grab Flickerform, then try to stabilize by grabbing one of the indestructible auras or Spectra Ward and Pariah. (Then go voltron from there)

In my initial list, I did have Detainment Spell, however it is not very good in my meta. There is Angry Omnath, Meren, Rashmi, Oloro, Animar and Athreos... all of which have triggered abilities. If people start playing commanders with activated abilities, I will look into it again.

Optimator on It's Good to be the Khan

3 months 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.

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