Ward of Bones


Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eventide (EVE) Rare

Combos Browse all

Ward of Bones


Each opponent who controls more creatures than you can't play creature cards. The same is true for artifacts, enchantments, and lands.

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Ward of Bones Discussion

YutoTheXYZian on Matter Over Mind - Kozilek EDH

2 weeks ago

How about Rings of Brighthearth? That with Basalt Monolith generates infinite colorless mana and you can instantly get out your general (even more so then usual) and dump everything in your hand onto your field if you so wish, and also makes it so even if you infinite, you dont auto win the game. If infinite's out of the question, maybe something cute like Ward of Bones. People that overextend will get hurt from this artifact. There's also Golden Guardian  Flip. Blocker that turns into a land that taps for 2 colorless when it dies sounds handy to me, specially when you can kill it or force someone's weaker creature to die on the spot. Oh and Workhorse, it can generate 4 mana on its own, Guaranteeing that Kozilek comes out the next turn if it lives.

cebel3 on Oloro, Lifegain Ascetic

1 month ago

I see you are going for a life gain, lock down type deck have you thought about adding Ward of Bones?

ThallionDarkshine on Mono Blue Fun

3 months ago

This deck looks sweet, and I really like some of the cards you've got in here (especially Lunar Mystic, never knew an effect like that existed), but I feel the deck is somewhat lacking in direction. You've got some sweet stax pieces (Rising Waters and Ward of Bones), some awesome instant/sorcery support (Lunar Mystic and Disciple of the Ring), along with tons of other cool cards. Overall I think you need to pick a theme and stick to it. There are some cool cards in here that don't really have synergy with the deck (Grozoth, Riddlekeeper and small mill package, and the Donate + Illusions of Grandeur combo).

I don't have that much in the way of suggestions, since I don't know which of your themes you want to focus on. However, here are some things that synergize nicely with your commander. Forcing creatures to block is very powerful with Tromokratis, since it forces them to block with their entire team if possible. In addition, preventing their creatures from blocking or tapping them down basically makes him unblockable, giving you a fairly quick kill. Courtly Provocateur can either make utility creatures attack and die or force creatures to block, making your commander's swing into a pseudo-board wipe. Grappling Hook is a repeatable form of this effect that also grants double strike, turning your commander into an incredibly powerful beater.

Now, on to ways to stop creatures from blocking to make Tromokratis unblockable. Tamiyo, the Moon Sage is a great source of card draw that can also tap down troublesome permanents. Frost Titan, while probably the worst of the titan cycle, is still a troublesome card to deal with, and can lock down permanents. If you're willing to commit to running numerous colorless sources (and you've already got a bunch of colorless rocks), Endbringer can prevent big things from attacking, basically give Tromokratis unblockable, and even give you card draw. Fatestitcher is a great card in mono-blue, since not only does it serve as ramp, it can also tap down problematic stuff at instant speed.

Finally, some general blue good stuff. Cyclonic Rift is one of the best removal spells in the format. Whelming Wave can occasionally serve as a one-sided board wipe. I'm not sure if you have a reason for excluding Sol Ring, but otherwise it definitely should be making the cut.

I think you might want to cut back on some of the non-basic lands you've got in here, even if just to slightly improve the odds on Scrying Sheets. Some of the stuff you've got in here (Magosi, the Waterveil) just seems like a worse island in the vast majority of situations.

Sorry if this comment was overly general, let me know what kind of direction you want to take with the deck and I'll try to give you some more specific suggestions.

JohnnyCRO on KefNOT the Controlfreak [primer]

3 months ago

Polupus, on the contrary, I love hearing ideas.

That...is actually a great idea. It harms me a bit, I'd have to be more careful with Time Warp and Dig Through Time, but it chould work well. I'll add it to the sideboard and look around for a copy to test with.

Ward of Bones is a bit costly for what it does. 6 mana sorcery speed is a lot and it would attract enough hate that its protection would cost too much resources to make it sustainable. However, I'm planning to test Land Equilibrium when I get myself one (there are Italian ones available for a quarter of what English copies go for). Equilibrium is cheaper to cast and even though it covers less permanent types, it cover a) the most important one (outside cEDH) and b) as you've noticed, the one type with which Kefnet can interact. However in a more casual meta than mine I can see Ward of bones being a thing.

As you've mentioned Kefnet's land bounce, just to refer to earlier mention of Glacial Chasm; that is the very reason why chasm works here. It costs us a land, but late game that isn't that much of a bother and with Kefnet's bounce we can both dodge the steep upkeep cost (it's land per drop and increasingly more life loss every turn, I can balance it for a while if I want/need to) and scarce land destruction (there is some around, but not nearly as much as artifact destruction).

Polupus on KefNOT the Controlfreak [primer]

3 months ago

Hi again!

Let me know if I'm being a bother, but I love this bird and I wanted to pick your brain again.

Scavenger Grounds could free up a slot from Tormod's Crypt since you don't use much of your graveyard.

What do you think of Ward of Bones? You're not running very many permanents and with kefnet's ability to return lands to hand at an opponent's upkeep and your mana doublers, it could work out nicely to keep them from pulling ahead and overwhelming you if they aren't running green land ramp. Cost is high though and fills a similar role as Arcane Laboratory.

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