9 minute read · Published September 11, 2026 · Reviewed August 19, 2026
Protection, Hexproof, Shroud, and Ward Compared
Four abilities stop targeting or interaction in different ways. Mixing them up is one of the fastest ways to lose a rules argument at a casual table.
Protection
Protection from a quality (a color, a card type, etc.) does four things against sources with that quality: the permanent can’t be targeted, can’t be blocked (if the quality is on the blocker), can’t be enchanted or equipped by that quality, and all damage from that quality is prevented.
Important limits: protection does not stop non-targeting effects. “Destroy all creatures” still destroys a creature with protection from white. “Each opponent sacrifices a creature” still works. Protection only cares about the four effects above (rule 702.16).
Table scenario: Your opponent’s Swords to Plowshares targets your black creature with protection from white. That is an illegal target—the spell can’t choose it. Their Wrath of God does not target and still destroys it.
Hexproof
Hexproof means the permanent or player can’t be the target of spells or abilities your opponents control (rule 702.11). You can still target your own hexproof creatures. Board wipes and other non-targeting effects still apply.
Shroud
Shroud means the permanent can’t be the target of any spells or abilities, including yours (rule 702.18). You cannot Giant Growth your own shroud creature. Non-targeting effects still work.
Ward
Ward is a triggered ability. When a spell or ability an opponent controls targets the permanent, ward triggers and, unless the opponent pays the ward cost, counters that spell or ability (rule 702.21). The target was legal; the ward trigger may still stop the spell on the stack.
Table scenario: You cast Murder on a creature with ward {2}. Murder goes on the stack targeting the creature. Ward triggers. Your opponent declines to pay {2}. Ward resolves and counters Murder.
Quick comparison
Protection: stops targets, damage, blocking, and attaching from that quality; it is static and does not stop non-targeting wipes.
Hexproof: stops opponent targets only; you can still target your own permanent; it is static.
Shroud: stops all targets including yours; it is static.
Ward: allows the target, then may counter via a trigger if the cost is unpaid; it uses the stack.
Common mistakes
Treating hexproof like protection from everything.
Trying to pump your own shroud creature.
Assuming ward makes the target illegal—it doesn’t; it counters later.
Thinking “destroy all” fails against protection or hexproof.
Source and verification
This explanation is based on the Magic: The Gathering Comprehensive Rules keyword sections for protection, hexproof, shroud, and ward. Card-specific Oracle text and rulings should be checked against an official card database. At a sanctioned event, ask the event judge for the ruling that applies to the current game.
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