Prismatic Ward, card #47 from Magic: The Gathering's 1995 Ice Age expansion. This white enchantment provides flexible damage prevention for your creatures.
Prismatic Ward
1995 • Magic: The Gathering • Ice Age
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Description
Prismatic Ward stands as a foundational piece of early Magic: The Gathering history, originating from the Ice Age set released in 1995. As card number 47 in the series, this white mana enchantment is designed to offer strategic flexibility during gameplay. The card functions as an Aura that allows the controller to choose a specific color upon entering the battlefield. Once that choice is made, it prevents all damage that would be dealt to the enchanted creature by sources of that chosen color. This mechanic makes it a valuable tool for protecting key units against specific threats, embodying the strategic depth present in the game's early design philosophy. For collectors, the Ice Age expansion holds a special place in the legacy of the trading card game. Prismatic Ward, illustrated by Allen Williams, represents the classic design era of Magic. Its status as a common card means it is accessible for both new players learning the ropes and seasoned collectors looking to complete their Ice Age collections. The card’s straightforward yet powerful effect highlights the elegance of early set design, where simple mana costs delivered significant impact. Whether you are interested in the historical significance of the Ice Age era or the tactical utility of white mana enchantments, Prismatic Ward remains a notable entry. Its ability to adapt to different board states by selecting a protective color demonstrates the thoughtful complexity found in vintage Magic cards. For those who appreciate the evolution of the game, owning a piece of this 1995 release offers a tangible link to the formative years of competitive and casual play alike.
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Card Details
The catalog profile below summarizes the card identity, featured subject, and notable collectible traits.
Catalog Profile
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Featured Subject
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Featured
Prismatic Ward
Game
Magic: The Gathering
TCG Attributes
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Common
Allen Williams
Card Stock
English
{1}{W}
Enchantment — Aura
W
Card Text
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Enchant creature As this Aura enters, choose a color. Prevent all damage that would be dealt to enchanted creature by sources of the chosen color.
"These, of all spells, must have common components I can isolate and use." —Halvor Arensson, Kjeldoran Priest











