CommanderA designated card for a Commander deck, governed by the command-zone, color-identity, and Commander rules. (CR 903) enchantment (This aura enchants a
commanderA designated card for a Commander deck, governed by the command-zone, color-identity, and Commander rules. (CR 903) creature, and remains attached to the creature as it moves between any face-up zones. You can
castTo cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, “Casting Spells.”
To cast a card is to cast it as a spell. (CR 701.5) it on a
CommanderA designated card for a Commander deck, governed by the command-zone, color-identity, and Commander rules. (CR 903) in your command zone.)
When you
castTo cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, “Casting Spells.”
To cast a card is to cast it as a spell. (CR 701.5) Taught by Narset, draw a card.
Enchanted creature has
prowessProwess is a triggered ability. “Prowess” means “Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.”
If a creature has multiple instances of prowess, each triggers separately. (CR 702.108) and
ward Ward is a triggered ability. Ward [cost] means “Whenever this permanent becomes the target of a spell or ability an opponent controls, counter that spell or ability unless that player pays [cost].”
Some ward abilities include an X in their cost and state what X is equal to. This value is determined at the time the ability resolves, not locked in as the ability triggers. (CR 702.21).