The downside of this card occurs the next turn, which means its completely broken until then
That's pretty saucy from where I am standing, as free dork abuse in the Command Zone can be broken as we know, but here you need to spend six mana, tap it and wait a turn, and then you just don't know what you'll get, if anything, hence it making my second list back here in the Honorable Mentions, but worth it all up and down, and make that choo choo sound
Summary Ward 2 adds protection and longevity to Morph creatures in Magic, ensuring they survive long enough to make an impact
The play pattern here is to play a lot of cheap enchantments, preferably those that give card advantage, and hit with your creatures, making enchantment tokens and getting more value