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Wall of Water
   ( 3)
Creature — Wall
(0/5)
Defender (This creature can't attack.) : Wall of Water gets +1/+0 until end of turn.
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Wall of Wonder
   ( 4)
Creature — Wall
(1/5)
Defender (This creature can't attack.)   : Wall of Wonder gets +4/-4 until end of turn and can attack this turn as though it didn't have defender.
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Wall of Wood
 ( 1)
Creature — Wall
(0/3)
Defender (This creature can't attack.)
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Wallop
  ( 2)
Sorcery
Destroy target blue or black creature with flying.
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Wand of Denial
 ( 2)
Artifact
: Look at the top card of target player's library. If it's a nonland card, you may pay 2 life. If you do, put it into that player's graveyard.
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Wand of Ith
 ( 4)
Artifact
, : Target player reveals a card at random from their hand. If it's a land card, that player discards it unless they pay 1 life. If it isn't a land card, the player discards it unless they pay life equal to its converted mana cost. Activate this ability only during your turn.
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Wand of the Elements
 ( 4)
Artifact
, Sacrifice an Island: Create a 2/2 blue Elemental creature token with flying.
, Sacrifice a Mountain: Create a 3/3 red Elemental creature token.
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Wand of Vertebrae
 ( 1)
Artifact
: Put the top card of your library into your graveyard.
, , Exile Wand of Vertebrae: Shuffle up to five target cards from your graveyard into your library.
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Wander in Death
  ( 3)
Sorcery
Return up to two target creature cards from your graveyard to your hand. Cycling ( , Discard this card: Draw a card.)
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Wanderbrine Rootcutters
   ( 4)
Creature — Merfolk Rogue
(3/3)
Wanderbrine Rootcutters can't be blocked by green creatures.
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Wanderer's Twig
 ( 1)
Artifact
, Sacrifice Wanderer's Twig: Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.
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Wanderguard Sentry
  ( 5)
Creature — Drone
(3/3)
When Wanderguard Sentry enters the battlefield, look at target opponent's hand.
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Wandering Champion
  ( 2)
Creature — Human Monk
(3/1)
Whenever Wandering Champion deals combat damage to a player, if you control a blue or red permanent, you may discard a card. If you do, draw a card.
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Wandering Eye
  ( 3)
Creature — Illusion
(1/3)
Flying Players play with their hands revealed.
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Wandering Goblins
  ( 3)
Creature — Goblin Warrior
(0/3)
Domain — : Wandering Goblins gets +1/+0 until end of turn for each basic land type among lands you control.
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Wandering Graybeard
   ( 5)
Creature — Giant Wizard
(4/4)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wandering Graybeard, you may reveal it. If you do, you gain 4 life.
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Wandering Mage
   ( 3)
Creature — Human Cleric Wizard
(0/3)
, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn.
: Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn.
, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player or planeswalker this turn.
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Wandering Stream
  ( 3)
Sorcery
Domain — You gain 2 life for each basic land type among lands you control.
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Wandering Wolf
  ( 2)
Creature — Wolf
(2/1)
Creatures with power less than Wandering Wolf's power can't block it.
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Wanderlust
  ( 3)
Enchantment — Aura
Enchant creature At the beginning of the upkeep of enchanted creature's controller, Wanderlust deals 1 damage to that player.
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Wanderwine Hub
( 0)
Land
As Wanderwine Hub enters the battlefield, you may reveal a Merfolk card from your hand. If you don't, Wanderwine Hub enters the battlefield tapped. : Add or .
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Wanderwine Prophets
   ( 6)
Creature — Merfolk Wizard
(4/4)
Champion a Merfolk (When this enters the battlefield, sacrifice it unless you exile another Merfolk you control. When this leaves the battlefield, that card returns to the battlefield.) Whenever Wanderwine Prophets deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.
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Waning Wurm
  ( 4)
Creature — Zombie Wurm
(7/6)
Vanishing 2 (This creature enters the battlefield with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
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Wanted Scoundrels
  ( 2)
Creature — Human Pirate
(4/3)
When Wanted Scoundrels dies, target opponent creates two colorless Treasure artifact tokens with " , Sacrifice this artifact: Add one mana of any color."
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War Barge
 ( 4)
Artifact
: Target creature gains islandwalk until end of turn. When War Barge leaves the battlefield this turn, destroy that creature. A creature destroyed this way can't be regenerated. (A creature with islandwalk can't be blocked as long as defending player controls an Island.)
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War Chariot
 ( 3)
Artifact
, : Target creature gains trample until end of turn.
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War Dance
 ( 1)
Enchantment
At the beginning of your upkeep, you may put a verse counter on War Dance. Sacrifice War Dance: Target creature gets +X/+X until end of turn, where X is the number of verse counters on War Dance.
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War Elemental
   ( 3)
Creature — Elemental
(1/1)
When War Elemental enters the battlefield, sacrifice it unless an opponent was dealt damage this turn. Whenever an opponent is dealt damage, put that many +1/+1 counters on War Elemental.
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War Elephant
  ( 4)
Creature — Elephant
(2/2)
Trample; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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War Falcon
 ( 1)
Creature — Bird
(2/1)
Flying War Falcon can't attack unless you control a Knight or a Soldier.
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War Flare
   ( 4)
Instant
Creatures you control get +2/+1 until end of turn. Untap those creatures.
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War Horn
 ( 3)
Artifact
Attacking creatures you control get +1/+0.
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War Oracle
   ( 4)
Creature — Human Cleric
(3/3)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
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War Priest of Thune
  ( 2)
Creature — Human Cleric
(2/2)
When War Priest of Thune enters the battlefield, you may destroy target enchantment.
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War Report
  ( 4)
Instant
You gain life equal to the number of creatures on the battlefield plus the number of artifacts on the battlefield.
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Warbringer
  ( 4)
Creature — Orc Berserker
(3/3)
Dash costs you pay cost less (as long as this creature is on the battlefield). Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Warchanter of Mogis
   ( 5)
Creature — Minotaur Shaman
(3/3)
Inspired — Whenever Warchanter of Mogis becomes untapped, target creature you control gains intimidate until end of turn. (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Warchief Giant
   ( 5)
Creature — Giant Warrior
(5/3)
Haste Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
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Warclamp Mastiff
 ( 1)
Creature — Hound
(1/1)
First strike (This creature deals combat damage before creatures without first strike.)
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Warcry Phoenix
  ( 4)
Creature — Phoenix
(2/2)
Flying, haste Whenever you attack with three or more creatures, you may pay  . If you do, return Warcry Phoenix from your graveyard to the battlefield tapped and attacking.
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Ward of Bones
 ( 6)
Artifact
Each opponent who controls more creatures than you can't cast creature spells. The same is true for artifacts and enchantments. Each opponent who controls more lands than you can't play lands.
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Ward of Lights
  ( 2)
Enchantment — Aura
You may cast Ward of Lights as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature As Ward of Lights enters the battlefield, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Ward of Lights.
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Ward of Piety
  ( 2)
Enchantment — Aura
Enchant creature  : The next 1 damage that would be dealt to enchanted creature this turn is dealt to any target instead.
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Ward Sliver
  ( 5)
Creature — Sliver
(2/2)
As Ward Sliver enters the battlefield, choose a color. All Slivers have protection from the chosen color.
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Warden of Evos Isle
  ( 3)
Creature — Bird Wizard
(2/2)
Flying Creature spells with flying you cast cost less to cast.
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Warden of Geometries
 ( 4)
Creature — Eldrazi Drone
(2/3)
Vigilance : Add . ( represents colorless mana.)
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Warden of the Beyond
  ( 3)
Creature — Human Wizard
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.) Warden of the Beyond gets +2/+2 as long as an opponent owns a card in exile.
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Warden of the Eye
    ( 5)
Creature — Djinn Wizard
(3/3)
When Warden of the Eye enters the battlefield, return target noncreature, nonland card from your graveyard to your hand.
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Warden of the Wall
 ( 3)
Artifact
Warden of the Wall enters the battlefield tapped. : Add .
As long as it's not your turn, Warden of the Wall is a 2/3 Gargoyle artifact creature with flying.
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Wardscale Dragon
   ( 6)
Creature — Dragon
(4/4)
Flying As long as Wardscale Dragon is attacking, defending player can't cast spells.
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Warfire Javelineer
  ( 4)
Creature — Minotaur Warrior
(2/3)
When Warfire Javelineer enters the battlefield, it deals X damage to target creature an opponent controls, where X is the number of instant and sorcery cards in your graveyard.
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Wargate
    ( 3)
Sorcery
Search your library for a permanent card with converted mana cost X or less, put it onto the battlefield, then shuffle your library.
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Warkite Marauder
  ( 2)
Creature — Human Pirate
(2/1)
Flying Whenever Warkite Marauder attacks, target creature defending player controls loses all abilities and has base power and toughness 0/1 until end of turn.
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Warleader's Helix
   ( 4)
Instant
Warleader's Helix deals 4 damage to any target and you gain 4 life.
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Warlord's Axe
 ( 3)
Artifact — Equipment
Equipped creature gets +3/+1. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Warlord's Fury
 ( 1)
Sorcery
Creatures you control gain first strike until end of turn. Draw a card.
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Warmind Infantry
  ( 3)
Creature — Elemental Soldier
(2/3)
Battalion — Whenever Warmind Infantry and at least two other creatures attack, Warmind Infantry gets +2/+0 until end of turn.
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Warmonger
  ( 4)
Creature — Minotaur Monger
(3/3)
: Warmonger deals 1 damage to each creature without flying and each player. Any player may activate this ability.
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Warmonger Hellkite
   ( 6)
Creature — Dragon
(5/5)
Flying All creatures attack each combat if able.  : Attacking creatures get +1/+0 until end of turn.
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Warmonger's Chariot
 ( 2)
Artifact — Equipment
Equipped creature gets +2/+2. As long as equipped creature has defender, it can attack as though it didn't have defender. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Warmth
  ( 2)
Enchantment
Whenever an opponent casts a red spell, you gain 2 life.
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War-Name Aspirant
  ( 2)
Creature — Human Warrior
(2/1)
Raid — War-Name Aspirant enters the battlefield with a +1/+1 counter on it if you attacked with a creature this turn. War-Name Aspirant can't be blocked by creatures with power 1 or less.
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Warning
 ( 1)
Instant
Prevent all combat damage that would be dealt by target attacking creature this turn.
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Warp Artifact
  ( 2)
Enchantment — Aura
Enchant artifact At the beginning of the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to that player.
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Warp World
    ( 8)
Sorcery
Each player shuffles all permanents they own into their library, then reveals that many cards from the top of their library. Each player puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of their library.
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Warpath
  ( 4)
Instant
Warpath deals 3 damage to each blocking creature and each blocked creature.
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Warped Devotion
  ( 3)
Enchantment
Whenever a permanent is returned to a player's hand, that player discards a card.
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Warped Physique
  ( 2)
Instant
Target creature gets +X/-X until end of turn, where X is the number of cards in your hand.
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Warped Researcher
  ( 5)
Creature — Human Wizard Mutant
(3/4)
Whenever a player cycles a card, Warped Researcher gains flying and shroud until end of turn. (It can't be the target of spells or abilities.)
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Warping Wail
  ( 2)
Instant
( represents colorless mana.) Choose one — • Exile target creature with power or toughness 1 or less. • Counter target sorcery spell. • Create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this creature: Add ."
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Warping Wurm
   ( 4)
Creature — Wurm
(1/1)
Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) At the beginning of your upkeep, Warping Wurm phases out unless you pay   . Whenever Warping Wurm phases in, put a +1/+1 counter on it.
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Warren Instigator
  ( 2)
Creature — Goblin Berserker
(1/1)
Double strike Whenever Warren Instigator deals damage to an opponent, you may put a Goblin creature card from your hand onto the battlefield.
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Warren Pilferers
  ( 5)
Creature — Goblin Rogue
(3/3)
When Warren Pilferers enters the battlefield, return target creature card from your graveyard to your hand. If that card is a Goblin card, Warren Pilferers gains haste until end of turn.
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Warren Weirding
  ( 2)
Tribal Sorcery — Goblin
Target player sacrifices a creature. If a Goblin is sacrificed this way, that player creates two 1/1 black Goblin Rogue creature tokens, and those tokens gain haste until end of turn.
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Warrior Angel
   ( 6)
Creature — Angel Warrior
(3/4)
Flying Whenever Warrior Angel deals damage, you gain that much life.
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Warrior en-Kor
  ( 2)
Creature — Kor Warrior Knight
(2/2)
: The next 1 damage that would be dealt to Warrior en-Kor this turn is dealt to target creature you control instead.
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Warrior's Honor
  ( 3)
Instant
Creatures you control get +1/+1 until end of turn.
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Warriors' Lesson
 ( 1)
Instant
Until end of turn, up to two target creatures you control each gain "Whenever this creature deals combat damage to a player, draw a card."
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Warrior's Oath
  ( 2)
Sorcery
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
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Warrior's Stand
  ( 2)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Creatures you control get +2/+2 until end of turn.
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War's Toll
  ( 4)
Enchantment
Whenever an opponent taps a land for mana, tap all lands that player controls. If a creature an opponent controls attacks, all creatures that opponent controls attack if able.
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War-Spike Changeling
  ( 4)
Creature — Shapeshifter
(3/3)
Changeling (This card is every creature type.) : War-Spike Changeling gains first strike until end of turn.
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Warstorm Surge
  ( 6)
Enchantment
Whenever a creature enters the battlefield under your control, it deals damage equal to its power to any target.
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Warthog
   ( 3)
Creature — Boar
(3/2)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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War-Torch Goblin
 ( 1)
Creature — Goblin Warrior
(1/1)
, Sacrifice War-Torch Goblin: It deals 2 damage to target blocking creature.
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War-Wing Siren
  ( 3)
Creature — Siren Soldier
(1/3)
Flying Heroic — Whenever you cast a spell that targets War-Wing Siren, put a +1/+1 counter on War-Wing Siren.
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