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Welder Automaton
 ( 2)
Artifact Creature — Construct
(2/1)
 : Welder Automaton deals 1 damage to each opponent.
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Weldfast Engineer
   ( 3)
Creature — Human Artificer
(3/3)
At the beginning of combat on your turn, target artifact creature you control gets +2/+0 until end of turn.
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Weldfast Monitor
 ( 3)
Artifact Creature — Lizard
(3/2)
: Weldfast Monitor gains menace until end of turn.
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Weldfast Wingsmith
  ( 4)
Creature — Human Artificer
(3/3)
Whenever an artifact enters the battlefield under your control, Weldfast Wingsmith gains flying until end of turn.
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Welding Jar
 ( 0)
Artifact
Sacrifice Welding Jar: Regenerate target artifact.
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Welding Sparks
  ( 3)
Instant
Welding Sparks deals X damage to target creature, where X is 3 plus the number of artifacts you control.
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Welkin Guide
  ( 5)
Creature — Bird Cleric
(2/2)
Flying When Welkin Guide enters the battlefield, target creature gets +2/+2 and gains flying until end of turn.
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Welkin Hawk
  ( 2)
Creature — Bird
(1/1)
Flying When Welkin Hawk dies, you may search your library for a card named Welkin Hawk, reveal that card, put it into your hand, then shuffle your library.
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Welkin Tern
  ( 2)
Creature — Bird
(2/1)
Flying (This creature can't be blocked except by creatures with flying or reach.) Welkin Tern can block only creatures with flying.
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Alive // Well (Well)
 ( 1)
Sorcery
You gain 2 life for each creature you control. Fuse (You may cast one or both halves of this card from your hand.)
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Well of Discovery
 ( 6)
Artifact
At the beginning of your end step, if you control no untapped lands, draw a card.
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Well of Ideas
  ( 6)
Enchantment
When Well of Ideas enters the battlefield, draw two cards. At the beginning of each other player's draw step, that player draws an additional card. At the beginning of your draw step, draw two additional cards.
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Well of Knowledge
 ( 3)
Artifact
: Draw a card. Any player may activate this ability but only during their draw step.
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Well of Life
 ( 4)
Artifact
At the beginning of your end step, if you control no untapped lands, you gain 2 life.
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Well of Lost Dreams
 ( 4)
Artifact
Whenever you gain life, you may pay , where X is less than or equal to the amount of life you gained. If you do, draw X cards.
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Wellgabber Apothecary
  ( 5)
Creature — Merfolk Cleric
(2/3)
 : Prevent all damage that would be dealt to target tapped Merfolk or Kithkin creature this turn.
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Well-Laid Plans
  ( 3)
Enchantment
Prevent all damage that would be dealt to a creature by another creature if they share a color.
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Wellspring
   ( 3)
Enchantment — Aura
Enchant land When Wellspring enters the battlefield, gain control of enchanted land until end of turn. At the beginning of your upkeep, untap enchanted land. You gain control of that land until end of turn.
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Wellwisher
  ( 2)
Creature — Elf
(1/1)
: You gain 1 life for each Elf on the battlefield.
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Werebear
  ( 2)
Creature — Human Bear Druid
(1/1)
: Add .
Threshold — Werebear gets +3/+3 as long as seven or more cards are in your graveyard.
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Werewolf of Ancient Hunger
( 0)
Creature — Werewolf
(*/*)
Vigilance, trample Werewolf of Ancient Hunger's power and toughness are each equal to the total number of cards in all players' hands. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf of Ancient Hunger.
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Werewolf Ransacker
( 0)
Creature — Werewolf
(5/4)
Whenever this creature transforms into Werewolf Ransacker, you may destroy target artifact. If that artifact is put into a graveyard this way, Werewolf Ransacker deals 3 damage to that artifact's controller. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf Ransacker.
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Westvale Cult Leader
( 0)
Creature — Human Cleric
(*/*)
Westvale Cult Leader's power and toughness are each equal to the number of creatures you control. At the beginning of your end step, create a 1/1 white and black Human Cleric creature token.
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Whalebone Glider
 ( 2)
Artifact
, : Target creature with power 3 or less gains flying until end of turn.
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Wharf Infiltrator
  ( 2)
Creature — Human Horror
(1/1)
Skulk (This creature can't be blocked by creatures with greater power.) Whenever Wharf Infiltrator deals combat damage to a player, you may draw a card. If you do, discard a card. Whenever you discard a creature card, you may pay . If you do, create a 3/2 colorless Eldrazi Horror creature token.
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What's Yours Is Now Mine
( 0)
Scheme
When you set this scheme in motion, gain control of target creature an opponent controls and untap it.
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Wheel and Deal
  ( 4)
Instant
Any number of target opponents each discard their hands, then draw seven cards. Draw a card.
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Wheel of Fortune
  ( 3)
Sorcery
Each player discards their hand, then draws seven cards.
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Wheel of Sun and Moon
  ( 2)
Enchantment — Aura
Enchant player If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.
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Wheel of Torture
 ( 3)
Artifact
At the beginning of each opponent's upkeep, Wheel of Torture deals X damage to that player, where X is 3 minus the number of cards in their hand.
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Whelming Wave
   ( 4)
Sorcery
Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents.
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When Fluffy Bunnies Attack
  ( 4)
Instant
Target creature gets -X/-X until end of turn, where X is the number of times the letter of your choice appears in that creature's name.
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When Will You Learn?
( 0)
Scheme
When you set this scheme in motion, each opponent exiles the top card of their library. You may cast any number of nonland cards exiled this way without paying their mana costs.
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Where Ancients Tread
  ( 5)
Enchantment
Whenever a creature with power 5 or greater enters the battlefield under your control, you may have Where Ancients Tread deal 5 damage to any target.
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Whetstone
 ( 3)
Artifact
: Each player puts the top two cards of their library into their graveyard.
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Which of You Burns Brightest?
( 0)
Scheme
When you set this scheme in motion, you may pay . If you do, this scheme deals X damage to target opponent or planeswalker and each creature that player or that planeswalker's controller controls.
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Whim of Volrath
 ( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.")
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Whims of the Fates
  ( 6)
Sorcery
Starting with you, each player separates all permanents they control into three piles. Then each player chooses one of their piles at random and sacrifices those permanents. (Piles can be empty.)
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Whimwader
  ( 5)
Creature — Elemental
(6/4)
Whimwader can't attack unless defending player controls a blue permanent.
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Whip Sergeant
  ( 3)
Creature — Human Soldier
(2/1)
: Target creature gains haste until end of turn. (It can attack this turn.)
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Whip Silk
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has reach. (It can block creatures with flying.) : Return Whip Silk to its owner's hand.
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Whip Vine
  ( 3)
Creature — Plant Wall
(1/4)
Defender; reach (This creature can block creatures with flying.) You may choose not to untap Whip Vine during your untap step. : Tap target creature with flying blocked by Whip Vine. That creature doesn't untap during its controller's untap step for as long as Whip Vine remains tapped.
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Whipcorder
  ( 2)
Creature — Human Soldier Rebel
(2/2)
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Whipflare
  ( 2)
Sorcery
Whipflare deals 2 damage to each nonartifact creature.
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Whipkeeper
   ( 4)
Creature — Dwarf
(1/1)
: Whipkeeper deals damage to target creature equal to the damage already dealt to it this turn.
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Whiplash Trap
   ( 5)
Instant — Trap
If an opponent had two or more creatures enter the battlefield under their control this turn, you may pay rather than pay this spell's mana cost. Return two target creatures to their owners' hands.
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Whip-Spine Drake
   ( 5)
Creature — Drake
(3/3)
Flying Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
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Whipstitched Zombie
  ( 2)
Creature — Zombie
(2/2)
At the beginning of your upkeep, sacrifice Whipstitched Zombie unless you pay .
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Whiptail Moloch
  ( 5)
Creature — Lizard
(6/3)
When Whiptail Moloch enters the battlefield, it deals 3 damage to target creature you control.
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Whiptongue Frog
  ( 3)
Creature — Frog
(1/3)
: Whiptongue Frog gains flying until end of turn.
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Whiptongue Hydra
  ( 6)
Creature — Lizard Hydra
(4/4)
Reach When Whiptongue Hydra enters the battlefield, destroy all creatures with flying. Put a +1/+1 counter on Whiptongue Hydra for each creature destroyed this way.
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Whir of Invention
    ( 3)
Instant
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Search your library for an artifact card with converted mana cost X or less, put it onto the battlefield, then shuffle your library.
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Whirler Rogue
   ( 4)
Creature — Human Rogue Artificer
(2/2)
When Whirler Rogue enters the battlefield, create two 1/1 colorless Thopter artifact creature tokens with flying. Tap two untapped artifacts you control: Target creature can't be blocked this turn.
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Whirlermaker
 ( 3)
Artifact
, : Create a 1/1 colorless Thopter artifact creature token with flying.
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Whirling Catapult
 ( 4)
Artifact
, Exile the top two cards of your library: Whirling Catapult deals 1 damage to each creature with flying and each player.
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Whirling Dervish
  ( 2)
Creature — Human Monk
(1/1)
Protection from black At the beginning of each end step, if Whirling Dervish dealt damage to an opponent this turn, put a +1/+1 counter on it.
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Whirlpool Drake
  ( 4)
Creature — Drake
(2/2)
Flying When Whirlpool Drake enters the battlefield, shuffle the cards from your hand into your library, then draw that many cards. When Whirlpool Drake dies, shuffle the cards from your hand into your library, then draw that many cards.
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Whirlpool Rider
  ( 2)
Creature — Merfolk
(1/1)
When Whirlpool Rider enters the battlefield, shuffle the cards from your hand into your library, then draw that many cards.
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Whirlpool Warrior
  ( 3)
Creature — Merfolk Warrior
(2/2)
When Whirlpool Warrior enters the battlefield, shuffle the cards from your hand into your library, then draw that many cards. , Sacrifice Whirlpool Warrior: Each player shuffles the cards from their hand into their library, then draws that many cards.
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Whirlpool Whelm
  ( 2)
Instant
Clash with an opponent, then return target creature to its owner's hand. If you win, you may put that creature on top of its owner's library instead. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher converted mana cost.)
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Whirlwind
   ( 4)
Sorcery
Destroy all creatures with flying.
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Whirlwind Adept
  ( 5)
Creature — Djinn Monk
(4/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Whisk Away
  ( 3)
Instant
Put target attacking or blocking creature on top of its owner's library.
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Whisper Agent
   ( 3)
Creature — Human Rogue
(3/2)
Flash When Whisper Agent enters the battlefield, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Whisper, Blood Liturgist
  ( 4)
Legendary Creature — Human Cleric
(2/2)
, Sacrifice two creatures: Return target creature card from your graveyard to the battlefield.
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Whispergear Sneak
 ( 1)
Artifact Creature — Construct
(1/1)
Draft Whispergear Sneak face up. During the draft, you may turn Whispergear Sneak face down. If you do, look at any unopened booster pack in the draft or any booster pack not being looked at by another player.
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Whispering Madness
   ( 4)
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Whispering Shade
  ( 4)
Creature — Shade
(1/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) : Whispering Shade gets +1/+1 until end of turn.
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Whispering Snitch
  ( 2)
Creature — Vampire Rogue
(1/3)
Whenever you surveil for the first time each turn, Whispering Snitch deals 1 damage to each opponent and you gain 1 life.
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Whispering Specter
   ( 3)
Creature — Specter
(1/1)
Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever Whispering Specter deals combat damage to a player, you may sacrifice it. If you do, that player discards a card for each poison counter they have.
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Whispers of Emrakul
  ( 2)
Sorcery
Target opponent discards a card at random. Delirium — If there are four or more card types among cards in your graveyard, that player discards two cards at random instead.
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Whispers of the Muse
 ( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Draw a card.
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Whispersilk Cloak
 ( 3)
Artifact — Equipment
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) Equip 
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Whisperwood Elemental
   ( 5)
Creature — Elemental
(4/4)
At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Sacrifice Whisperwood Elemental: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library."
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White Knight
  ( 2)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
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White Scarab
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by white creatures. Enchanted creature gets +2/+2 as long as an opponent controls a white permanent.
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White Shield Crusader
  ( 2)
Creature — Human Knight
(2/1)
Protection from black : White Shield Crusader gains flying until end of turn.
 : White Shield Crusader gets +1/+0 until end of turn.
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White Sun's Zenith
    ( 3)
Instant
Create X 2/2 white Cat creature tokens. Shuffle White Sun's Zenith into its owner's library.
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White Ward
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from white. This effect doesn't remove White Ward.
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Whitemane Lion
  ( 2)
Creature — Cat
(2/2)
Flash (You may cast this spell any time you could cast an instant.) When Whitemane Lion enters the battlefield, return a creature you control to its owner's hand.
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Whiteout
  ( 2)
Instant
All creatures lose flying until end of turn. Sacrifice a snow land: Return Whiteout from your graveyard to your hand.
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Whitewater Naiads
   ( 5)
Enchantment Creature — Nymph
(4/4)
Constellation — Whenever Whitewater Naiads or another enchantment enters the battlefield under your control, target creature can't be blocked this turn.
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Who // What // When // Where // Why
( 0)
Instant
Who oXoW Instant Target player gains X life. // What o2oR Instant Destroy target artifact. // When o2oU Instant Counter target creature spell. // Where o3oB Instant Destroy target land. // Why o1oG Instant Destroy target enchantment.
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Wicked Akuba
  ( 2)
Creature — Spirit
(2/2)
: Target player dealt damage by Wicked Akuba this turn loses 1 life.
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Wicked Pact
   ( 3)
Sorcery
Destroy two target nonblack creatures. You lose 5 life.
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Wicked Reward
  ( 2)
Instant
As an additional cost to cast this spell, sacrifice a creature. Target creature gets +4/+2 until end of turn.
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