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Wash Out
  ( 4)
Sorcery
Return all permanents of the color of your choice to their owners' hands.
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Wasitora, Nekoru Queen
    ( 5)
Legendary Creature — Cat Dragon
(5/4)
Flying, trample Whenever Wasitora, Nekoru Queen deals combat damage to a player, that player sacrifices a creature. If the player can't, you create a 3/3 black, red, and green Cat Dragon creature token with flying.
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Wasp of the Bitter End
  ( 2)
Creature — Insect Horror
(2/1)
Flying Whenever you cast a Bolas planeswalker spell, you may sacrifice Wasp of the Bitter End. If you do, destroy target creature.
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Waste Away
  ( 5)
Instant
As an additional cost to cast this spell, discard a card. Target creature gets -5/-5 until end of turn.
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Waste Not
  ( 2)
Enchantment
Whenever an opponent discards a creature card, create a 2/2 black Zombie creature token. Whenever an opponent discards a land card, add  . Whenever an opponent discards a noncreature, nonland card, draw a card.
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Wasteland
( 0)
Land
: Add .
, Sacrifice Wasteland: Destroy target nonbasic land.
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Wasteland Scorpion
  ( 3)
Creature — Scorpion
(2/2)
Deathtouch Cycling ( , Discard this card: Draw a card.)
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Wasteland Strangler
  ( 3)
Creature — Eldrazi Processor
(3/2)
Devoid (This card has no color.) When Wasteland Strangler enters the battlefield, you may put a card an opponent owns from exile into that player's graveyard. If you do, target creature gets -3/-3 until end of turn.
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Wasteland Viper
 ( 1)
Creature — Snake
(1/2)
Deathtouch Bloodrush — , Discard Wasteland Viper: Target attacking creature gets +1/+2 and gains deathtouch until end of turn.
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Watchdog
 ( 3)
Artifact Creature — Hound
(1/2)
Watchdog blocks each combat if able. As long as Watchdog is untapped, all creatures attacking you get -1/-0.
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Watcher in the Mist
   ( 5)
Creature — Spirit
(3/4)
Flying When Watcher in the Mist enters the battlefield, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Watcher in the Web
  ( 5)
Creature — Spider
(2/5)
Reach (This creature can block creatures with flying.) Watcher in the Web can block an additional seven creatures each combat.
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Watcher of the Roost
  ( 3)
Creature — Bird Soldier
(2/1)
Flying Morph—Reveal a white card in your hand. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Watcher of the Roost is turned face up, you gain 2 life.
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Watcher Sliver
  ( 4)
Creature — Sliver
(2/2)
All Sliver creatures get +0/+2.
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Watchers of the Dead
 ( 2)
Artifact Creature — Cat
(2/2)
Exile Watchers of the Dead: Each opponent chooses two cards in their graveyard and exiles the rest.
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Watchful Automaton
 ( 3)
Artifact Creature — Construct
(2/2)
 : Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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Watchful Naga
  ( 3)
Creature — Naga Wizard
(2/2)
You may exert Watchful Naga as it attacks. When you do, draw a card. (An exerted creature won't untap during your next untap step.)
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Watchwing Scarecrow
 ( 4)
Artifact Creature — Scarecrow
(2/4)
Watchwing Scarecrow has vigilance as long as you control a white creature. Watchwing Scarecrow has flying as long as you control a blue creature.
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Water Gun Balloon Game
 ( 2)
Artifact
As Water Gun Balloon Game enters the battlefield, each player puts a pop counter on a 0. Whenever a player casts a spell, move that player's pop counter up 1. Whenever a player's pop counter hits 5, that player creates a 5/5 pink Giant Teddy Bear creature token and resets all pop counters to 0.
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Water Servant
   ( 4)
Creature — Elemental
(3/4)
: Water Servant gets +1/-1 until end of turn.
: Water Servant gets -1/+1 until end of turn.
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Water Wurm
 ( 1)
Creature — Wurm
(1/1)
Water Wurm gets +0/+1 as long as an opponent controls an Island.
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Watercourser
  ( 3)
Creature — Elemental
(2/3)
: Watercourser gets +1/-1 until end of turn.
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Waterfront Bouncer
  ( 2)
Creature — Merfolk Spellshaper
(1/1)
, , Discard a card: Return target creature to its owner's hand.
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Waterknot
   ( 3)
Enchantment — Aura
Enchant creature When Waterknot enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Waterspout Djinn
   ( 4)
Creature — Djinn
(4/4)
Flying At the beginning of your upkeep, sacrifice Waterspout Djinn unless you return an untapped Island you control to its owner's hand.
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Waterspout Elemental
   ( 5)
Creature — Elemental
(3/4)
Kicker (You may pay an additional as you cast this spell.) Flying When Waterspout Elemental enters the battlefield, if it was kicked, return all other creatures to their owners' hands and you skip your next turn.
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Waterspout Weavers
   ( 5)
Creature — Merfolk Wizard
(3/3)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Waterspout Weavers, you may reveal it. If you do, each creature you control gains flying until end of turn.
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Watertrap Weaver
  ( 3)
Creature — Merfolk Wizard
(2/2)
When Watertrap Weaver enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
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Waterwhirl
   ( 6)
Instant
Return up to two target creatures to their owners' hands.
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Watery Grave
( 0)
Land — Island Swamp
( : Add or .) As Watery Grave enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.
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Wave of Reckoning
  ( 5)
Sorcery
Each creature deals damage to itself equal to its power.
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Wave of Terror
  ( 3)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of your draw step, destroy each creature with converted mana cost equal to the number of age counters on Wave of Terror. They can't be regenerated.
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Wave of Vitriol
   ( 7)
Sorcery
Each player sacrifices all artifacts, enchantments, and nonbasic lands they control. For each land sacrificed this way, its controller may search their library for a basic land card and put it onto the battlefield tapped. Then each player who searched their library this way shuffles it.
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Wavecrash Triton
  ( 3)
Creature — Merfolk Wizard
(1/4)
Heroic — Whenever you cast a spell that targets Wavecrash Triton, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
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Waves of Aggression
   ( 5)
Sorcery
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Waveskimmer Aven
    ( 5)
Creature — Bird Soldier
(2/4)
Flying Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
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Wave-Wing Elemental
  ( 6)
Creature — Elemental
(3/4)
Flying Landfall — Whenever a land enters the battlefield under your control, Wave-Wing Elemental gets +2/+2 until end of turn.
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Waxing Moon
  ( 2)
Instant
Transform up to one target Werewolf you control. Creatures you control gain trample until end of turn.
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Waxmane Baku
  ( 3)
Creature — Spirit
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Waxmane Baku. , Remove X ki counters from Waxmane Baku: Tap X target creatures.
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Way of the Thief
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature can't be blocked as long as you control a Gate.
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Wayfarer's Bauble
 ( 1)
Artifact
, , Sacrifice Wayfarer's Bauble: Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
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Wayfaring Giant
  ( 6)
Creature — Giant
(1/3)
Domain — Wayfaring Giant gets +1/+1 for each basic land type among lands you control.
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Wayfaring Temple
   ( 3)
Creature — Elemental
(*/*)
Wayfaring Temple's power and toughness are each equal to the number of creatures you control. Whenever Wayfaring Temple deals combat damage to a player, populate. (Create a token that's a copy of a creature token you control.)
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Waylay
  ( 3)
Instant
Create three 2/2 white Knight creature tokens. Exile them at the beginning of the next cleanup step.
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Wayward Angel
   ( 6)
Creature — Angel Horror
(4/4)
Flying, vigilance Threshold — As long as seven or more cards are in your graveyard, Wayward Angel gets +3/+3, is black, has trample, and has "At the beginning of your upkeep, sacrifice a creature."
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Wayward Disciple
( 0)
Creature — Human Cleric
(2/4)
Whenever Wayward Disciple or another creature you control dies, target opponent loses 1 life and you gain 1 life.
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Wayward Servant
  ( 2)
Creature — Zombie
(2/2)
Whenever another Zombie enters the battlefield under your control, each opponent loses 1 life and you gain 1 life.
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Wayward Soul
   ( 4)
Creature — Spirit
(3/2)
Flying : Put Wayward Soul on top of its owner's library.
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Wayward Swordtooth
  ( 3)
Creature — Dinosaur
(5/5)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) You may play an additional land on each of your turns. Wayward Swordtooth can't attack or block unless you have the city's blessing.
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Weakness
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-1.
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Weakstone
 ( 4)
Artifact
Attacking creatures get -1/-0.
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Weapon Surge
 ( 1)
Instant
Target creature you control gets +1/+0 and gains first strike until end of turn. Overload  (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
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Weaponcraft Enthusiast
  ( 3)
Creature — Aetherborn Artificer
(0/1)
Fabricate 2 (When this creature enters the battlefield, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
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Weapons Trainer
  ( 2)
Creature — Human Soldier Ally
(3/2)
Other creatures you control get +1/+0 as long as you control an Equipment.
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Wear // Tear (Wear)
  ( 2)
Instant
Destroy target artifact. Fuse (You may cast one or both halves of this card from your hand.)
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Wear Away
  ( 2)
Instant — Arcane
Destroy target artifact or enchantment. Splice onto Arcane  (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Weathered Bodyguards
  ( 6)
Creature — Human Soldier
(2/5)
As long as Weathered Bodyguards is untapped, all combat damage that would be dealt to you by unblocked creatures is dealt to Weathered Bodyguards instead. 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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Weathered Wayfarer
 ( 1)
Creature — Human Nomad Cleric
(1/1)
, : Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. Activate this ability only if an opponent controls more lands than you.
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Weatherlight
 ( 4)
Legendary Artifact — Vehicle
(4/5)
Flying Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.) Crew 3
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Weatherseed Elf
 ( 1)
Creature — Elf
(1/1)
: Target creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)
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Weatherseed Treefolk
    ( 5)
Creature — Treefolk
(5/3)
Trample When Weatherseed Treefolk dies, return it to its owner's hand.
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Weaver of Lies
   ( 7)
Creature — Beast
(4/4)
Morph  (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Weaver of Lies is turned face up, turn any number of target creatures with morph abilities other than Weaver of Lies face down.
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Weaver of Lightning
  ( 3)
Creature — Human Shaman
(1/4)
Reach Whenever you cast an instant or sorcery spell, Weaver of Lightning deals 1 damage to target creature an opponent controls.
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Web
 ( 1)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.) Enchanted creature gets +0/+2 and has reach. (It can block creatures with flying.)
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Web of Inertia
  ( 3)
Enchantment
At the beginning of combat on each opponent's turn, that player may exile a card from their graveyard. If the player doesn't, creatures they control can't attack you this turn.
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Wee Dragonauts
   ( 3)
Creature — Faerie Wizard
(1/3)
Flying Whenever you cast an instant or sorcery spell, Wee Dragonauts gets +2/+0 until end of turn.
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Weed Strangle
   ( 5)
Sorcery
Destroy target creature. Clash with an opponent. If you win, you gain life equal to that creature's toughness. (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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Weed-Pruner Poplar
  ( 5)
Creature — Treefolk Assassin
(3/3)
At the beginning of your upkeep, target creature other than Weed-Pruner Poplar gets -1/-1 until end of turn.
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Wei Ambush Force
  ( 2)
Creature — Human Soldier
(1/1)
Whenever Wei Ambush Force attacks, it gets +2/+0 until end of turn.
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Wei Assassins
   ( 5)
Creature — Human Soldier Assassin
(3/2)
When Wei Assassins enters the battlefield, target opponent chooses a creature they control. Destroy that creature.
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Wei Elite Companions
  ( 5)
Creature — Human Soldier
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Wei Night Raiders
   ( 4)
Creature — Human Soldier
(2/2)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Whenever Wei Night Raiders deals damage to an opponent, that player discards a card.
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Wei Scout
  ( 2)
Creature — Human Soldier Scout
(1/1)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Wei Strike Force
  ( 3)
Creature — Human Soldier
(2/1)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Weight Advantage
( 0)
Conspiracy
(Start the game with this conspiracy face up in the command zone.) Each creature you control assigns combat damage equal to its toughness rather than its power.
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Weight of Conscience
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack. Tap two untapped creatures you control that share a creature type: Exile enchanted creature.
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Weight of Memory
   ( 5)
Sorcery
Draw three cards. Target player puts the top three cards of their library into their graveyard.
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Weight of Spires
 ( 1)
Instant
Weight of Spires deals damage to target creature equal to the number of nonbasic lands that creature's controller controls.
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Weird Harvest
   ( 2)
Sorcery
Each player may search their library for up to X creature cards, reveal those cards, and put them into their hand. Then each player who searched their library this way shuffles it.
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Weirded Vampire
  ( 4)
Creature — Vampire Horror
(3/3)
Madness  (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Weirding Shaman
  ( 2)
Creature — Goblin Shaman
(2/1)
 , Sacrifice a Goblin: Create two 1/1 black Goblin Rogue creature tokens.
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Weirding Wood
  ( 3)
Enchantment — Aura
Enchant land When Weirding Wood enters the battlefield, investigate. (Create a colorless Clue artifact token with " , Sacrifice this artifact: Draw a card.") Enchanted land has " : Add two mana of any one color."
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Welcome to the Fold
   ( 4)
Sorcery
Madness   (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) Gain control of target creature if its toughness is 2 or less. If Welcome to the Fold's madness cost was paid, instead gain control of that creature if its toughness is X or less.
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