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Wicker Warcrawler
 ( 5)
Artifact Creature — Scarecrow
(6/6)
Whenever Wicker Warcrawler attacks or blocks, put a -1/-1 counter on it at end of combat.
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Wickerbough Elder
  ( 4)
Creature — Treefolk Shaman
(4/4)
Wickerbough Elder enters the battlefield with a -1/-1 counter on it. , Remove a -1/-1 counter from Wickerbough Elder: Destroy target artifact or enchantment.
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Widespread Panic
  ( 3)
Enchantment
Whenever a spell or ability causes its controller to shuffle their library, that player puts a card from their hand on top of their library.
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Widget Contraption
( 0)
Artifact — Contraption
Whenever you crank Widget Contraption, it assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Wight of Precinct Six
  ( 2)
Creature — Zombie
(1/1)
Wight of Precinct Six gets +1/+1 for each creature card in your opponents' graveyards.
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Wiitigo
    ( 6)
Creature — Yeti
(0/0)
Wiitigo enters the battlefield with six +1/+1 counters on it. At the beginning of your upkeep, put a +1/+1 counter on Wiitigo if it has blocked or been blocked since your last upkeep. Otherwise, remove a +1/+1 counter from it.
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Wild Aesthir
  ( 3)
Creature — Bird
(1/1)
Flying, first strike  : Wild Aesthir gets +2/+0 until end of turn. Activate this ability only once each turn.
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Wild Beastmaster
  ( 3)
Creature — Human Shaman
(1/1)
Whenever Wild Beastmaster attacks, each other creature you control gets +X/+X until end of turn, where X is Wild Beastmaster's power.
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Wild Cantor
 ( 1)
Creature — Human Druid
(1/1)
( can be paid with either or .) Sacrifice Wild Cantor: Add one mana of any color.
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Wild Celebrants
   ( 5)
Creature — Satyr
(5/3)
When Wild Celebrants enters the battlefield, you may destroy target artifact.
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Wild Crocodile
  ( 2)
Host Creature — Crocodile
(1/1)
When this creature enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
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Wild Defiance
  ( 3)
Enchantment
Whenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn.
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Wild Dogs
 ( 1)
Creature — Hound
(2/1)
At the beginning of your upkeep, if a player has more life than each other player, the player with the most life gains control of Wild Dogs. Cycling ( , Discard this card: Draw a card.)
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Wild Evocation
  ( 6)
Enchantment
At the beginning of each player's upkeep, that player reveals a card at random from their hand. If it's a land card, the player puts it onto the battlefield. Otherwise, the player casts it without paying its mana cost if able.
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Wild Growth
 ( 1)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional .
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Wild Guess
  ( 2)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards.
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Wild Hunger
  ( 3)
Instant
Target creature gets +3/+1 and gains trample until end of turn. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Wild Instincts
  ( 4)
Sorcery
Target creature you control gets +2/+2 until end of turn. It fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
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Wild Leotau
   ( 4)
Creature — Cat
(5/4)
At the beginning of your upkeep, sacrifice Wild Leotau unless you pay .
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Wild Mammoth
  ( 3)
Creature — Elephant
(3/4)
At the beginning of your upkeep, if a player controls more creatures than each other player, the player who controls the most creatures gains control of Wild Mammoth.
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Wild Might
  ( 2)
Instant
Target creature gets +1/+1 until end of turn. That creature gets an additional +4/+4 until end of turn unless any player pays .
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Wild Mongrel
  ( 2)
Creature — Hound
(2/2)
Discard a card: Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn.
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Wild Nacatl
 ( 1)
Creature — Cat Warrior
(1/1)
Wild Nacatl gets +1/+1 as long as you control a Mountain. Wild Nacatl gets +1/+1 as long as you control a Plains.
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Wild Onslaught
  ( 4)
Instant
Kicker (You may pay an additional as you cast this spell.) Put a +1/+1 counter on each creature you control. If this spell was kicked, put two +1/+1 counters on each creature you control instead.
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Wild Ox
  ( 4)
Creature — Ox
(3/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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Wild Pair
   ( 6)
Enchantment
Whenever a creature enters the battlefield, if you cast it from your hand, you may search your library for a creature card with the same total power and toughness and put it onto the battlefield. If you do, shuffle your library.
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Wild Ricochet
   ( 4)
Instant
You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.
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Wild Slash
 ( 1)
Instant
Ferocious — If you control a creature with power 4 or greater, damage can't be prevented this turn. Wild Slash deals 2 damage to any target.
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Wild Swing
  ( 4)
Sorcery
Choose three target nonenchantment permanents. Destroy one of them at random.
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Wild Wanderer
  ( 4)
Creature — Elf Druid
(3/2)
When Wild Wanderer enters the battlefield, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
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Wild Wurm
  ( 4)
Creature — Wurm
(5/4)
When Wild Wurm enters the battlefield, flip a coin. If you lose the flip, return Wild Wurm to its owner's hand.
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Wildblood Pack
( 0)
Creature — Werewolf
(5/5)
Trample Attacking creatures you control get +3/+0. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Wildblood Pack.
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Wildcall
   ( 2)
Sorcery
Manifest the top card of your library, then put X +1/+1 counters on it. (To manifest a card, 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.)
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Wilderness Elemental
   ( 3)
Creature — Elemental
(*/3)
Trample Wilderness Elemental's power is equal to the number of nonbasic lands your opponents control.
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Wilderness Hypnotist
   ( 4)
Creature — Merfolk Wizard
(1/3)
: Target red or green creature gets -2/-0 until end of turn.
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Wildest Dreams
   ( 1)
Sorcery
Return X target cards from your graveyard to your hand. Exile Wildest Dreams.
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Wildfield Borderpost
   ( 3)
Artifact
You may pay and return a basic land you control to its owner's hand rather than pay this spell's mana cost. Wildfield Borderpost enters the battlefield tapped. : Add or .
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Wild-Field Scarecrow
 ( 3)
Artifact Creature — Scarecrow
(1/4)
Defender , Sacrifice Wild-Field Scarecrow: Search your library for up to two basic land cards, reveal them, and put them into your hand. Then shuffle your library.
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Wildfire
   ( 6)
Sorcery
Each player sacrifices four lands. Wildfire deals 4 damage to each creature.
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Wildfire Cerberus
  ( 5)
Creature — Hound
(4/3)
  : Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.)
When Wildfire Cerberus becomes monstrous, it deals 2 damage to each opponent and each creature your opponents control.
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Wildfire Emissary
  ( 4)
Creature — Efreet
(2/4)
Protection from white  : Wildfire Emissary gets +1/+0 until end of turn.
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Wildfire Eternal
  ( 4)
Creature — Zombie Jackal Cleric
(1/4)
Afflict 4 (Whenever this creature becomes blocked, defending player loses 4 life.) Whenever Wildfire Eternal attacks and isn't blocked, you may cast an instant or sorcery card from your hand without paying its mana cost.
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Wildgrowth Walker
  ( 2)
Creature — Elemental
(1/3)
Whenever a creature you control explores, put a +1/+1 counter on Wildgrowth Walker and you gain 3 life.
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Wildheart Invoker
   ( 4)
Creature — Elf Shaman
(4/3)
: Target creature gets +5/+5 and gains trample until end of turn.
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Wildsize
  ( 3)
Instant
Target creature gets +2/+2 and gains trample until end of turn. Draw a card.
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Wildslayer Elves
  ( 4)
Creature — Elf Warrior
(3/3)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
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Wildwood Geist
  ( 5)
Creature — Spirit
(3/3)
Wildwood Geist gets +2/+2 as long as it's your turn.
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Wildwood Rebirth
  ( 2)
Instant
Return target creature card from your graveyard to your hand.
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Will Kenrith
   ( 6)
Legendary Planeswalker — Will
(4)
+2: Until your next turn, up to two target creatures each have base power and toughness 0/3 and lose all abilities. −2: Target player draws two cards. Until your next turn, instant, sorcery, and planeswalker spells that player casts cost less to cast. −8: Target player gets an emblem with "Whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy." Partner with Rowan Kenrith Will Kenrith can be your commander.
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Will of the Naga
   ( 6)
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .) Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
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Willbender
  ( 2)
Creature — Human Wizard
(1/2)
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 Willbender is turned face up, change the target of target spell or ability with a single target.
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Willbreaker
   ( 5)
Creature — Human Wizard
(2/3)
Whenever a creature an opponent controls becomes the target of a spell or ability you control, gain control of that creature for as long as you control Willbreaker.
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Will-Forged Golem
 ( 6)
Artifact Creature — Golem
(4/4)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
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Ready // Willing (Willing)
   ( 3)
Instant
Creatures you control gain deathtouch and lifelink until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Willing Test Subject
  ( 3)
Creature — Spider Monkey Scientist
(2/2)
Reach Whenever you roll a 4 or higher on a die, put a +1/+1 counter on Willing Test Subject. : Roll a six-sided die.
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Will-o'-the-Wisp
 ( 1)
Creature — Spirit
(0/1)
Flying (This creature can't be blocked except by creatures with flying or reach.) : Regenerate Will-o'-the-Wisp. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
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Willow Dryad
 ( 1)
Creature — Dryad
(1/1)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Willow Priestess
   ( 4)
Creature — Faerie Druid
(2/2)
: You may put a Faerie permanent card from your hand onto the battlefield.
 : Target green creature gains protection from black until end of turn.
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Willow Satyr
   ( 4)
Creature — Satyr
(1/1)
You may choose not to untap Willow Satyr during your untap step. : Gain control of target legendary creature for as long as you control Willow Satyr and Willow Satyr remains tapped.
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Wilt-Leaf Liege
    ( 4)
Creature — Elf Knight
(4/4)
Other green creatures you control get +1/+1. Other white creatures you control get +1/+1. If a spell or ability an opponent controls causes you to discard Wilt-Leaf Liege, put it onto the battlefield instead of putting it into your graveyard.
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Wily Bandar
 ( 1)
Creature — Cat Monkey
(1/1)
 : Wily Bandar gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Wily Goblin
  ( 2)
Creature — Goblin Pirate
(1/1)
When Wily Goblin enters the battlefield, create a colorless Treasure artifact token with " , Sacrifice this artifact: Add one mana of any color."
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Wind Dancer
  ( 2)
Creature — Faerie
(1/1)
Flying : Target creature gains flying until end of turn.
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Wind Sail
  ( 2)
Sorcery
One or two target creatures gain flying until end of turn.
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Wind Shear
  ( 3)
Instant
Attacking creatures with flying get -2/-2 and lose flying until end of turn.
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Wind Spirit
  ( 5)
Creature — Elemental Spirit
(3/2)
Flying Menace (This creature can't be blocked except by two or more creatures.)
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Wind Zendikon
 ( 1)
Enchantment — Aura
Enchant land Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land. When enchanted land dies, return that card to its owner's hand.
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Windborn Muse
  ( 4)
Creature — Spirit
(2/3)
Flying Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
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Windborne Charge
   ( 4)
Sorcery
Two target creatures you control each get +2/+2 and gain flying until end of turn.
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Windbrisk Heights
( 0)
Land
Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.) : Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
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Windbrisk Raptor
   ( 7)
Creature — Bird
(5/7)
Flying Attacking creatures you control have lifelink.
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Windfall
  ( 3)
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
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Windgrace Acolyte
  ( 5)
Creature — Cat Warrior
(3/2)
Flying When Windgrace Acolyte enters the battlefield, put the top three cards of your library into your graveyard and you gain 3 life.
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Windgrace's Judgment
   ( 5)
Instant
For any number of opponents, destroy target nonland permanent that player controls.
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Winding Constrictor
  ( 2)
Creature — Snake
(2/3)
If one or more counters would be put on an artifact or creature you control, that many plus one of each of those kinds of counters are put on that permanent instead. If you would get one or more counters, you get that many plus one of each of those kinds of counters instead.
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Winding Wurm
  ( 5)
Creature — Wurm
(6/6)
Echo  (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Wind-Kin Raiders
   ( 6)
Creature — Human Artificer
(4/3)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Flying
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Windreader Sphinx
   ( 7)
Creature — Sphinx
(3/7)
Flying Whenever a creature with flying attacks, you may draw a card.
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Windreaver
   ( 5)
Creature — Elemental
(1/3)
Flying : Windreaver gains vigilance until end of turn.
: Windreaver gets +0/+1 until end of turn.
: Switch Windreaver's power and toughness until end of turn.
: Return Windreaver to its owner's hand.
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Windriddle Palaces
( 0)
Plane — Belenon
Players play with the top card of their libraries revealed. You may play the top card of any player's library. Whenever you roll , each player puts the top card of their library into their graveyard.
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Windrider Eel
  ( 4)
Creature — Fish
(2/2)
Flying Landfall — Whenever a land enters the battlefield under your control, Windrider Eel gets +2/+2 until end of turn.
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Windrider Patrol
   ( 5)
Creature — Merfolk Wizard
(4/3)
Flying Whenever Windrider Patrol deals combat damage to a player, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
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Winds of Change
 ( 1)
Sorcery
Each player shuffles the cards from their hand into their library, then draws that many cards.
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Winds of Qal Sisma
  ( 2)
Instant
Prevent all combat damage that would be dealt this turn. Ferocious — If you control a creature with power 4 or greater, instead prevent all combat damage that would be dealt this turn by creatures your opponents control.
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Winds of Rath
   ( 5)
Sorcery
Destroy all creatures that aren't enchanted. They can't be regenerated.
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