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Wirewood Herald
  ( 2)
Creature — Elf
(1/1)
When this creature dies, you may search your library for an Elf card, reveal that card, put it into your hand, then shuffle.
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Wirewood Hivemaster
  ( 2)
Creature — Elf
(1/1)
Whenever another nontoken Elf enters, you may create a 1/1 green Insect creature token.
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Wirewood Pride
 ( 1)
Instant
Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.
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Wirewood Savage
  ( 3)
Creature — Elf
(2/2)
Whenever a Beast enters, you may draw a card.
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Wirewood Symbiote
 ( 1)
Creature — Insect
(1/1)
Return an Elf you control to its owner's hand: Untap target creature. Activate only once each turn.
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Wisedrafter's Will (playtest)
 ( 1)
Enchantment
Your opponents play with their hands revealed. , Sacrifice Wisedrafter's Will: Draw a card.
 , Sacrifice Wisedrafter's Will: Counter target spell.
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Wish
  ( 3)
Sorcery
You may play a card you own from outside the game this turn.
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Wishclaw Talisman
  ( 2)
Artifact
This artifact enters with three wish counters on it. , , Remove a wish counter from this artifact: Search your library for a card, put it into your hand, then shuffle. An opponent gains control of this artifact. Activate only during your turn.
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Wishful Merfolk
  ( 2)
Creature — Merfolk
(3/2)
Defender  : This creature loses defender and becomes a Human until end of turn.
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Wishing Well
  ( 4)
Artifact
: Put a coin counter on this artifact. When you do, you may cast target instant or sorcery card with mana value equal to the number of coin counters on this artifact from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. Activate only as a sorcery.
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Wishmonger
  ( 4)
Creature — Unicorn Monger
(3/3)
: Target creature gains protection from the color of its controller's choice until end of turn. Any player may activate this ability.
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Wispdrinker Vampire
   ( 4)
Creature — Vampire Rogue
(2/4)
Flying Whenever another creature you control with power 2 or less enters, each opponent loses 1 life and you gain 1 life.   : Creatures you control with power 2 or less gain deathtouch and lifelink until end of turn.
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Wispmare
  ( 3)
Creature — Elemental
(1/3)
Flying When this creature enters, destroy target enchantment. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Wispweaver Angel
   ( 6)
Creature — Angel
(4/4)
Flying When this creature enters, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
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Wistful Selkie
   ( 3)
Creature — Merfolk Wizard
(2/2)
When this creature enters, draw a card.
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Wistful Thinking
  ( 3)
Sorcery
Target player draws two cards, then discards four cards.
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Witch Enchanter
  ( 4)
Creature — Human Warlock
(2/2)
When this creature enters, destroy target artifact or enchantment an opponent controls.
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Witch Hunt
  ( 5)
Enchantment
Players can't gain life. At the beginning of your upkeep, this enchantment deals 4 damage to you. At the beginning of your end step, target opponent chosen at random gains control of this enchantment.
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Witch of the Moors
   ( 5)
Creature — Human Warlock
(4/4)
Deathtouch At the beginning of your end step, if you gained life this turn, each opponent sacrifices a creature of their choice and you return up to one target creature card from your graveyard to your hand.
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Witchbane Orb
 ( 4)
Artifact
When this artifact enters, destroy all Curses attached to you. You have hexproof. (You can't be the target of spells or abilities your opponents control, including Aura spells.)
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Witch-Blessed Meadow
( 0)
Land
As this land enters, you may pay 3 life. If you don't, it enters tapped. : Add .
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Witches' Eye
 ( 1)
Artifact — Equipment
Equipped creature has " , : Scry 1." (To scry 1, look at the top card of your library, then you may put that card on the bottom.) Equip 
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Witching Well
 ( 1)
Artifact
When this artifact enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)  , Sacrifice this artifact: Draw two cards.
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Witch-king of Angmar
   ( 5)
Legendary Creature — Wraith Noble
(5/3)
Flying Whenever one or more creatures deal combat damage to you, each opponent sacrifices a creature of their choice that dealt combat damage to you this turn. The Ring tempts you. Discard a card: Witch-king of Angmar gains indestructible until end of turn. Tap it.
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Witch-king, Bringer of Ruin
   ( 6)
Legendary Creature — Wraith Noble
(5/3)
Flying Whenever Witch-king attacks, defending player sacrifices a creature with the least power among creatures they control.
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Witch-king, Sky Scourge
   ( 7)
Legendary Creature — Wraith Noble
(5/5)
Flying Whenever you attack with one or more Wraiths, exile the top X cards of your library, where X is their total power. You may play those cards this turn. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Witch-Maw Nephilim
    ( 4)
Creature — Nephilim
(1/1)
Whenever you cast a spell, you may put two +1/+1 counters on this creature. Whenever this creature attacks, it gains trample until end of turn if its power is 10 or greater.
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Witch's Cottage
( 0)
Land — Swamp
( : Add .) This land enters tapped unless you control three or more other Swamps. When this land enters untapped, you may put target creature card from your graveyard on top of your library.
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Witch's Mark
  ( 2)
Sorcery
You may discard a card. If you do, draw two cards. Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
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Witch's Vengeance
   ( 3)
Sorcery
Creatures of the creature type of your choice get -3/-3 until end of turn.
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Witch's Web
  ( 2)
Instant
Target creature gets +3/+3 and gains reach until end of turn. Untap it.
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Witchstalker
   ( 3)
Creature — Wolf
(3/3)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever an opponent casts a blue or black spell during your turn, put a +1/+1 counter on this creature.
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Witchstalker Frenzy
  ( 4)
Instant
This spell costs less to cast for each creature that attacked this turn. Witchstalker Frenzy deals 5 damage to target creature.
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Withdraw
  ( 2)
Instant
Return target creature to its owner's hand. Then return another target creature to its owner's hand unless its controller pays .
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Withengar Unbound
( 0)
Legendary Creature — Demon
(13/13)
Flying, intimidate, trample (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a player loses the game, put thirteen +1/+1 counters on Withengar Unbound.
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Wither and Bloom
  ( 2)
Instant
Target creature gets -3/-3 until end of turn.  , Exile this card from your graveyard: Put a +1/+1 counter on target creature you control. Activate only as a sorcery.
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Witherbloom Apprentice
  ( 2)
Creature — Human Druid
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, each opponent loses 1 life and you gain 1 life.
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Witherbloom Command
  ( 2)
Sorcery
Choose two — • Target player mills three cards, then you return a land card from your graveyard to your hand. • Destroy target noncreature, nonland permanent with mana value 2 or less. • Target creature gets -3/-1 until end of turn. • Target opponent loses 2 life and you gain 2 life.
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Witherbloom Pledgemage
   ( 5)
Creature — Treefolk Warlock
(5/5)
Magecraft — Whenever you cast or copy an instant or sorcery spell, you gain 1 life.
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Withercrown
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has base power 0 and has "At the beginning of your upkeep, you lose 1 life unless you sacrifice this creature."
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Withered Wretch
  ( 2)
Creature — Zombie Cleric
(2/2)
: Exile target card from a graveyard.
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Withering Boon
  ( 2)
Instant
As an additional cost to cast this spell, pay 3 life. Counter target creature spell.
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Withering Gaze
  ( 3)
Sorcery
Target opponent reveals their hand. You draw a card for each Forest and green card in it.
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Withering Hex
 ( 1)
Enchantment — Aura
Enchant creature Whenever a player cycles a card, put a plague counter on this Aura. Enchanted creature gets -1/-1 for each plague counter on this Aura.
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Withering Torment
  ( 3)
Instant
Destroy target creature or enchantment. You lose 2 life.
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Withering Wisps
   ( 3)
Enchantment
At the beginning of the end step, if no creatures are on the battlefield, sacrifice this enchantment. : This enchantment deals 1 damage to each creature and each player. Activate no more times each turn than the number of snow Swamps you control.
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Witherscale Wurm
   ( 6)
Creature — Wurm
(9/9)
Whenever this creature blocks or becomes blocked by a creature, that creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.) Whenever this creature deals damage to an opponent, remove all -1/-1 counters from it.
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Within Range
  ( 4)
Enchantment
When this enchantment enters, create two 1/1 red Warrior creature tokens. Whenever you attack, each opponent loses life equal to the number of creatures attacking them.
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Without Weakness
  ( 2)
Instant
Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.) Cycling ( , Discard this card: Draw a card.)
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Withstand
  ( 3)
Instant
Prevent the next 3 damage that would be dealt to any target this turn. Draw a card.
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Withstand Death
 ( 1)
Instant
Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Witness of the Ages
 ( 6)
Artifact Creature — Golem
(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.)
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Witness Protection
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature loses all abilities and is a green and white Citizen creature with base power and toughness 1/1 named Legitimate Businessperson. (It loses all other colors, card types, creature types, and names.)
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Witness the End
  ( 4)
Sorcery
Devoid (This card has no color.) Target opponent exiles two cards from their hand and loses 2 life.
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Witness the Future
  ( 3)
Sorcery
Target player shuffles up to four target cards from their graveyard into their library. You look at the top four cards of your library, then put one of those cards into your hand and the rest on the bottom of your library in a random order.
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Wit's End
   ( 7)
Sorcery
Target player discards their hand.
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Witty Demon (playtest)
   ( 3)
Creature — — Demon
(4/3)
Flying When CARDNAME enters the battlefield, if your starting library had at least 13 cards over the minimum, search your library for a card and put that card into your hand, then shuffle your library. Otherwise, CARDNAME deals 4 damage to you.
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Witty Roastmaster
  ( 3)
Creature — Devil Citizen
(3/2)
Alliance — Whenever another creature you control enters, this creature deals 1 damage to each opponent.
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Wizard Class
 ( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) You have no maximum hand size.  : Level 2
//Level_2// When this Class becomes level 2, draw two cards.  : Level 3
//Level_3// Whenever you draw a card, put a +1/+1 counter on target creature you control.
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Wizard Mentor
  ( 3)
Creature — Human Wizard
(2/2)
: Return this creature and target creature you control to their owner's hand.
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Wizard Replica
 ( 3)
Artifact Creature — Wizard
(1/3)
Flying , Sacrifice this creature: Counter target spell unless its controller pays .
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Wizard's Lightning
  ( 3)
Instant
This spell costs less to cast if you control a Wizard. Wizard's Lightning deals 3 damage to any target.
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Wizards of Thay
  ( 4)
Creature — Human Wizard
(3/3)
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Instant and sorcery spells you cast cost less to cast. You may cast sorcery spells as though they had flash.
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Wizards of the ________
   ( 4)
Creature — Human Wizard Performer
(3/1)
When this creature enters, you may put a name sticker on it, then look at the top X cards of your library, where X is the number of unique vowels on that sticker. Put one of those cards into your hand and the rest on the bottom of your library in any order. (The vowels are A, E, I, O, U, and Y.)
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Wizard's Retort
   ( 3)
Instant
This spell costs less to cast if you control a Wizard. Counter target spell.
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Wizard's Rockets
 ( 1)
Artifact
This artifact enters tapped. , , Sacrifice this artifact: Add X mana in any combination of colors.
When this artifact is put into a graveyard from the battlefield, draw a card.
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Wizard's Spellbook
   ( 7)
Artifact
: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery.
1–9 | Copy that card. You may cast the copy. 10–19 | Copy that card. You may cast the copy by paying rather than paying its mana cost. 20 | Copy each card exiled with this artifact. You may cast any number of the copies without paying their mana costs.
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Wizened Arbiter (playtest)
  ( 2)
Creature — — Human Soldier Wizard
(2/1)
When Wizened Arbiter enters the battlefield, you may reveal a white card you own from outside the game. If you do, exchange that card with a card in your hand.
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Wizened Cenn
  ( 2)
Creature — Kithkin Cleric
(2/2)
Other Kithkin creatures you control get +1/+1.
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Wizened Githzerai
  ( 2)
Creature — — Gith Monk
(2/1)
Psionic Adept — Whenever Wizened Githzerai becomes blocked by a creature, that creature perpetually gets -2/-0.
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Wizened Mentor
  ( 2)
Creature — Zombie Cleric
(2/2)
Whenever an opponent activates an ability of a permanent that isn't a mana ability, you create a 1/1 white Zombie creature token. This ability triggers only once each turn.
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Wizened Snitches
  ( 4)
Creature — Faerie Rogue
(1/3)
Flying Players play with the top card of their libraries revealed.
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Woe Strider
  ( 3)
Creature — Horror
(3/2)
When this creature enters, create a 0/1 white Goat creature token. Sacrifice another creature: Scry 1. Escape—  , Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) This creature escapes with two +1/+1 counters on it.
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Woebearer
  ( 5)
Creature — Zombie
(2/3)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever this creature deals combat damage to a player, you may return target creature card from your graveyard to your hand.
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Woebringer Demon
   ( 5)
Creature — Demon
(4/4)
Flying At the beginning of each player's upkeep, that player sacrifices a creature of their choice. If the player can't, sacrifice this creature.
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Woeleecher
  ( 6)
Creature — Elemental
(3/5)
, : Remove a -1/-1 counter from target creature. If you do, you gain 2 life.
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Wojek Apothecary
   ( 4)
Creature — Human Cleric
(1/1)
Radiance — : Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.
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Wojek Bodyguard
  ( 3)
Creature — Human Soldier
(3/3)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) This creature can't attack or block alone.
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Wojek Embermage
  ( 4)
Creature — Human Wizard
(1/2)
Radiance — : This creature deals 1 damage to target creature and each other creature that shares a color with it.
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Wojek Halberdiers
  ( 2)
Creature — Human Soldier
(3/2)
Battalion — Whenever this creature and at least two other creatures attack, this creature gains first strike until end of turn.
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Wojek Investigator
  ( 3)
Creature — Angel Detective
(2/4)
Flying, vigilance At the beginning of your upkeep, investigate once for each opponent who has more cards in hand than you. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Wojek Siren
 ( 1)
Instant
Radiance — Target creature and each other creature that shares a color with it get +1/+1 until end of turn.
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Wolf in ________ Clothing
  ( 4)
Creature — Wolf Guest
(2/3)
When this creature enters, you may put a name sticker on it. When you do, up to X target creatures each get -1/-1 until end of turn, where X is the number of unique vowels on that sticker. (The vowels are A, E, I, O, U, and Y.)
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Wolf Pack
   ( 8)
Creature — Wolf
(7/6)
You may have this creature assign its combat damage as though it weren't blocked.
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Wolf Strike
  ( 3)
Instant
Target creature you control gets +2/+0 until end of turn if it's night. Then it deals damage equal to its power to target creature you don't control.
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Wolfbitten Captive
 ( 1)
Creature — Human Werewolf
(1/1)
 : This creature gets +2/+2 until end of turn. Activate only once each turn.
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
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Wolfbriar Elemental
   ( 4)
Creature — Elemental
(4/4)
Multikicker (You may pay an additional any number of times as you cast this spell.) When this creature enters, create a 2/2 green Wolf creature token for each time it was kicked.
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