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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.)
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Watchful Blisterzoa
   ( 6)
Creature — Phyrexian Jellyfish
(4/4)
Flying This creature enters with an oil counter on it. When this creature dies, draw cards equal to the number of oil counters on it.
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Watchful Giant
  ( 6)
Creature — Giant Soldier
(3/6)
When this creature enters, create a 1/1 white Human creature token.
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Watchful Naga
  ( 3)
Creature — Snake Wizard
(2/2)
You may exert this creature as it attacks. When you do, draw a card. (An exerted creature won't untap during your next untap step.)
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Watchful Radstag
  ( 3)
Creature — Elk Mutant
(2/2)
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever this creature evolves, create a token that's a copy of it.
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Watchwing Scarecrow
 ( 4)
Artifact Creature — Scarecrow
(2/4)
This creature has vigilance as long as you control a white creature. This creature has flying as long as you control a blue creature.
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Water Gun Balloon Game
 ( 2)
Artifact
As this artifact enters, each player puts a pop counter on "0." Whenever a player casts a spell, move that player's pop counter up one. 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)
: This creature gets +1/-1 until end of turn.
: This creature gets -1/+1 until end of turn.
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Water Weird
  ( 4)
Creature — — Elemental Weird
(3/4)
Whenever Water Weird deals combat damage to a player, put a +1/+1 counter on Water Weird if the top card of your library is a nonland card. Otherwise, you may mill a card.
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Water Wings
  ( 2)
Instant
Until end of turn, target creature you control has base power and toughness 4/4 and gains flying and hexproof. (It can't be the target of spells or abilities your opponents control.)
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Water Wurm
 ( 1)
Creature — Wurm
(1/1)
This creature gets +0/+1 as long as an opponent controls an Island.
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Watercourser
  ( 3)
Creature — Elemental
(2/3)
: This creature gets +1/-1 until end of turn.
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Waterfall Aerialist
  ( 4)
Creature — Djinn Wizard
(3/1)
Flying Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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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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Waterkin Shaman
  ( 2)
Creature — Elemental Shaman
(2/1)
Whenever a creature you control with flying enters, this creature gets +1/+1 until end of turn.
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Waterknot
   ( 3)
Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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Waterlogged Teachings
  ( 4)
Instant
Search your library for an instant card or a card with flash, reveal it, put it into your hand, then shuffle.
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Waterspout Djinn
   ( 4)
Creature — Djinn
(4/4)
Flying At the beginning of your upkeep, sacrifice this creature 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 this creature enters, if it was kicked, return all other creatures to their owners' hands and you skip your next turn.
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Waterspout Warden
  ( 3)
Creature — Frog Soldier
(3/2)
Whenever this creature attacks, if another creature entered the battlefield under your control this turn, this creature gains flying until end of 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 this creature, you may reveal it. If you do, each creature you control gains flying until end of turn.
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Watertight Gondola
( 0)
Artifact — Vehicle
(4/4)
Vigilance Descend 8 — This Vehicle can't be blocked as long as there are eight or more permanent cards in your graveyard. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
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Watertrap Weaver
  ( 3)
Creature — Merfolk Wizard
(2/2)
When this creature enters, 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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Waterwind Scout
  ( 3)
Creature — Merfolk Scout
(2/2)
Flying When this creature enters, create a Map token. (It's an artifact with " , , Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
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Watery Grave
( 0)
Land — Island Swamp
( : Add or .) As this land enters, you may pay 2 life. If you don't, it enters tapped.
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Wave Goodbye
   ( 4)
Sorcery
Return each creature without a +1/+1 counter on it to its owner's hand.
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Wave of Rats
  ( 4)
Creature — Rat
(4/2)
Trample When this creature dies, if it dealt combat damage to a player this turn, return it to the battlefield under its owner's control. Blitz  (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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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 mana value equal to the number of age counters on this enchantment. 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.
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Wavebreak Hippocamp
  ( 3)
Enchantment Creature — Horse Fish
(2/2)
Whenever you cast your first spell during each opponent's turn, draw a card.
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Wavecrash Triton
  ( 3)
Creature — Merfolk Wizard
(1/4)
Heroic — Whenever you cast a spell that targets this creature, 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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Wavesifter
   ( 5)
Creature — Elemental
(3/2)
Flying When this creature enters, investigate twice. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") Evoke  (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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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 you control enters, this creature gets +2/+2 until end of turn.
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Waxen Shapethief
  ( 4)
Creature — Shapeshifter
(0/0)
Flash You may have this creature enter as a copy of an artifact or creature you control. Cycling ( , Discard this card: Draw a card.)
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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 this creature. , Remove X ki counters from this creature: Tap X target creatures.
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Wax-Wane Witness
  ( 4)
Creature — Bat Cleric
(2/4)
Flying, vigilance Whenever you gain or lose life during your turn, this creature gets +1/+0 until end of turn.
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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 this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Wayfaring Giant
  ( 6)
Creature — Giant
(1/3)
Domain — This creature 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 this creature 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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Waylaying Pirates
  ( 4)
Creature — Human Pirate
(3/3)
When this creature enters, if you control an artifact, tap target artifact or creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Wayspeaker Bodyguard
  ( 4)
Creature — Orc Monk
(3/4)
When this creature enters, return target nonland permanent card with mana value 2 or less from your graveyard to your hand. Flurry — Whenever you cast your second spell each turn, tap target creature an opponent controls.
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Wayta, Trainer Prodigy
   ( 3)
Legendary Creature — Human Warrior
(1/5)
Haste  , : Target creature you control fights another target creature. This ability costs less to activate if it targets two creatures you control.
If a creature you control being dealt damage causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
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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, this creature 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 this creature or another creature you control dies, target opponent loses 1 life and you gain 1 life.
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Wayward Guide-Beast
 ( 1)
Creature — Beast
(2/2)
Trample, haste Whenever this creature deals combat damage to a player, return a land you control to its owner's hand.
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Wayward Servant
  ( 2)
Creature — Zombie
(2/2)
Whenever another Zombie you control enters, each opponent loses 1 life and you gain 1 life.
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Wayward Soul
   ( 4)
Creature — Spirit
(3/2)
Flying : Put this creature 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. This creature can't attack or block unless you have the city's blessing.
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We Ride at Dawn
  ( 3)
Enchantment
Legendary creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a legendary creature spell pays for or one mana of that creature's color.) Whenever your commander attacks, create a 1/1 red Mercenary creature token with " : Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
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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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Weakstone's Subjugation
 ( 1)
Enchantment — Aura
Enchant artifact or creature When this Aura enters, you may pay . If you do, tap enchanted permanent. Enchanted permanent doesn't untap during its controller's untap step.
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Weapon Rack
 ( 4)
Artifact
This artifact enters with three +1/+1 counters on it. : Move a +1/+1 counter from this artifact onto target creature. Activate only as a sorcery.
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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 "target" in its text to "each.")
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Weaponcraft Enthusiast
  ( 3)
Creature — Aetherborn Artificer
(0/1)
Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
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Weaponized Scrap (playtest)
 ( 4)
Artifact Creature — — Construct
(6/6)
Upgrade (This creature enters the battlefield covering another artifact you control. If it can't, exile it. Ignore the artifact it's covering. Anywhere this card goes, cards underneath it also go. It has haste.)
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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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Wear Down
  ( 2)
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Destroy target artifact or enchantment. If the gift was promised, instead destroy two target artifacts and/or enchantments.
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Weary Prisoner
  ( 4)
Creature — Human Werewolf
(2/6)
Defender Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Weaselback Redcap
 ( 1)
Creature — Goblin Knight
(1/1)
 : This creature gets +2/+0 until end of turn.
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Weather the Storm
  ( 2)
Instant
You gain 3 life. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
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Weathered Bodyguards
  ( 6)
Creature — Human Soldier
(2/5)
As long as this creature is untapped, all combat damage that would be dealt to you by unblocked creatures is dealt to this creature 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 Runestone
 ( 2)
Artifact
Nonland permanent cards in graveyards and libraries can't enter the battlefield. Players can't cast spells from graveyards or libraries.
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Weathered Sentinels
 ( 3)
Artifact Creature — Wall
(2/5)
Defender, vigilance, reach, trample This creature can attack players who attacked you during their last turn as though it didn't have defender. Whenever this creature attacks, it gets +3/+3 and gains indestructible until end of turn.
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Weathered Wayfarer
 ( 1)
Creature — Human Nomad Cleric
(1/1)
, : Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate 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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Weatherlight Compleated
 ( 2)
Legendary Artifact — Vehicle
(5/5)
Flying As long as Weatherlight Compleated has four or more phyresis counters on it, it's a Phyrexian creature in addition to its other types. Whenever a creature you control dies, put a phyresis counter on Weatherlight Compleated. Then draw a card if it has seven or more phyresis counters on it. If it doesn't, scry 1.
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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 this creature dies, return it to its owner's hand.
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Weaver of Blossoms
  ( 3)
Creature — Human Werewolf
(2/3)
: Add one mana of any color.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Weaver of Harmony
  ( 2)
Enchantment Creature — Snake Druid
(2/2)
Other enchantment creatures you control get +1/+1. , : Copy target activated or triggered ability you control from an enchantment source. You may choose new targets for the copy. (Mana abilities can't be targeted.)
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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 this creature is turned face up, turn any number of target creatures with morph abilities other than this creature face down.
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Weaver of Lightning
  ( 3)
Creature — Human Shaman
(1/4)
Reach (This creature can block creatures with flying.) Whenever you cast an instant or sorcery spell, this creature 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 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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