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Wild Endeavor
   ( 6)
Sorcery
Roll two d4 and choose one result. Create a number of 3/3 green Beast creature tokens equal to that result. Then search your library for a number of basic land cards equal to the other result, put them onto the battlefield tapped, then shuffle.
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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 this creature unless you pay .
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Wild Magic Surge
  ( 2)
Instant
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
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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 this creature.
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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 — Dog
(2/2)
Discard a card: This creature 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)
This creature gets +1/+1 as long as you control a Mountain. This creature gets +1/+1 as long as you control a Plains.
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Wild Ogre Bupkis
( 0)
Stickers
2 — Whenever this creature attacks, put a +1/+1 counter on it. 3 — Metalcraft — This permanent has protection from noncreature permanents as long as you control three or more artifacts. 2 — 5/1 4 — 7/4
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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, if you cast it from your hand, you may search your library for a creature card with the same total power and toughness, put it onto the battlefield, then shuffle.
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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 Ride
 ( 1)
Sorcery
Target creature gets +3/+0 and gains haste until end of turn. Harmonize  (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by , where X is its power. Then exile this spell.)
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Wild Shape
 ( 1)
Instant
Choose one. Until end of turn, target creature you control has that base power and toughness, becomes that creature type, and gains that ability. • 1/3 Turtle with hexproof. • 1/5 Spider with reach. • 3/3 Elephant with trample.
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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 this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Wild Wasteland
  ( 3)
Enchantment
Skip your draw step. At the beginning of your upkeep, exile the top two cards of your library. You may play those cards this turn.
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Wild Wurm
  ( 4)
Creature — Wurm
(5/4)
When this creature enters, flip a coin. If you lose the flip, return this creature 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 this creature.
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Wildborn Preserver
  ( 2)
Creature — Elf Archer
(2/2)
Flash (You may cast this spell any time you could cast an instant.) Reach (This creature can block creatures with flying.) Whenever another non-Human creature you control enters, you may pay . When you do, put X +1/+1 counters on this creature.
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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. This artifact enters tapped. : Add or .
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Wild-Field Scarecrow
 ( 3)
Artifact Creature — Scarecrow
(1/4)
Defender , Sacrifice this creature: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
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Wildfire
   ( 6)
Sorcery
Each player sacrifices four lands of their choice. Wildfire deals 4 damage to each creature.
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Wildfire Awakener
    ( 3)
Creature — Human Wizard
(3/2)
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.) When this creature enters, create X 1/1 red Elemental creature tokens with "Whenever this token becomes tapped, it deals 1 damage to target player."
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Wildfire Cerberus
  ( 5)
Creature — Dog
(4/3)
  : Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.)
When this creature becomes monstrous, it deals 2 damage to each opponent and each creature they control.
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Wildfire Devils
  ( 4)
Creature — Devil
(4/2)
When this creature enters and at the beginning of your upkeep, choose a player at random. That player exiles an instant or sorcery card from their graveyard. Copy that card. You may cast the copy without paying its mana cost.
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Wildfire Elemental
   ( 4)
Creature — Elemental
(3/3)
Whenever an opponent is dealt noncombat damage, creatures you control get +1/+0 until end of turn.
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Wildfire Emissary
  ( 4)
Creature — Efreet
(2/4)
Protection from white  : This creature 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 this creature attacks and isn't blocked, you may cast an instant or sorcery spell from your hand without paying its mana cost.
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Wildfire Howl
   ( 3)
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.) Wildfire Howl deals 2 damage to each creature. If the gift was promised, instead Wildfire Howl deals 1 damage to any target and 2 damage to each creature.
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Wildfire Wickerfolk
  ( 2)
Artifact Creature — Scarecrow
(3/2)
Haste Delirium — This creature gets +1/+1 and has trample as long as there are four or more card types among cards in your graveyard.
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Wildgrowth Walker
  ( 2)
Creature — Elemental
(1/3)
Whenever a creature you control explores, put a +1/+1 counter on this creature 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. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Wild-Magic Sorcerer
  ( 4)
Creature — Orc Shaman
(4/3)
The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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Wildsear, Scouring Maw
   ( 5)
Legendary Creature — Elemental Wolf
(6/6)
Trample Enchantment spells you cast from your hand have cascade. (Whenever you cast an enchantment spell from your hand, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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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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Wildsong Howler
( 0)
Creature — Werewolf
(4/4)
Whenever this creature enters or transforms into Wildsong Howler, look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Wildwood Escort
  ( 5)
Creature — Elf Warrior
(3/3)
When this creature enters, return target creature or battle card from your graveyard to your hand. If this creature would die, exile it instead.
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Wildwood Geist
  ( 5)
Creature — Spirit
(3/3)
During your turn, this creature gets +2/+2.
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Wildwood Mentor
  ( 3)
Creature — Treefolk
(1/1)
Whenever a token you control enters, put a +1/+1 counter on this creature. Whenever this creature attacks, another target attacking creature gets +X/+X until end of turn, where X is this creature's power.
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Wildwood Patrol
  ( 3)
Creature — Centaur Scout
(4/2)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Wildwood Rebirth
  ( 2)
Instant
Return target creature card from your graveyard to your hand.
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Wildwood Scourge
  ( 1)
Creature — Hydra
(0/0)
This creature enters with X +1/+1 counters on it. Whenever one or more +1/+1 counters are put on another non-Hydra creature you control, put a +1/+1 counter on this creature.
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Wildwood Tracker
 ( 1)
Creature — Elf Warrior
(1/1)
Whenever this creature attacks or blocks, if you control another non-Human creature, this creature gets +1/+1 until end of turn.
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Wilfred Mott
  ( 4)
Legendary Creature — Human Soldier
(2/4)
Look to the Stars — At the beginning of your upkeep, put a time counter on Wilfred Mott. Then look at the top X cards of your library, where X is the number of time counters on Wilfred Mott. You may put a nonland permanent card with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
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Wilhelt, the Rotcleaver
   ( 4)
Legendary Creature — Zombie Warrior
(3/3)
Whenever another Zombie you control dies, if it didn't have decayed, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.) At the beginning of your end step, you may sacrifice a Zombie. If you do, draw a card.
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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 Abzan
  ( 4)
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Any number of target opponents each sacrifice a creature with the greatest power among creatures that player controls and lose 3 life. • Return target creature card from your graveyard to the battlefield.
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Will of the All-Hunter
  ( 2)
Instant
Target creature gets +2/+2 until end of turn. If it's blocking, instead put two +1/+1 counters on it. Cycling ( , Discard this card: Draw a card.)
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Will of the Jeskai
  ( 4)
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Each player may discard their hand and draw five cards. • Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
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Will of the Mardu
  ( 3)
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls. • Will of the Mardu deals damage to target creature equal to the number of creatures you control.
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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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Will of the Sultai
  ( 5)
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped. • Put X +1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
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Will of the Temur
  ( 6)
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Create a token that's a copy of target permanent, except it's a 4/4 Dragon creature with flying in addition to its other types. • Target player draws cards equal to the greatest mana value among permanents you control.
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Will, Scholar of Frost
  ( 5)
Legendary Planeswalker — Will
(4)
Instant and sorcery spells you cast cost less to cast. +1: Up to one target creature has base power and toughness 0/2 until your next turn. −3: Draw two cards. −7: Exile up to five target permanents. For each permanent exiled this way, its controller creates a 4/4 blue and red Elemental creature token.
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Will, Scion of Peace
   ( 3)
Legendary Creature — Human Wizard
(2/4)
Vigilance : Spells you cast this turn that are white and/or blue cost less to cast, where X is the amount of life you gained this turn. Activate only as a sorcery.
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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 this creature 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 this creature.
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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 this creature. : 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 this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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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 Geist
 ( 1)
Creature — Treefolk Spirit
(1/1)
Trample Whenever one or more cards leave your graveyard, put a +1/+1 counter on this creature. When this creature dies, you gain life equal to its power.
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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 this creature during your untap step. : Gain control of target legendary creature for as long as you control this creature and this creature remains tapped.
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Willow-Wind
  ( 5)
Creature — Elemental
(3/4)
Flying When this creature enters, scry 2.
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Wilson, Refined Grizzly
  ( 2)
Legendary Creature — Bear Warrior
(2/2)
This spell can't be countered. Vigilance, reach, trample Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Choose a Background (You can have a Background as a second commander.)
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Wilt
  ( 2)
Instant
Destroy target artifact or enchantment. Cycling ( , Discard this card: Draw a card.)
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Wilt-Leaf Liege
    ( 4)
Creature — Elf Knight
(4/4)
( can be paid with either or .) 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 this card, put it onto the battlefield instead of putting it into your graveyard.
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Wily Bandar
 ( 1)
Creature — Cat Monkey
(1/1)
 : This creature 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 this creature enters, create a Treasure token. (It's an artifact with " , Sacrifice this token: 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 Strider
  ( 5)
Creature — Merfolk Wizard
(3/3)
Flash (You may cast this spell any time you could cast an instant.) Flying
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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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