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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 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. : 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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Windcaller Aven
   ( 6)
Creature — Bird Wizard
(4/3)
Flying Cycling ( , Discard this card: Draw a card.) When you cycle this card, target creature gains flying until end of turn.
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Windcrag Siege
   ( 3)
Enchantment
As this enchantment enters, choose Mardu or Jeskai. • Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. • Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
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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 this creature enters, mill three cards 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 Way
  ( 2)
Sorcery
Choose creature or land. Reveal the top four cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest into your graveyard.
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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 : This creature gains vigilance until end of turn.
: This creature gets +0/+1 until end of turn.
: Switch this creature's power and toughness until end of turn.
: Return this creature to its owner's hand.
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Windrider Eel
  ( 4)
Creature — Fish
(2/2)
Flying Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
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Windrider Patrol
   ( 5)
Creature — Merfolk Wizard
(4/3)
Flying Whenever this creature 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 and the rest on top in any order.)
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Windrider Wizard
  ( 3)
Creature — Human Wizard
(2/2)
Flying Whenever you cast an instant, sorcery, or Wizard spell, you may draw a card. If you do, discard a card.
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Winds of Abandon
  ( 2)
Sorcery
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle. Overload   (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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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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Winds of Rebuke
  ( 2)
Instant
Return target nonland permanent to its owner's hand. Each player mills two cards.
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Wind-Scarred Crag
( 0)
Land
This land enters tapped. When this land enters, you gain 1 life. : Add or .
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Windscouter
  ( 4)
Creature — Human Scout
(3/3)
Flying When this creature attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
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Windshaper Planetar
  ( 5)
Creature — Angel
(4/4)
Flash Flying When this creature enters during the declare attackers step, for each attacking creature, you may reselect which player or permanent that creature is attacking. (It can't attack its controller or their permanents.)
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Windstorm
  ( 1)
Instant
Windstorm deals X damage to each creature with flying.
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Windstorm Drake
  ( 5)
Creature — Drake
(3/3)
Flying Other creatures you control with flying get +1/+0.
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Windswept Heath
( 0)
Land
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
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Windswift Slice
  ( 3)
Instant
Target creature you control deals damage equal to its power to target creature you don't control. Create a number of 1/1 green Elf Warrior creature tokens equal to the amount of excess damage dealt this way.
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Windwright Mage
   ( 3)
Artifact Creature — Human Wizard
(2/2)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) This creature has flying as long as an artifact card is in your graveyard.
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Wine of Blood and Iron
 ( 3)
Artifact
: Target creature gets +X/+0 until end of turn, where X is its power. Sacrifice this artifact at the beginning of the next end step.
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Wing Commando
  ( 3)
Creature — Human Soldier
(2/2)
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Wing It
  ( 2)
Instant
Target creature gets +2/+2 until end of turn. Put a flying counter on it. Scry 1.
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Wing Puncture
 ( 1)
Instant
Target creature you control deals damage equal to its power to target creature with flying.
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Wing Shards
   ( 3)
Instant
Target player sacrifices an attacking creature of their choice. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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Wing Shredder
( 0)
Creature — Werewolf
(3/5)
Reach Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Wing Snare
  ( 3)
Sorcery
Destroy target creature with flying.
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Wing Splicer
  ( 4)
Creature — Phyrexian Human Artificer
(1/1)
When this creature enters, create a 3/3 colorless Phyrexian Golem artifact creature token. Golem creatures you control have flying.
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Wing Storm
  ( 3)
Sorcery
Wing Storm deals damage to each player equal to twice the number of creatures that player controls with flying.
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Wingbeat Warrior
  ( 3)
Creature — Bird Soldier Warrior
(2/1)
Flying 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, target creature gains first strike until end of turn.
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Wingblade Disciple
  ( 3)
Creature — Human Monk
(2/2)
Flying Flurry — Whenever you cast your second spell each turn, create a 1/1 white Bird creature token with flying.
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Wingcrafter
 ( 1)
Creature — Human Wizard
(1/1)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as this creature is paired with another creature, both creatures have flying.
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Winged Boots
  ( 2)
Artifact — Equipment
Equipped creature has flying and ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Equip 
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Winged Coatl
   ( 3)
Creature — Snake
(1/1)
Flash (You may cast this spell any time you could cast an instant.) Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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Winged Hive Tyrant
   ( 5)
Creature — Tyranid
(4/4)
Flying, haste The Will of the Hive Mind — Other creatures you control with counters on them have flying and haste.
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Winged Portent
   ( 3)
Instant
Cleave   (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Draw a card for each creature you control with flying.
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Winged Shepherd
  ( 6)
Creature — Angel
(3/3)
Flying, vigilance Cycling ( , Discard this card: Draw a card.)
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Winged Sliver
  ( 2)
Creature — Sliver
(1/1)
All Sliver creatures have flying.
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Winged Words
  ( 3)
Sorcery
This spell costs less to cast if you control a creature with flying. Draw two cards.
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Wingfold Pteron
  ( 6)
Creature — Dinosaur
(3/6)
This creature enters with your choice of a flying counter or a hexproof counter on it. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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Wingmantle Chaplain
  ( 4)
Creature — Human Cleric
(0/3)
Defender When this creature enters, create a 1/1 white Bird creature token with flying for each creature with defender you control. Whenever another creature you control with defender enters, create a 1/1 white Bird creature token with flying.
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Wingmate Roc
   ( 5)
Creature — Bird
(3/4)
Flying Raid — When this creature enters, if you attacked this turn, create a 3/4 white Bird creature token with flying. Whenever this creature attacks, you gain 1 life for each attacking creature.
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Wingrattle Scarecrow
 ( 3)
Artifact Creature — Scarecrow
(2/2)
This creature has flying as long as you control a blue creature. This creature has persist as long as you control a black creature. (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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Wings of Aesthir
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+0 and has flying and first strike.
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Wings of Hope
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+3 and has flying.
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Wings of Hubris
 ( 2)
Artifact — Equipment
Equipped creature has flying. Sacrifice this Equipment: Equipped creature can't be blocked this turn. Sacrifice it at the beginning of the next end step. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Wings of the Cosmos
 ( 1)
Instant
Target creature gets +1/+3 and gains flying until end of turn. Untap it.
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Wings of the Guard
  ( 2)
Creature — Bird
(1/1)
Flying Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
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Wings of Velis Vel
  ( 2)
Kindred Instant — Shapeshifter
Changeling (This card is every creature type.) Until end of turn, target creature has base power and toughness 4/4, gains all creature types, and gains flying.
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Wingshield Agent
  ( 3)
Creature — Human Soldier
(2/3)
This creature enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) Whenever this creature attacks, up to one other target creature gains flying until end of turn.
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Wingspan Mentor
  ( 3)
Creature — Human Wizard
(1/3)
When this creature enters, put a flying counter on target non-Human creature you control.  , : Put a +1/+1 counter on each creature you control with flying.
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Wingspan Stride
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying.  : Return this Aura to its owner's hand.
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Wingsteed Rider
   ( 3)
Creature — Human Knight
(2/2)
Flying Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.
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Wingsteed Trainer
  ( 4)
Creature — — Human
(2/3)
When Wingsteed Trainer enters the battlefield or attacks, conjure a card named Stormfront Pegasus into your hand.
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Winnow
  ( 2)
Instant
Destroy target nonland permanent if another permanent with the same name is on the battlefield. Draw a card.
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Winnower Patrol
  ( 3)
Creature — Elf Warrior
(3/2)
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, put a +1/+1 counter on this creature.
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Winnowing Forces
( 0)
Creature — Elf Warrior
(*/*)
Winnowing Forces's power and toughness are each equal to the number of lands you control.
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Winota, Joiner of Forces
   ( 4)
Legendary Creature — Human Warrior
(4/4)
Whenever a non-Human creature you control attacks, look at the top six cards of your library. You may put a Human creature card from among them onto the battlefield tapped and attacking. It gains indestructible until end of turn. Put the rest of the cards on the bottom of your library in a random order.
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Winter Blast
  ( 1)
Sorcery
Tap X target creatures. Winter Blast deals 2 damage to each of those creatures with flying.
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Winter Eladrin
  ( 3)
Creature — Faerie Elf Wizard
(2/2)
Gust of Wind — When this creature enters, return up to one other target creature to its owner's hand.
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Winter Moon
 ( 2)
Artifact
Players can't untap more than one nonbasic land during their untap steps.
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Winter Orb
 ( 2)
Artifact
As long as this artifact is untapped, players can't untap more than one land during their untap steps.
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Winter Sky
 ( 1)
Sorcery
Flip a coin. If you win the flip, Winter Sky deals 1 damage to each creature and each player. If you lose the flip, each player draws a card.
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Winter, Cursed Rider
  ( 2)
Legendary Creature — Human Warlock
(3/2)
Ward—Pay 2 life. Artifacts you control have "Ward—Pay 2 life." Exhaust —   , , Exile X artifact cards from your graveyard: Each other nonartifact creature gets -X/-X until end of turn. (Activate each exhaust ability only once.)
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Winter, Cynical Opportunist
   ( 4)
Legendary Creature — Human Warlock
(2/5)
Deathtouch Whenever Winter attacks, mill three cards. Delirium — At the beginning of your end step, you may exile any number of cards from your graveyard with four or more card types among them. If you do, put a permanent card from among them onto the battlefield with a finality counter on it.
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Winter, Misanthropic Guide
    ( 4)
Legendary Creature — Human Warlock
(3/4)
Ward  At the beginning of your upkeep, each player draws two cards. Delirium — As long as there are four or more card types among cards in your graveyard, each opponent's maximum hand size is equal to seven minus the number of those card types.
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Winterflame
   ( 3)
Instant
Choose one or both — • Tap target creature. • Winterflame deals 2 damage to target creature.
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Wintermoon Mesa
( 0)
Land
This land enters tapped. : Add .
, , Sacrifice this land: Tap two target lands.
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Wintermoor Commander
  ( 2)
Creature — Human Knight
(2/*)
Deathtouch Wintermoor Commander's toughness is equal to the number of Knights you control. Whenever this creature attacks, another target Knight you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Winternight Stories
  ( 3)
Sorcery
Draw three cards. Then discard two cards unless you discard a creature card. 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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Winter's Chill
  ( 1)
Instant
Cast this spell only during combat before blockers are declared. X can't be greater than the number of snow lands you control. Choose X target attacking creatures. For each of those creatures, its controller may pay or . If that player doesn't, destroy that creature at end of combat. If that player pays only , prevent all combat damage that would be dealt to and dealt by that creature this combat.
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Winter's Intervention
  ( 2)
Instant
Winter's Intervention deals 2 damage to target creature. You gain 2 life.
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Winter's Night
   ( 3)
World Enchantment
Whenever a player taps a snow land for mana, that player adds one mana of any type that land produced. That land doesn't untap during its controller's next untap step.
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Winter's Rest
  ( 2)
Snow Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. As long as you control another snow permanent, enchanted creature doesn't untap during its controller's untap step.
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Winterthorn Blessing
  ( 2)
Sorcery
Put a +1/+1 counter on up to one target creature you control. Tap up to one target creature you don't control, and that creature doesn't untap during its controller's next untap step. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Wipe Away
   ( 3)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Return target permanent to its owner's hand.
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Wipe Clean
  ( 2)
Instant
Exile target enchantment. Cycling ( , Discard this card: Draw a card.)
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Wire Surgeons
   ( 6)
Creature — Human Artificer
(6/5)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Each artifact creature card in your graveyard has encore. Its encore cost is equal to its mana cost. (Exile it and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
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Wirecat
 ( 4)
Artifact Creature — Cat
(4/3)
This creature can't attack or block if an enchantment is on the battlefield.
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Wirefly Hive
 ( 3)
Artifact
, : Flip a coin. If you win the flip, create a 2/2 colorless Insect artifact creature token with flying named Wirefly. If you lose the flip, destroy all permanents named Wirefly.
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Wiretapping
  ( 5)
Enchantment
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) Whenever you draw your first card during each of your draw steps, draw a card. Then if you have nine or more cards in hand, you may play the exiled card without paying its mana cost.
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Wirewood Channeler
  ( 4)
Creature — Elf Druid
(2/2)
: Add X mana of any one color, where X is the number of Elves on the battlefield.
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