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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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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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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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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 Words
  ( 3)
Sorcery
This spell costs less to cast if you control a creature with flying. Draw two cards.
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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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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 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, 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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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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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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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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Withering Torment
  ( 3)
Instant
Destroy target creature or enchantment. You lose 2 life.
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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's Retort
   ( 3)
Instant
This spell costs less to cast if you control a Wizard. Counter target spell.
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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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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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Woodborn Behemoth
   ( 5)
Creature — Elemental
(4/4)
As long as you control eight or more lands, this creature gets +4/+4 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Woolly Razorback
   ( 4)
Creature — Boar Beast
(7/7)
This creature enters with three ice counters on it. As long as this creature has an ice counter on it, prevent all combat damage it would deal and it has defender. Whenever this creature blocks, remove an ice counter from it.
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Word of Blasting
  ( 2)
Instant
Destroy target Wall. It can't be regenerated. Word of Blasting deals damage equal to that Wall's mana value to the Wall's controller.
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Word of Command
  ( 2)
Instant
Look at target opponent's hand and choose a card from it. You control that player until Word of Command finishes resolving. The player plays that card if able. While doing so, the player can activate mana abilities only if they're from lands that player controls and only if mana they produce is spent to activate other mana abilities of lands the player controls and/or to play that card. If the chosen card is cast as a spell, you control the player while that spell is resolving.
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Word of Seizing
   ( 5)
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.) Untap target permanent and gain control of it until end of turn. It gains haste until end of turn.
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Word of Undoing
 ( 1)
Instant
Return target creature and all white Auras you own attached to it to their owners' hands.
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Wordmail
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each word in its name.
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Words of War
  ( 3)
Enchantment
: The next time you would draw a card this turn, this enchantment deals 2 damage to any target instead.
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Words of Waste
  ( 3)
Enchantment
: The next time you would draw a card this turn, each opponent discards a card instead.
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Words of Wilding
  ( 3)
Enchantment
: The next time you would draw a card this turn, create a 2/2 green Bear creature token instead.
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Words of Wind
  ( 3)
Enchantment
: The next time you would draw a card this turn, each player returns a permanent they control to its owner's hand instead.
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Words of Wisdom
  ( 2)
Instant
You draw two cards, then each other player draws a card.
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Words of Worship
  ( 3)
Enchantment
: The next time you would draw a card this turn, you gain 5 life instead.
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Work a Double
   ( 4)
Sorcery
Assemble two Contraptions. (Put the top card of your Contraption deck face up onto one of your sprockets. Then repeat this process.)
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Workhorse
 ( 6)
Artifact Creature — Horse
(0/0)
This creature enters with four +1/+1 counters on it. Remove a +1/+1 counter from this creature: Add .
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Working Stiff
  ( 2)
Creature — Mummy
(2/2)
As this creature enters, straighten your arms. When you bend an elbow, sacrifice this creature.
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Workshop Assistant
 ( 3)
Artifact Creature — Construct
(1/2)
When this creature dies, return another target artifact card from your graveyard to your hand.
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Workshop Elders
  ( 7)
Creature — Human Artificer
(4/4)
Artifact creatures you control have flying. At the beginning of combat on your turn, you may have target noncreature artifact you control become a 0/0 artifact creature. If you do, put four +1/+1 counters on it.
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Workshop Warchief
   ( 5)
Creature — Rhino Warrior
(5/3)
Trample When this creature enters, you gain 3 life. When this creature dies, create a 4/4 green Rhino Warrior creature token. 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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World at War
   ( 5)
Sorcery
After the second main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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World Breaker
  ( 7)
Creature — Eldrazi
(5/7)
Devoid (This card has no color.) When you cast this spell, exile target artifact, enchantment, or land. Reach  , Sacrifice a land: Return this card from your graveyard to your hand. ( represents colorless mana.)
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World Queller
   ( 5)
Creature — Avatar
(4/4)
At the beginning of your upkeep, you may choose a card type. If you do, each player sacrifices a permanent of their choice of that type.
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World Shaper
  ( 4)
Creature — Merfolk Shaman
(3/3)
Whenever this creature attacks, you may mill three cards. When this creature dies, return all land cards from your graveyard to the battlefield tapped.
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World-Bottling Kit
 ( 5)
Artifact
, Sacrifice this artifact: Choose a Magic set. Exile all permanents with that set's expansion symbol except for basic lands.
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Worldfire
    ( 9)
Sorcery
Exile all permanents. Exile all cards from all hands and graveyards. Each player's life total becomes 1.
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Worldgorger Dragon
    ( 6)
Creature — Nightmare Dragon
(7/7)
Flying, trample When this creature enters, exile all other permanents you control. When this creature leaves the battlefield, return the exiled cards to the battlefield under their owners' control.
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Worldly Counsel
  ( 2)
Instant
Domain — Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put one of those cards into your hand and the rest on the bottom of your library in any order.
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Worldly Tutor
 ( 1)
Instant
Search your library for a creature card, reveal it, then shuffle and put the card on top.
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Worldslayer
 ( 5)
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, destroy all permanents other than this Equipment. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Worldsoul Colossus
   ( 2)
Creature — Elemental
(0/0)
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.) This creature enters with X +1/+1 counters on it.
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Worldsoul's Rage
   ( 2)
Sorcery
Worldsoul's Rage deals X damage to any target. Put up to X land cards from your hand and/or graveyard onto the battlefield tapped.
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Worldspine Wurm
    ( 11)
Creature — Wurm
(15/15)
Trample When this creature dies, create three 5/5 green Wurm creature tokens with trample. When Worldspine Wurm is put into a graveyard from anywhere, shuffle it into its owner's library.
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World-Weary
   ( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets -4/-4. Basic landcycling  ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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Worm Harvest
    ( 5)
Sorcery
Create a 1/1 black and green Worm creature token for each land card in your graveyard. 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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Wormfang Behemoth
   ( 5)
Creature — Nightmare Fish Beast
(5/5)
When this creature enters, exile all cards from your hand. When this creature leaves the battlefield, return the exiled cards to their owner's hand.
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Wormfang Crab
  ( 4)
Creature — Nightmare Crab
(3/6)
This creature can't be blocked. When this creature enters, an opponent chooses a permanent you control other than this creature and exiles it. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Wormfang Drake
  ( 3)
Creature — Nightmare Drake
(3/4)
Flying When this creature enters, sacrifice it unless you exile a creature you control other than this creature. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Wormfang Manta
   ( 7)
Creature — Nightmare Fish Beast
(6/1)
Flying When this creature enters, you skip your next turn. When this creature leaves the battlefield, you take an extra turn after this one.
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Wormfang Newt
  ( 2)
Creature — Nightmare Salamander Beast
(2/2)
When this creature enters, exile a land you control. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Wormfang Turtle
  ( 3)
Creature — Nightmare Turtle Beast
(2/4)
When this creature enters, exile a land you control. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Wormhole Serpent
  ( 5)
Creature — Serpent
(3/5)
 : Target creature can't be blocked this turn.
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Wormhole Warp (playtest)
  ( 3)
Instant
Exile target creature an opponent controls. That player reveals cards from their sideboard at random until they reveal a nonland card. They may cast that card without paying its mana cost.
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Worms of the Earth
    ( 5)
Enchantment
Players can't play lands. Lands can't enter the battlefield. At the beginning of each upkeep, any player may sacrifice two lands of their choice or have this enchantment deal 5 damage to that player. If a player does either, destroy this enchantment.
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Wormwood Dryad
  ( 3)
Creature — Dryad
(3/1)
: This creature gains forestwalk until end of turn and deals 1 damage to you. (It can't be blocked as long as defending player controls a Forest.)
: This creature gains swampwalk until end of turn and deals 1 damage to you. (It can't be blocked as long as defending player controls a Swamp.)
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Worry Beads
 ( 3)
Artifact
At the beginning of each player's upkeep, that player mills a card.
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Worship
  ( 4)
Enchantment
If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.
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Worst Fears
  ( 8)
Sorcery
You control target player during that player's next turn. Exile Worst Fears. (You see all cards that player could see and make all decisions for the player.)
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Wort, Boggart Auntie
   ( 4)
Legendary Creature — Goblin Shaman
(3/3)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, you may return target Goblin card from your graveyard to your hand.
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Wort, the Raidmother
   ( 6)
Legendary Creature — Goblin Shaman
(3/3)
When Wort enters, create two 1/1 red and green Goblin Warrior creature tokens. Each red or green instant or sorcery spell you cast has conspire. (As you cast the spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for the copy.)
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Worthy Cause
 ( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) As an additional cost to cast this spell, sacrifice a creature. You gain life equal to the sacrificed creature's toughness.
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Worthy Cost
 ( 1)
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Exile target creature or planeswalker.
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Worthy Knight
  ( 2)
Creature — Human Knight
(2/2)
Whenever you cast a Knight spell, create a 1/1 white Human creature token.
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Wrathful Raptors
  ( 5)
Creature — Dinosaur
(5/5)
Trample Whenever a Dinosaur you control is dealt damage, it deals that much damage to any target that isn't a Dinosaur.
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Wurmskin Forger
   ( 7)
Creature — Elf Warrior
(2/2)
When this creature enters, distribute three +1/+1 counters among one, two, or three target creatures.
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Xathrid Gorgon
  ( 6)
Creature — Gorgon
(3/6)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)  , : Put a petrification counter on target creature. It gains defender and becomes a colorless artifact in addition to its other types. Its activated abilities can't be activated. (A creature with defender can't attack.)
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Xorn
  ( 3)
Creature — Elemental
(3/2)
If you would create one or more Treasure tokens, instead create those tokens plus an additional Treasure token.
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Xun Yu, Wei Advisor
   ( 3)
Legendary Creature — Human Advisor
(1/1)
: Target creature you control gets +2/+0 until end of turn. Activate only during your turn, before attackers are declared.
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Xyris, the Writhing Storm
    ( 5)
Legendary Creature — Snake Leviathan
(3/5)
Flying Whenever an opponent draws a card except the first one they draw in each of their draw steps, create a 1/1 green Snake creature token. Whenever Xyris deals combat damage to a player, you and that player each draw that many cards.
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Yamabushi's Storm
  ( 2)
Sorcery
Yamabushi's Storm deals 1 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
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Yedora, Grave Gardener
  ( 5)
Legendary Creature — Treefolk Druid
(5/5)
Whenever another nontoken creature you control dies, you may return it to the battlefield face down under its owner's control. It's a Forest land. (It has no other types or abilities.)
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Yet Another Æther Vortex (Yet Another Aether Vortex)
   ( 5)
Enchantment
All creatures have haste. Players play with the top card of their libraries revealed. Noninstant, nonsorcery cards on top of a library are on the battlefield under their owner's control in addition to being in that library.
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Yeva's Forcemage
  ( 3)
Creature — Elf Shaman
(2/2)
When this creature enters, target creature gets +2/+2 until end of turn.
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Yore-Tiller Nephilim
    ( 4)
Creature — Nephilim
(2/2)
Whenever this creature attacks, return target creature card from your graveyard to the battlefield tapped and attacking.
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Yorion, Sky Nomad
   ( 5)
Legendary Creature — Bird Serpent
(4/5)
Companion — Your starting deck contains at least twenty cards more than the minimum deck size. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) Flying When Yorion enters, exile any number of other nonland permanents you own and control. Return those cards to the battlefield at the beginning of the next end step.
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Yorvo, Lord of Garenbrig
   ( 3)
Legendary Creature — Giant Noble
(0/0)
Yorvo enters with four +1/+1 counters on it. Whenever another green creature you control enters, put a +1/+1 counter on Yorvo. Then if that creature's power is greater than Yorvo's power, put another +1/+1 counter on Yorvo.
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Yosei, the Morning Star
   ( 6)
Legendary Creature — Dragon Spirit
(5/5)
Flying When Yosei dies, target player skips their next untap step. Tap up to five target permanents that player controls.
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Horn of Valhalla (Ysgard's Call)
   ( 2)
Sorcery — Adventure
Create X 1/1 white Soldier creature tokens. (Then exile this card. You may cast the artifact later from exile.)
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