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Wand of the Worldsoul
  ( 3)
Artifact
This artifact enters tapped. : Add .
: The next spell you cast this turn has convoke.
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Wand of Vertebrae
 ( 1)
Artifact
: Mill a card.
, , Exile this artifact: Shuffle up to five target cards from your graveyard into your library.
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Wand of Wonder
  ( 4)
Artifact
, : Roll a d20. Each opponent exiles cards from the top of their library until they exile an instant or sorcery card, then shuffles the rest into their library. You may cast up to X instant and/or sorcery spells from among cards exiled this way without paying their mana costs.
1–9 | X is one. 10–19 | X is two. 20 | X is three.
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Wander in Death
  ( 3)
Sorcery
Return up to two target creature cards from your graveyard to your hand. Cycling ( , Discard this card: Draw a card.)
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Wanderer's Intervention
  ( 2)
Instant
Wanderer's Intervention deals 4 damage to target attacking or blocking creature.
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Wanderer's Strike
  ( 5)
Sorcery
Exile target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Wanderer's Twig
 ( 1)
Artifact
, Sacrifice this artifact: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Wanderguard Sentry
  ( 5)
Creature — Drone
(3/3)
When this creature enters, look at target opponent's hand.
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Wandering Archaic
 ( 5)
Creature — Avatar
(4/4)
Whenever an opponent casts an instant or sorcery spell, they may pay . If they don't, you may copy that spell. You may choose new targets for the copy.
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Wandering Champion
  ( 2)
Creature — Human Monk
(3/1)
Whenever this creature deals combat damage to a player, if you control a blue or red permanent, you may discard a card. If you do, draw a card.
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Wandering Eye
  ( 3)
Creature — Illusion
(1/3)
Flying Players play with their hands revealed.
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Wandering Goblins
  ( 3)
Creature — Goblin Warrior
(0/3)
Domain — : This creature gets +1/+0 until end of turn for each basic land type among lands you control.
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Wandering Graybeard
   ( 5)
Creature — Giant Wizard
(4/4)
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, you gain 4 life.
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Wandering Mage
   ( 3)
Creature — Human Cleric Wizard
(0/3)
, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn.
: Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn.
, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player or planeswalker this turn.
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Wandering Mind
   ( 3)
Creature — Horror
(2/1)
Flying When this creature enters, look at the top six cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Wandering Stream
  ( 3)
Sorcery
Domain — You gain 2 life for each basic land type among lands you control.
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Wandering Troubadour
  ( 4)
Creature — Dragon Bard
(4/2)
At the beginning of your end step, if you had a land enter the battlefield under your control this turn, venture into the dungeon. (Enter the first room or advance to the next room.)
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Wandering Wolf
  ( 2)
Creature — Wolf
(2/1)
Creatures with power less than this creature's power can't block it.
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Wanderlight Spirit
  ( 3)
Creature — Spirit
(2/3)
Flying This creature can block only creatures with flying.
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Wanderlust
  ( 3)
Enchantment — Aura
Enchant creature At the beginning of the upkeep of enchanted creature's controller, this Aura deals 1 damage to that player.
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Wandermare
   ( 3)
Creature — Horse
(3/3)
Whenever you cast a creature spell that has an Adventure, put a +1/+1 counter on this creature. (It doesn't need to have gone on the adventure first.)
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Wandertale Mentor
  ( 2)
Creature — Raccoon Bard
(2/2)
Whenever you expend 4, put a +1/+1 counter on this creature. (You expend 4 as you spend your fourth total mana to cast spells during a turn.) : Add or .
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Wanderwine Hub
( 0)
Land
As this land enters, you may reveal a Merfolk card from your hand. If you don't, this land enters tapped. : Add or .
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Wanderwine Prophets
   ( 6)
Creature — Merfolk Wizard
(4/4)
Champion a Merfolk (When this enters, sacrifice it unless you exile another Merfolk you control. When this leaves the battlefield, that card returns to the battlefield.) Whenever this creature deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.
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Wanted Griffin
  ( 4)
Creature — Griffin
(3/2)
Flying When this creature dies, 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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Wanted Scoundrels
  ( 2)
Creature — Human Pirate
(4/3)
When this creature dies, target opponent creates two Treasure tokens. (They're artifacts with " , Sacrifice this token: Add one mana of any color.")
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War Dance
 ( 1)
Enchantment
At the beginning of your upkeep, you may put a verse counter on this enchantment. Sacrifice this enchantment: Target creature gets +X/+X until end of turn, where X is the number of verse counters on this enchantment.
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Warchanter Skald
  ( 3)
Creature — Dwarf Cleric
(2/3)
Whenever this creature becomes tapped, if it's enchanted or equipped, create a 2/1 red Dwarf Berserker creature token.
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Ward of Bones
 ( 6)
Artifact
Each opponent who controls more creatures than you can't cast creature spells. The same is true for artifacts and enchantments. Each opponent who controls more lands than you can't play lands.
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Ward of Lights
  ( 2)
Enchantment — Aura
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature As this Aura enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura.
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Ward of Piety
  ( 2)
Enchantment — Aura
Enchant creature  : The next 1 damage that would be dealt to enchanted creature this turn is dealt to any target instead.
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Ward Sliver
  ( 5)
Creature — Sliver
(2/2)
As this creature enters, choose a color. All Slivers have protection from the chosen color.
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Warded Battlements
  ( 3)
Creature — Wall
(0/3)
Defender (This creature can't attack.) Attacking creatures you control get +1/+0.
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Warden of Evos Isle
  ( 3)
Creature — Bird Wizard
(2/2)
Flying Creature spells with flying you cast cost less to cast.
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Warden of Geometries
 ( 4)
Creature — Eldrazi Drone
(2/3)
Vigilance : Add . ( represents colorless mana.)
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Warden of the Beyond
  ( 3)
Creature — Human Wizard
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.) This creature gets +2/+2 as long as an opponent owns a card in exile.
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Warden of the Chained
   ( 3)
Creature — Minotaur Warrior
(4/4)
Trample This creature can't attack unless you control another creature with power 4 or greater.
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Warden of the Eye
    ( 5)
Creature — Djinn Wizard
(3/3)
When this creature enters, return target noncreature, nonland card from your graveyard to your hand.
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Warden of the Grove
  ( 3)
Creature — Hydra
(2/2)
At the beginning of your end step, put a +1/+1 counter on this creature. Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
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Warden of the Inner Sky
 ( 1)
Creature — Human Soldier
(1/2)
As long as this creature has three or more counters on it, it has flying and vigilance. Tap three untapped artifacts and/or creatures you control: Put a +1/+1 counter on this creature. Scry 1. Activate only as a sorcery.
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Warden of the Wall
 ( 3)
Artifact
This artifact enters tapped. : Add .
During turns other than yours, this artifact is a 2/3 Gargoyle artifact creature with flying.
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Warden of the Woods
   ( 6)
Creature — Treefolk
(5/7)
Vigilance (Attacking doesn't cause this creature to tap.) Whenever this creature becomes the target of a spell or ability an opponent controls, you may draw two cards.
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Wardens of the Cycle
    ( 4)
Creature — Elf Warlock
(3/4)
Morbid — At the beginning of your end step, if a creature died this turn, choose one — • You gain 2 life. • You draw a card and you lose 1 life.
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Wardscale Crocodile
  ( 5)
Creature — Crocodile
(5/3)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
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Wardscale Dragon
   ( 6)
Creature — Dragon
(4/4)
Flying As long as this creature is attacking, defending player can't cast spells.
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Warg Rider
  ( 5)
Creature — Orc Warrior
(4/3)
Menace Other Orcs and Goblins you control have menace. At the beginning of combat on your turn, amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Warkite Marauder
  ( 2)
Creature — Human Pirate
(2/1)
Flying Whenever this creature attacks, target creature defending player controls loses all abilities and has base power and toughness 0/1 until end of turn.
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Warleader's Call
   ( 3)
Enchantment
Creatures you control get +1/+1. Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
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Warleader's Helix
   ( 4)
Instant
Warleader's Helix deals 4 damage to any target and you gain 4 life.
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Warlord's Axe
 ( 3)
Artifact — Equipment
Equipped creature gets +3/+1. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Warlord's Elite
  ( 3)
Creature — Human Soldier
(4/4)
As an additional cost to cast this spell, tap two untapped artifacts, creatures, and/or lands you control.
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Warlord's Fury
 ( 1)
Sorcery
Creatures you control gain first strike until end of turn. Draw a card.
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Warmind Infantry
  ( 3)
Creature — Elemental Soldier
(2/3)
Battalion — Whenever this creature and at least two other creatures attack, this creature gets +2/+0 until end of turn.
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Warp World
    ( 8)
Sorcery
Each player shuffles all permanents they own into their library, then reveals that many cards from the top of their library. Each player puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of their library.
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Warped Devotion
  ( 3)
Enchantment
Whenever a permanent is returned to a player's hand, that player discards a card.
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Warped Physique
  ( 2)
Instant
Target creature gets +X/-X until end of turn, where X is the number of cards in your hand.
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Warped Researcher
  ( 5)
Creature — Human Wizard Mutant
(3/4)
Whenever a player cycles a card, this creature gains flying and shroud until end of turn. (It can't be the target of spells or abilities.)
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Charred Foyer // Warped Space (Warped Space)
   ( 6)
Enchantment — Room
Once each turn, you may pay rather than pay the mana cost for a spell you cast from exile. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Warren Elder
  ( 2)
Creature — Rabbit Cleric
(2/2)
 : Creatures you control get +1/+1 until end of turn.
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Warren Soultrader
  ( 3)
Creature — Zombie Goblin Wizard
(3/3)
Pay 1 life, Sacrifice another creature: Create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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Warren Warleader
   ( 4)
Creature — Rabbit Knight
(4/4)
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Whenever you attack, choose one — • Create a 1/1 white Rabbit creature token that's tapped and attacking. • Attacking creatures you control get +1/+1 until end of turn.
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Warren Weirding
  ( 2)
Kindred Sorcery — Goblin
Target player sacrifices a creature of their choice. If a Goblin is sacrificed this way, that player creates two 1/1 black Goblin Rogue creature tokens, and those tokens gain haste until end of turn.
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Warrior's Stand
  ( 2)
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step. Creatures you control get +2/+2 until end of turn.
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War-Trained Slasher
  ( 4)
Creature — Wolverine Dinosaur
(4/3)
Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature attacks a battle, double its power until end of turn.
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Wary Watchdog
  ( 2)
Creature — Dog
(3/1)
When this creature enters or dies, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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Wasp of the Bitter End
  ( 2)
Creature — Insect Horror
(2/1)
Flying Whenever you cast a Bolas planeswalker spell, you may sacrifice this creature. If you do, destroy target creature.
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Wasteland
( 0)
Land
: Add .
, Sacrifice this land: Destroy target nonbasic land.
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Wasteland Raider
   ( 4)
Creature — Human Mercenary
(4/3)
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters, create that many tokens that are copies of it.) When this creature enters, each player sacrifices a creature of their choice.
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Wasteland Scorpion
  ( 3)
Creature — Scorpion
(2/2)
Deathtouch Cycling ( , Discard this card: Draw a card.)
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Wasteland Strangler
  ( 3)
Creature — Eldrazi Processor
(3/2)
Devoid (This card has no color.) When this creature enters, you may put a card an opponent owns from exile into that player's graveyard. If you do, target creature gets -3/-3 until end of turn.
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Wasteland Viper
 ( 1)
Creature — Snake
(1/2)
Deathtouch Bloodrush — , Discard this card: Target attacking creature gets +1/+2 and gains deathtouch until end of turn.
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Watchdog
 ( 3)
Artifact Creature — Dog
(1/2)
This creature blocks each combat if able. As long as this creature is untapped, all creatures attacking you get -1/-0.
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Watcher of the Wayside
 ( 3)
Artifact Creature — Golem
(3/2)
When this creature enters, target player mills two cards. You gain 2 life. (To mill two cards, a player puts the top two cards of their library into their graveyard.)
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Watchers of the Dead
 ( 2)
Artifact Creature — Cat
(2/2)
Exile this creature: Each opponent chooses two cards in their graveyard and exiles the rest.
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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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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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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 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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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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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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Wave Goodbye
   ( 4)
Sorcery
Return each creature without a +1/+1 counter on it to its owner's hand.
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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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