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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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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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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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Weaselback Redcap
 ( 1)
Creature — Goblin Knight
(1/1)
 : This creature gets +2/+0 until end of 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 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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Wedding Announcement
  ( 3)
Enchantment
At the beginning of your end step, put an invitation counter on this enchantment. If you attacked with two or more creatures this turn, draw a card. Otherwise, create a 1/1 white Human creature token. Then if this enchantment has three or more invitation counters on it, transform it.
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Wedding Crasher
( 0)
Creature — Werewolf
(6/5)
Whenever this creature or another Wolf or Werewolf you control dies, draw a card. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Wedding Invitation
 ( 2)
Artifact
When this artifact enters, draw a card. , Sacrifice this artifact: Target creature can't be blocked this turn. If it's a Vampire, it also gains lifelink until end of turn.
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Wedding Ring
   ( 4)
Artifact
When this artifact enters, if it was cast, target opponent creates a token that's a copy of it. Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card. Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.
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Wedding Security
   ( 5)
Creature — Vampire Soldier
(4/4)
Whenever this creature attacks, you may sacrifice a Blood token. If you do, put a +1/+1 counter on this creature and draw a card.
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Wee Dragonauts
   ( 3)
Creature — Faerie Wizard
(1/3)
Flying Whenever you cast an instant or sorcery spell, this creature gets +2/+0 until end of turn.
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Weed Strangle
   ( 5)
Sorcery
Destroy target creature. Clash with an opponent. If you win, you gain life equal to that creature's toughness. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
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Weed-Pruner Poplar
  ( 5)
Creature — Treefolk Assassin
(3/3)
At the beginning of your upkeep, target creature other than this creature gets -1/-1 until end of turn.
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Wei Night Raiders
   ( 4)
Creature — Human Soldier
(2/2)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Whenever this creature deals damage to an opponent, that player discards a card.
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Weigh Down
 ( 1)
Sorcery
As an additional cost to cast this spell, exile a creature card from your graveyard. Target creature gets -3/-3 until end of turn.
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Moldering Gym // Weight Room (Weight Room)
  ( 6)
Enchantment — Room
When you unlock this door, manifest dread, then put three +1/+1 counters on that creature. (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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Weird Angel Flame
( 0)
Stickers
2 — Heroic — Whenever you cast a spell that targets this permanent, put two +1/+1 counters on it. 3 — Protection from even mana values 2 — 2/3 5 — 7/8
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Weird Harvest
   ( 2)
Sorcery
Each player may search their library for up to X creature cards, reveal those cards, put them into their hand, then shuffle.
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Weirded Vampire
  ( 4)
Creature — Vampire Horror
(3/3)
Madness  (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Weirding Shaman
  ( 2)
Creature — Goblin Shaman
(2/1)
 , Sacrifice a Goblin: Create two 1/1 black Goblin Rogue creature tokens.
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Weirding Wood
  ( 3)
Enchantment — Aura
Enchant land When this Aura enters, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") Enchanted land has " : Add two mana of any one color."
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Flaxen Intruder (Welcome Home)
   ( 7)
Sorcery — Adventure
Create three 2/2 green Bear creature tokens. (Then exile this card. You may cast the creature later from exile.)
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Welcome the Dead
  ( 4)
Sorcery
Draw two cards, then discard a card and you lose 2 life. Create X tapped 2/2 black Zombie Druid creature tokens, where X is the number of cards that were put into your graveyard from your hand or library this turn. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Welcome to the Fold
   ( 4)
Sorcery
Madness   (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) Gain control of target creature if its toughness is 2 or less. If this spell's madness cost was paid, instead gain control of that creature if its toughness is X or less.
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Welder Automaton
 ( 2)
Artifact Creature — Construct
(2/1)
 : This creature deals 1 damage to each opponent.
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Weldfast Engineer
   ( 3)
Creature — Human Artificer
(3/3)
At the beginning of combat on your turn, target artifact creature you control gets +2/+0 until end of turn.
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Weldfast Monitor
 ( 3)
Artifact Creature — Lizard
(3/2)
: This creature gains menace until end of turn.
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Weldfast Wingsmith
  ( 4)
Creature — Human Artificer
(3/3)
Whenever an artifact you control enters, this creature gains flying until end of turn.
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Welding Jar
 ( 0)
Artifact
Sacrifice this artifact: Regenerate target artifact.
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Welding Sparks
  ( 3)
Instant
Welding Sparks deals X damage to target creature, where X is 3 plus the number of artifacts you control.
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Welkin Guide
  ( 5)
Creature — Bird Cleric
(2/2)
Flying When this creature enters, target creature gets +2/+2 and gains flying until end of turn.
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Well Done
   ( 4)
Sorcery
Well Done deals 5 damage to target creature. If that creature is rare or mythic rare, Well Done deals 3 damage to that creature's controller.
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Well of Discovery
 ( 6)
Artifact
At the beginning of your end step, if you control no untapped lands, draw a card.
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Well of Ideas
  ( 6)
Enchantment
When this enchantment enters, draw two cards. At the beginning of each other player's draw step, that player draws an additional card. At the beginning of your draw step, draw two additional cards.
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Well of Knowledge
 ( 3)
Artifact
: Draw a card. Any player may activate this ability but only during their draw step.
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Well of Lost Dreams
 ( 4)
Artifact
Whenever you gain life, you may pay , where X is less than or equal to the amount of life you gained. If you do, draw X cards.
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Well Rested
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature becomes untapped, put two +1/+1 counters on it, then you gain 2 life and draw a card. This ability triggers only once each turn."
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Well-Laid Plans
  ( 3)
Enchantment
Prevent all damage that would be dealt to a creature by another creature if they share a color.
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Werefox Bodyguard
   ( 3)
Creature — Elf Fox Knight
(2/2)
Flash When this creature enters, exile up to one other target non-Fox creature until this creature leaves the battlefield.  , Sacrifice this creature: You gain 2 life.
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Werewolf Pack Leader
  ( 2)
Creature — Human Werewolf
(3/3)
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card.  : Until end of turn, this creature has base power and toughness 5/3, gains trample, and isn't a Human.
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Westfold Rider
  ( 2)
Creature — Human Knight
(3/1)
Sacrifice this creature: Destroy target artifact or enchantment. Activate only as a sorcery.
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Westvale Cult Leader
( 0)
Creature — Human Cleric
(*/*)
Westvale Cult Leader's power and toughness are each equal to the number of creatures you control. At the beginning of your end step, create a 1/1 white and black Human Cleric creature token.
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Whalebone Glider
 ( 2)
Artifact
, : Target creature with power 3 or less gains flying until end of turn.
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What Must Be Done
   ( 5)
Sorcery
Choose one — • Let the World Burn — Destroy all artifacts and creatures. • Release Juno — Return target historic permanent card from your graveyard to the battlefield. It enters with two additional +1/+1 counters on it if it's a creature. (Artifacts, legendaries, and Sagas are historic.)
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Wheel and Deal
  ( 4)
Instant
Any number of target opponents each discard their hands, then draw seven cards. Draw a card.
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Wheel of Sun and Moon
  ( 2)
Enchantment — Aura
Enchant player If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.
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Where Ancients Tread
  ( 5)
Enchantment
Whenever a creature you control with power 5 or greater enters, you may have this enchantment deal 5 damage to any target.
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Whimwader
  ( 5)
Creature — Elemental
(6/4)
This creature can't attack unless defending player controls a blue permanent.
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Whipcorder
  ( 2)
Creature — Human Soldier Rebel
(2/2)
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Whip-Spine Drake
   ( 5)
Creature — Drake
(3/3)
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.)
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Whipstitched Zombie
  ( 2)
Creature — Zombie
(2/2)
At the beginning of your upkeep, sacrifice this creature unless you pay .
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Whiptongue Hydra
  ( 6)
Creature — Lizard Hydra
(4/4)
Reach When this creature enters, destroy all creatures with flying. Put a +1/+1 counter on this creature for each creature destroyed this way.
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Whirling Dervish
  ( 2)
Creature — Human Monk
(1/1)
Protection from black At the beginning of each end step, if this creature dealt damage to an opponent this turn, put a +1/+1 counter on it.
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Whirlpool Drake
  ( 4)
Creature — Drake
(2/2)
Flying When this creature enters, shuffle the cards from your hand into your library, then draw that many cards. When this creature dies, shuffle the cards from your hand into your library, then draw that many cards.
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Whirlpool Rider
  ( 2)
Creature — Merfolk
(1/1)
When this creature enters, shuffle the cards from your hand into your library, then draw that many cards.
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Whirlwind
   ( 4)
Sorcery
Destroy all creatures with flying.
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Whirlwind Adept
  ( 5)
Creature — Djinn Monk
(4/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Whirlwind Denial
  ( 3)
Instant
For each spell and ability your opponents control, counter it unless its controller pays .
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Whirlwing Stormbrood
  ( 5)
Creature — Dragon
(4/3)
Flash Flying You may cast sorcery spells and Dragon spells as though they had flash.
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Whisper of the Dross
 ( 1)
Instant
Target creature gets -1/-1 until end of turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Whisper Squad
 ( 1)
Creature — Human Soldier
(1/1)
 : Search your library for a card named Whisper Squad, put it onto the battlefield tapped, then shuffle.
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Whisper, Blood Liturgist
  ( 4)
Legendary Creature — Human Cleric
(2/2)
, Sacrifice two creatures: Return target creature card from your graveyard to the battlefield.
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Whispering Madness
   ( 4)
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Whispering Shade
  ( 4)
Creature — Shade
(1/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) : This creature gets +1/+1 until end of turn.
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Whispering Wizard
  ( 4)
Creature — Human Wizard
(3/2)
Whenever you cast a noncreature spell, create a 1/1 white Spirit creature token with flying. This ability triggers only once each turn.
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Whispersteel Dagger
  ( 3)
Artifact — Equipment
Equipped creature gets +2/+0. Whenever equipped creature deals combat damage to a player, you may cast a creature spell from that player's graveyard this turn, and you may spend mana as though it were mana of any color to cast that spell. Equip 
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Whisperwood Elemental
   ( 5)
Creature — Elemental
(4/4)
At the beginning of your end step, manifest the top card of your library. (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.) Sacrifice this creature: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library."
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White Dragon
   ( 6)
Creature — Dragon
(4/4)
Flying Cold Breath — 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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White Glove Gourmand
   ( 4)
Creature — Human Noble
(2/2)
When this creature enters, create two 1/1 white Human Soldier creature tokens. At the beginning of your end step, if another Human died under your control this turn, create a Food token.
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White Orchid Phantom
  ( 2)
Creature — Spirit Knight
(2/2)
Flying, first strike When this creature enters, destroy up to one target nonbasic land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
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White Plume Adventurer
  ( 3)
Creature — Orc Cleric
(3/3)
When this creature enters, you take the initiative. At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.
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White Shield Crusader
  ( 2)
Creature — Human Knight
(2/1)
Protection from black : This creature gains flying until end of turn.
 : This creature gets +1/+0 until end of turn.
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White Ward
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from white. This effect doesn't remove this Aura.
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Whitewater Naiads
   ( 5)
Enchantment Creature — Nymph
(4/4)
Constellation — Whenever this creature or another enchantment you control enters, target creature can't be blocked this turn.
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Wick, the Whorled Mind
  ( 4)
Legendary Creature — Rat Warlock
(2/4)
Whenever Wick or another Rat you control enters, create a 1/1 black Snail creature token if you don't control a Snail. Otherwise, put a +1/+1 counter on a Snail you control.   , Sacrifice a Snail: Wick deals damage equal to the sacrificed creature's power to each opponent. Then draw cards equal to the sacrificed creature's power.
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Wicked Akuba
  ( 2)
Creature — Spirit
(2/2)
: Target player dealt damage by this creature this turn loses 1 life.
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Wicked Guardian
  ( 4)
Creature — Human Noble
(4/2)
When this creature enters, you may have it deal 2 damage to another creature you control. If you do, draw a card.
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Wicked Pact
   ( 3)
Sorcery
Destroy two target nonblack creatures. You lose 5 life.
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