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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 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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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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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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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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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 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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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, 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, 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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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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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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Wirewood Herald
  ( 2)
Creature — Elf
(1/1)
When this creature dies, you may search your library for an Elf card, reveal that card, put it into your hand, then shuffle.
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Wirewood Hivemaster
  ( 2)
Creature — Elf
(1/1)
Whenever another nontoken Elf enters, you may create a 1/1 green Insect creature token.
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Wirewood Pride
 ( 1)
Instant
Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.
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Wirewood Savage
  ( 3)
Creature — Elf
(2/2)
Whenever a Beast enters, you may draw a card.
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Wirewood Symbiote
 ( 1)
Creature — Insect
(1/1)
Return an Elf you control to its owner's hand: Untap target creature. Activate only once each turn.
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Wisedrafter's Will (playtest)
 ( 1)
Enchantment
Your opponents play with their hands revealed. , Sacrifice Wisedrafter's Will: Draw a card.
 , Sacrifice Wisedrafter's Will: Counter target spell.
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Wispdrinker Vampire
   ( 4)
Creature — Vampire Rogue
(2/4)
Flying Whenever another creature you control with power 2 or less enters, each opponent loses 1 life and you gain 1 life.   : Creatures you control with power 2 or less gain deathtouch and lifelink until end of turn.
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Witch-Blessed Meadow
( 0)
Land
As this land enters, you may pay 3 life. If you don't, it enters tapped. : Add .
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Withdraw
  ( 2)
Instant
Return target creature to its owner's hand. Then return another target creature to its owner's hand unless its controller pays .
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Withengar Unbound
( 0)
Legendary Creature — Demon
(13/13)
Flying, intimidate, trample (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a player loses the game, put thirteen +1/+1 counters on Withengar Unbound.
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Wither and Bloom
  ( 2)
Instant
Target creature gets -3/-3 until end of turn.  , Exile this card from your graveyard: Put a +1/+1 counter on target creature you control. Activate only as a sorcery.
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Witherbloom Command
  ( 2)
Sorcery
Choose two — • Target player mills three cards, then you return a land card from your graveyard to your hand. • Destroy target noncreature, nonland permanent with mana value 2 or less. • Target creature gets -3/-1 until end of turn. • Target opponent loses 2 life and you gain 2 life.
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Witherbloom Pledgemage
   ( 5)
Creature — Treefolk Warlock
(5/5)
Magecraft — Whenever you cast or copy an instant or sorcery spell, you gain 1 life.
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Withered Wretch
  ( 2)
Creature — Zombie Cleric
(2/2)
: Exile target card from a graveyard.
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Withstand
  ( 3)
Instant
Prevent the next 3 damage that would be dealt to any target this turn. Draw a card.
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Withstand Death
 ( 1)
Instant
Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Witness the End
  ( 4)
Sorcery
Devoid (This card has no color.) Target opponent exiles two cards from their hand and loses 2 life.
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Wit's End
   ( 7)
Sorcery
Target player discards their hand.
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Witty Demon (playtest)
   ( 3)
Creature — — Demon
(4/3)
Flying When CARDNAME enters the battlefield, if your starting library had at least 13 cards over the minimum, search your library for a card and put that card into your hand, then shuffle your library. Otherwise, CARDNAME deals 4 damage to you.
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Wizard Class
 ( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) You have no maximum hand size.  : Level 2
//Level_2// When this Class becomes level 2, draw two cards.  : Level 3
//Level_3// Whenever you draw a card, put a +1/+1 counter on target creature you control.
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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 Replica
 ( 3)
Artifact Creature — Wizard
(1/3)
Flying , Sacrifice this creature: Counter target spell unless its controller pays .
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Wizard's Lightning
  ( 3)
Instant
This spell costs less to cast if you control a Wizard. Wizard's Lightning deals 3 damage to any target.
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Wizards of Thay
  ( 4)
Creature — Human Wizard
(3/3)
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Instant and sorcery spells you cast cost less to cast. You may cast sorcery spells as though they had flash.
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Wizards of the ________
   ( 4)
Creature — Human Wizard Performer
(3/1)
When this creature enters, you may put a name sticker on it, then look at the top X cards of your library, where X is the number of unique vowels on that sticker. Put one of those cards into your hand and the rest on the bottom of your library in any order. (The vowels are A, E, I, O, U, and Y.)
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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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Wizard's Rockets
 ( 1)
Artifact
This artifact enters tapped. , , Sacrifice this artifact: Add X mana in any combination of colors.
When this artifact is put into a graveyard from the battlefield, draw a card.
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Wizard's Spellbook
   ( 7)
Artifact
: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery.
1–9 | Copy that card. You may cast the copy. 10–19 | Copy that card. You may cast the copy by paying rather than paying its mana cost. 20 | Copy each card exiled with this artifact. You may cast any number of the copies without paying their mana costs.
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Wizened Arbiter (playtest)
  ( 2)
Creature — — Human Soldier Wizard
(2/1)
When Wizened Arbiter enters the battlefield, you may reveal a white card you own from outside the game. If you do, exchange that card with a card in your hand.
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Wizened Cenn
  ( 2)
Creature — Kithkin Cleric
(2/2)
Other Kithkin creatures you control get +1/+1.
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Wizened Githzerai
  ( 2)
Creature — — Gith Monk
(2/1)
Psionic Adept — Whenever Wizened Githzerai becomes blocked by a creature, that creature perpetually gets -2/-0.
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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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Wizened Snitches
  ( 4)
Creature — Faerie Rogue
(1/3)
Flying Players play with the top card of their libraries revealed.
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Woe Strider
  ( 3)
Creature — Horror
(3/2)
When this creature enters, create a 0/1 white Goat creature token. Sacrifice another creature: Scry 1. Escape—  , Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) This creature escapes with two +1/+1 counters on it.
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Woebringer Demon
   ( 5)
Creature — Demon
(4/4)
Flying At the beginning of each player's upkeep, that player sacrifices a creature of their choice. If the player can't, sacrifice this creature.
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Wojek Bodyguard
  ( 3)
Creature — Human Soldier
(3/3)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) This creature can't attack or block alone.
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Wojek Halberdiers
  ( 2)
Creature — Human Soldier
(3/2)
Battalion — Whenever this creature and at least two other creatures attack, this creature gains first strike until end of turn.
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