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Wolfkin Bond
  ( 5)
Enchantment — Aura
Enchant creature When this Aura enters, create a 2/2 green Wolf creature token. Enchanted creature gets +2/+2.
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Wolfrider's Saddle
  ( 4)
Artifact — Equipment
When this Equipment enters, create a 2/2 green Wolf creature token, then attach this Equipment to it. Equipped creature gets +1/+1 and can't be blocked by more than one creature. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Wolverine Riders
   ( 6)
Creature — Elf Warrior
(4/4)
At the beginning of each upkeep, create a 1/1 green Elf Warrior creature token. Whenever another Elf you control enters, you gain life equal to its toughness.
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Wonder
  ( 4)
Creature — Incarnation
(2/2)
Flying As long as this card is in your graveyard and you control an Island, creatures you control have flying.
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Wonderscape Sage
  ( 2)
Creature — Moonfolk Wizard
(1/3)
Flying , Return a land you control to its owner's hand: Draw a card. Then discard a card unless that land had a nonbasic land type.
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Wondrous Crucible
 ( 7)
Artifact
Permanents you control have ward . At the beginning of your end step, mill two cards, then exile a nonland card at random from your graveyard. Copy it. You may cast the copy without paying its mana cost. (A copy of a permanent spell becomes a token.)
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Wood Elemental
  ( 4)
Creature — Elemental
(*/*)
As this creature enters, sacrifice any number of untapped Forests. Wood Elemental's power and toughness are each equal to the number of Forests sacrificed as it entered.
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Wood Elves
  ( 3)
Creature — Elf Scout
(1/1)
When this creature enters, search your library for a Forest card, put that card onto the battlefield, then shuffle.
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Wood Sage
  ( 2)
Creature — Human Druid
(1/1)
: Choose a creature card name. Reveal the top four cards of your library and put all of them with that name into your hand. Put the rest into your graveyard.
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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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Woodcaller Automaton
 ( 10)
Artifact Creature — Construct
(8/8)
When this creature enters, if you cast it, untap target land you control. It becomes a Treefolk creature with haste and base power and toughness equal to this creature's power and toughness. It's still a land. //PRT-Prototype_Mech//   
Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 3/3
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Woodcutter's Grit
  ( 3)
Instant
Target creature you control gets +3/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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Wooded Foothills
( 0)
Land
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
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Wooded Ridgeline
( 0)
Land — Mountain Forest
( : Add or .) This land enters tapped.
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Wooden Sphere
 ( 1)
Artifact
Whenever a player casts a green spell, you may pay . If you do, you gain 1 life.
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Wooden Stake
 ( 2)
Artifact — Equipment
Equipped creature gets +1/+0. Whenever equipped creature blocks or becomes blocked by a Vampire, destroy that creature. It can't be regenerated. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Woodfall Primus
    ( 8)
Creature — Treefolk Shaman
(6/6)
Trample When this creature enters, destroy target noncreature permanent. Persist (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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Woodland Acolyte
  ( 3)
Creature — Human Cleric
(2/2)
When this creature enters, draw a card.
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Woodland Bellower
   ( 6)
Creature — Beast
(6/5)
When this creature enters, you may search your library for a nonlegendary green creature card with mana value 3 or less, put it onto the battlefield, then shuffle.
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Woodland Cemetery
( 0)
Land
This land enters tapped unless you control a Swamp or a Forest. : Add or .
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Woodland Champion
  ( 2)
Creature — Elf Scout
(2/2)
Whenever one or more tokens you control enter, put that many +1/+1 counters on this creature.
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Woodland Changeling
  ( 2)
Creature — Shapeshifter
(2/2)
Changeling (This card is every creature type.)
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Woodland Chasm
( 0)
Snow Land — Swamp Forest
( : Add or .) This land enters tapped.
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Woodland Guidance
  ( 4)
Sorcery
Return target card from your graveyard to your hand. Clash with an opponent. If you win, untap all Forests you control. (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.) Exile Woodland Guidance.
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Woodland Liege
  ( 3)
Creature — Elf Druid Noble
(2/2)
Whenever a Beast you control enters, draw a card.
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Woodland Sleuth
  ( 4)
Creature — Human Scout
(2/3)
Morbid — When this creature enters, if a creature died this turn, return a creature card at random from your graveyard to your hand.
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Woodland Wanderer
  ( 4)
Creature — Elemental
(2/2)
Vigilance, trample Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it.
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Woodlot Crawler
  ( 2)
Creature — Insect
(2/1)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) Protection from green
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Woodlurker Mimic
  ( 2)
Creature — Shapeshifter
(2/1)
Whenever you cast a spell that's both black and green, this creature has base power and toughness 4/5 until end of turn and gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)
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Woodripper
   ( 5)
Creature — Beast
(4/6)
Fading 3 (This creature enters with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) , Remove a fade counter from this creature: Destroy target artifact.
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Woodvine Elemental
   ( 6)
Creature — Elemental
(4/4)
Trample Parley — Whenever this creature attacks, each player reveals the top card of their library. For each nonland card revealed this way, attacking creatures you control get +1/+1 until end of turn. Then each player draws a card.
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Woodwraith Strangler
   ( 4)
Creature — Plant Zombie
(2/2)
Exile a creature card from your graveyard: Regenerate this creature.
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Woolly Spider
   ( 3)
Creature — Spider
(2/3)
Reach (This creature can block creatures with flying.) Whenever this creature blocks a creature with flying, this creature gets +0/+2 until end of turn.
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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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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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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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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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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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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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Wound Reflection
  ( 6)
Enchantment
At the beginning of each end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
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Wrangler of the Damned
   ( 5)
Creature — Human Soldier
(1/4)
Flash At the beginning of your end step, if you haven't cast a spell from your hand this turn, create a 2/2 white Spirit creature token with flying.
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Wrath of God
   ( 4)
Sorcery
Destroy all creatures. They can't be regenerated.
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Wrath of Sod (playtest)
   ( 4)
Sorcery
Put a manabond counter on all creatures. (They lose all other abilities and become lands with " : Add one mana of this card's color.")
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Wrathful Red Dragon
   ( 5)
Creature — Dragon
(5/5)
Flying Whenever a Dragon you control is dealt damage, it deals that much damage to any target that isn't a Dragon.
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Wreck and Rebuild
   ( 3)
Sorcery
Choose one — • Destroy target artifact or enchantment. • Mill five cards, then you may put a land card from your graveyard onto the battlefield tapped. Flashback   
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Wrench Mind
  ( 2)
Sorcery
Target player discards two cards unless they discard an artifact card.
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Wrenn and One (playtest)
( 0)
Land Planeswalker — — Wrenn
(1)
+1: Wrenn and One gains " : Add " until your next turn. −1: Create a 1/1 green Squirrel creature token. −4: You get an emblem with "At the beginning of your precombat main phase, add for each creature you control."
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Wrenn and Realmbreaker
   ( 3)
Legendary Planeswalker — Wrenn
(4)
Lands you control have " : Add one mana of any color." +1: Up to one target land you control becomes a 3/3 Elemental creature with vigilance, hexproof, and haste until your next turn. It's still a land. −2: Mill three cards. You may put a permanent card from among the milled cards into your hand. −7: You get an emblem with "You may play lands and cast permanent spells from your graveyard."
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Wrenn and Seven
   ( 5)
Legendary Planeswalker — Wrenn
(5)
+1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard. 0: Put any number of land cards from your hand onto the battlefield tapped. −3: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control." −8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
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Wrenn and Six
  ( 2)
Legendary Planeswalker — Wrenn
(3)
+1: Return up to one target land card from your graveyard to your hand. −1: Wrenn and Six deals 1 damage to any target. −7: You get an emblem with "Instant and sorcery cards in your graveyard have retrace." (You may cast instant and sorcery cards from your graveyard by discarding a land card in addition to paying their other costs.)
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Wretched Anurid
  ( 2)
Creature — Zombie Frog Beast
(3/3)
Whenever another creature enters, you lose 1 life.
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Wretched Banquet
 ( 1)
Sorcery
Destroy target creature if it has the least power or is tied for least power among creatures on the battlefield.
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Wretched Bonemass
( 0)
Creature — Skeleton Horror
(*/*)
Wretched Bonemass's power and toughness are each equal to the total power of the exiled cards used to craft it. This creature has flying as long as an exiled card used to craft it has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, and vigilance.
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Wretched Camel
  ( 2)
Creature — Zombie Camel
(2/1)
When this creature dies, if you control a Desert or there is a Desert card in your graveyard, target player discards a card.
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Wretched Confluence
   ( 5)
Instant
Choose three. You may choose the same mode more than once. • Target player draws a card and loses 1 life. • Target creature gets -2/-2 until end of turn. • Return target creature card from your graveyard to your hand.
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Wretched Doll
  ( 2)
Artifact Creature — Toy
(3/1)
, : Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
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Wretched Gryff
 ( 7)
Creature — Eldrazi Hippogriff
(3/4)
Emerge  (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, draw a card. Flying
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Wretched Throng
  ( 2)
Creature — Zombie Horror
(2/1)
When this creature dies, you may search your library for a card named Wretched Throng, reveal it, put it into your hand, then shuffle.
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