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Wake the Dragon
   ( 6)
Sorcery
Create a 6/6 black and red Dragon creature token with flying, menace, and "Whenever this token deals combat damage to a player, gain control of target artifact that player controls." Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Wake the Past
   ( 7)
Sorcery
Return all artifact cards from your graveyard to the battlefield. They gain haste until end of turn.
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Wake the Reflections
 ( 1)
Sorcery
Populate. (Create a token that's a copy of a creature token you control.)
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Wake Thrasher
  ( 3)
Creature — Merfolk Soldier
(1/1)
Whenever a permanent you control becomes untapped, this creature gets +1/+1 until end of turn.
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Waking the Trolls
   ( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target land. II — Put target land card from a graveyard onto the battlefield under your control. III — Choose target opponent. If they control fewer lands than you, create a number of 4/4 green Troll Warrior creature tokens with trample equal to the difference.
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Walk the Aeons
   ( 6)
Sorcery
Buyback—Sacrifice three Islands. (You may sacrifice three Islands in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Target player takes an extra turn after this one.
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Walk with the Ancestors
  ( 5)
Sorcery
Return up to one target permanent card from your graveyard to your hand. Discover 4. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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Walker of the Grove
   ( 8)
Creature — Elemental
(7/7)
When this creature leaves the battlefield, create a 4/4 green Elemental creature token. Evoke  (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Walker of the Wastes
  ( 5)
Creature — Eldrazi
(4/4)
( represents colorless mana.) Trample This creature gets +1/+1 for each land you control named Wastes.
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Wall of Heat
  ( 3)
Creature — Wall
(2/6)
Defender (This creature can't attack.)
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Wall of Torches
  ( 2)
Creature — Wall
(4/1)
Defender (This creature can't attack.)
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Wand of the Elements
 ( 4)
Artifact
, Sacrifice an Island: Create a 2/2 blue Elemental creature token with flying.
, Sacrifice a Mountain: Create a 3/3 red Elemental creature token.
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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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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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War of the Last Alliance
  ( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle. III — Creatures you control gain double strike until end of turn. The Ring tempts you.
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War Screecher
  ( 2)
Creature — Bird
(1/3)
Flying  , : Other creatures you control get +1/+1 until end of turn.
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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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Warleader's Helix
   ( 4)
Instant
Warleader's Helix deals 4 damage to any target and you gain 4 life.
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Warmonger Hellkite
   ( 6)
Creature — Dragon
(5/5)
Flying All creatures attack each combat if able.  : Attacking creatures get +1/+0 until end of turn.
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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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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 Thespian
  ( 2)
Creature — Cat Druid
(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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Watcher for Tomorrow
  ( 2)
Creature — Human Wizard
(2/1)
Hideaway 4 (When this creature 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 creature enters tapped. When this creature leaves the battlefield, put the exiled card into its owner's hand.
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Watcher in the Mist
   ( 5)
Creature — Spirit
(3/4)
Flying When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Watcher in the Web
  ( 5)
Creature — Spider
(2/5)
Reach (This creature can block creatures with flying.) This creature can block an additional seven creatures each combat.
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Watcher of the Roost
  ( 3)
Creature — Bird Soldier
(2/1)
Flying Morph—Reveal a white card in your hand. (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, you gain 2 life.
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Watcher of the Spheres
  ( 2)
Creature — Bird Wizard
(2/2)
Flying Creature spells with flying you cast cost less to cast. Whenever another creature you control with flying enters, this creature gets +1/+1 until end of turn.
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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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Watcher Sliver
  ( 4)
Creature — Sliver
(2/2)
All Sliver creatures get +0/+2.
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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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Way of the Thief
  ( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature can't be blocked as long as you control a Gate.
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Weather the Storm
  ( 2)
Instant
You gain 3 life. Storm (When you cast this spell, copy it for each spell cast before it this 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
 ( 4)
Legendary Artifact — Vehicle
(4/5)
Flying Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.) Crew 3
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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 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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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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Wellgabber Apothecary
  ( 5)
Creature — Merfolk Cleric
(2/3)
 : Prevent all damage that would be dealt to target tapped Merfolk or Kithkin creature this turn.
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Wellwisher
  ( 2)
Creature — Elf
(1/1)
: You gain 1 life for each Elf on the battlefield.
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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 Fortune
  ( 3)
Sorcery
Each player discards their hand, then draws seven cards.
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Wheel of Misfortune
  ( 3)
Sorcery
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
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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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Wheel of Torture
 ( 3)
Artifact
At the beginning of each opponent's upkeep, this artifact deals X damage to that player, where X is 3 minus the number of cards in their hand.
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Whelming Wave
   ( 4)
Sorcery
Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents.
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When Fluffy Bunnies Attack
  ( 4)
Instant
Target creature gets -X/-X until end of turn, where X is the number of times the letter of your choice appears in that creature's name.
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When We Were Young
  ( 4)
Instant
Up to two target creatures each get +2/+2 until end of turn. If you control an artifact and an enchantment, those creatures also gain lifelink until end of turn.
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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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Whetstone
 ( 3)
Artifact
: Each player mills two cards.
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Whims of the Fates
  ( 6)
Sorcery
Starting with you, each player separates all permanents they control into three piles. Then each player chooses one of their piles at random and sacrifices those permanents. (Piles can be empty.)
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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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Whirlpool Whelm
  ( 2)
Instant
Clash with an opponent, then return target creature to its owner's hand. If you win, you may put that creature on top of its owner's library instead. (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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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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Whispers of the Muse
 ( 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.) Draw a card.
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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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Wickerfolk Thresher
  ( 4)
Artifact Creature — Scarecrow
(5/4)
Delirium — Whenever this creature attacks, if there are four or more card types among cards in your graveyard, look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.
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Wight of the Reliquary
  ( 2)
Creature — Zombie Knight
(2/2)
Vigilance This creature gets +1/+1 for each creature card in your graveyard. , Sacrifice another creature: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
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Wild Ricochet
   ( 4)
Instant
You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.
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Wildheart Invoker
   ( 4)
Creature — Elf Shaman
(4/3)
: Target creature gets +5/+5 and gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Wilhelt, the Rotcleaver
   ( 4)
Legendary Creature — Zombie Warrior
(3/3)
Whenever another Zombie you control dies, if it didn't have decayed, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.) At the beginning of your end step, you may sacrifice a Zombie. If you do, draw a card.
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Will of the Abzan
  ( 4)
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Any number of target opponents each sacrifice a creature with the greatest power among creatures that player controls and lose 3 life. • Return target creature card from your graveyard to the battlefield.
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Will of the All-Hunter
  ( 2)
Instant
Target creature gets +2/+2 until end of turn. If it's blocking, instead put two +1/+1 counters on it. Cycling ( , Discard this card: Draw a card.)
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Will of the Jeskai
  ( 4)
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Each player may discard their hand and draw five cards. • Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
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Will of the Mardu
  ( 3)
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls. • Will of the Mardu deals damage to target creature equal to the number of creatures you control.
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Will of the Naga
   ( 6)
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .) Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
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Will of the Sultai
  ( 5)
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped. • Put X +1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
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Will of the Temur
  ( 6)
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Create a token that's a copy of target permanent, except it's a 4/4 Dragon creature with flying in addition to its other types. • Target player draws cards equal to the greatest mana value among permanents you control.
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Will-o'-the-Wisp
 ( 1)
Creature — Spirit
(0/1)
Flying (This creature can't be blocked except by creatures with flying or reach.) : Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Wind Shear
  ( 3)
Instant
Attacking creatures with flying get -2/-2 and lose flying until end of turn.
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