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Warrior Angel
   ( 6)
Creature — Angel Warrior
(3/4)
Flying Whenever this creature deals damage, you gain that much life.
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Warrior en-Kor
  ( 2)
Creature — Kor Warrior Knight
(2/2)
: The next 1 damage that would be dealt to this creature this turn is dealt to target creature you control instead.
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Warrior's Honor
  ( 3)
Instant
Creatures you control get +1/+1 until end of turn.
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Warriors' Lesson
 ( 1)
Instant
Until end of turn, up to two target creatures you control each gain "Whenever this creature deals combat damage to a player, draw a card."
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Warrior's Oath
  ( 2)
Sorcery
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
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Warriors of Tiamat
  ( 5)
Creature — — Dragon Warrior
(4/2)
Haste, double team (When this creature attacks, conjure a duplicate into your hand, then both of them perpetually lose double team.)
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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's Toll
  ( 4)
Enchantment
Whenever an opponent taps a land for mana, tap all lands that player controls. If a creature an opponent controls attacks, all creatures that opponent controls attack if able.
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War-Spike Changeling
  ( 4)
Creature — Shapeshifter
(3/3)
Changeling (This card is every creature type.) : This creature gains first strike until end of turn.
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Warstorm Surge
  ( 6)
Enchantment
Whenever a creature you control enters, it deals damage equal to its power to any target.
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Warteye Witch
  ( 3)
Creature — Goblin Shaman
(3/2)
Whenever this creature or another creature you control dies, scry 1.
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Warthog
   ( 3)
Creature — Boar
(3/2)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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War-Torch Goblin
 ( 1)
Creature — Goblin Warrior
(1/1)
, Sacrifice this creature: It deals 2 damage to target blocking creature.
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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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War-Wing Siren
  ( 3)
Creature — Siren Soldier
(1/3)
Flying Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.
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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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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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Wasitora, Nekoru Queen
    ( 5)
Legendary Creature — Cat Dragon
(5/4)
Flying, trample Whenever Wasitora deals combat damage to a player, that player sacrifices a creature of their choice. If the player can't, you create a 3/3 black, red, and green Cat Dragon creature token with flying.
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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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Wasteful Harvest
  ( 3)
Instant
Mill five cards. You may put a permanent card from among the cards milled this way into your hand. (To mill a card, put the top card of your library into your graveyard.)
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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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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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Watchful Blisterzoa
   ( 6)
Creature — Phyrexian Jellyfish
(4/4)
Flying This creature enters with an oil counter on it. When this creature dies, draw cards equal to the number of oil counters on it.
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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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Watchwing Scarecrow
 ( 4)
Artifact Creature — Scarecrow
(2/4)
This creature has vigilance as long as you control a white creature. This creature has flying as long as you control a blue creature.
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Water Gun Balloon Game
 ( 2)
Artifact
As this artifact enters, each player puts a pop counter on "0." Whenever a player casts a spell, move that player's pop counter up one. Whenever a player's pop counter hits "5," that player creates a 5/5 pink Giant Teddy Bear creature token and resets all pop counters to "0."
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Water Servant
   ( 4)
Creature — Elemental
(3/4)
: This creature gets +1/-1 until end of turn.
: This creature gets -1/+1 until end of turn.
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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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Water Wings
  ( 2)
Instant
Until end of turn, target creature you control has base power and toughness 4/4 and gains flying and hexproof. (It can't be the target of spells or abilities your opponents control.)
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Water Wurm
 ( 1)
Creature — Wurm
(1/1)
This creature gets +0/+1 as long as an opponent controls an Island.
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Watercourser
  ( 3)
Creature — Elemental
(2/3)
: This creature gets +1/-1 until end of turn.
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Waterfall Aerialist
  ( 4)
Creature — Djinn Wizard
(3/1)
Flying Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Waterfront Bouncer
  ( 2)
Creature — Merfolk Spellshaper
(1/1)
, , Discard a card: Return target creature to its owner's hand.
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Waterkin Shaman
  ( 2)
Creature — Elemental Shaman
(2/1)
Whenever a creature you control with flying enters, this creature gets +1/+1 until end of turn.
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Waterknot
   ( 3)
Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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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 Elemental
   ( 5)
Creature — Elemental
(3/4)
Kicker (You may pay an additional as you cast this spell.) Flying When this creature enters, if it was kicked, return all other creatures to their owners' hands and you skip your next turn.
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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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Waterspout Weavers
   ( 5)
Creature — Merfolk Wizard
(3/3)
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, each creature you control 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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Watertrap Weaver
  ( 3)
Creature — Merfolk Wizard
(2/2)
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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Waterwhirl
   ( 6)
Instant
Return up to two target creatures to their owners' hands.
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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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Watery Grave
( 0)
Land — Island Swamp
( : Add or .) As this land enters, you may pay 2 life. If you don't, it enters tapped.
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Wave of Rats
  ( 4)
Creature — Rat
(4/2)
Trample When this creature dies, if it dealt combat damage to a player this turn, return it to the battlefield under its owner's control. Blitz  (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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Wave of Reckoning
  ( 5)
Sorcery
Each creature deals damage to itself equal to its power.
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Wave of Terror
  ( 3)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of your draw step, destroy each creature with mana value equal to the number of age counters on this enchantment. They can't be regenerated.
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Wave of Vitriol
   ( 7)
Sorcery
Each player sacrifices all artifacts, enchantments, and nonbasic lands they control. For each land sacrificed this way, its controller may search their library for a basic land card and put it onto the battlefield tapped. Then each player who searched their library this way shuffles.
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Wavebreak Hippocamp
  ( 3)
Enchantment Creature — Horse Fish
(2/2)
Whenever you cast your first spell during each opponent's turn, draw a card.
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Wavecrash Triton
  ( 3)
Creature — Merfolk Wizard
(1/4)
Heroic — Whenever you cast a spell that targets this creature, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
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Waves of Aggression
   ( 5)
Sorcery
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Wavesifter
   ( 5)
Creature — Elemental
(3/2)
Flying When this creature enters, investigate twice. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") Evoke  (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Waveskimmer Aven
    ( 5)
Creature — Bird Soldier
(2/4)
Flying Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
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Wayfarer's Bauble
 ( 1)
Artifact
, , Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Wayfaring Giant
  ( 6)
Creature — Giant
(1/3)
Domain — This creature gets +1/+1 for each basic land type among lands you control.
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Wayfaring Temple
   ( 3)
Creature — Elemental
(*/*)
Wayfaring Temple's power and toughness are each equal to the number of creatures you control. Whenever this creature deals combat damage to a player, populate. (Create a token that's a copy of a creature token you control.)
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Waylaying Pirates
  ( 4)
Creature — Human Pirate
(3/3)
When this creature enters, if you control an artifact, tap target artifact or creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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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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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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Weapon Rack
 ( 4)
Artifact
This artifact enters with three +1/+1 counters on it. : Move a +1/+1 counter from this artifact onto target creature. Activate only as a sorcery.
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Weapon Surge
 ( 1)
Instant
Target creature you control gets +1/+0 and gains first strike until end of turn. Overload  (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Weaponcraft Enthusiast
  ( 3)
Creature — Aetherborn Artificer
(0/1)
Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
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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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Weapons Trainer
  ( 2)
Creature — Human Soldier Ally
(3/2)
Other creatures you control get +1/+0 as long as you control an Equipment.
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Wear // Tear (Wear)
  ( 2)
Instant
Destroy target artifact. Fuse (You may cast one or both halves of this card from your hand.)
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Wear Away
  ( 2)
Instant — Arcane
Destroy target artifact or enchantment. Splice onto Arcane  (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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