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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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Weary Prisoner
  ( 4)
Creature — Human Werewolf
(2/6)
Defender Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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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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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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Weaver of Blossoms
  ( 3)
Creature — Human Werewolf
(2/3)
: Add one mana of any color.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Weaver of Harmony
  ( 2)
Enchantment Creature — Snake Druid
(2/2)
Other enchantment creatures you control get +1/+1. , : Copy target activated or triggered ability you control from an enchantment source. You may choose new targets for the copy. (Mana abilities can't be targeted.)
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Weaver of Lies
   ( 7)
Creature — Beast
(4/4)
Morph  (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, turn any number of target creatures with morph abilities other than this creature face down.
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Weaver of Lightning
  ( 3)
Creature — Human Shaman
(1/4)
Reach (This creature can block creatures with flying.) Whenever you cast an instant or sorcery spell, this creature deals 1 damage to target creature an opponent controls.
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Web of Inertia
  ( 3)
Enchantment
At the beginning of combat on each opponent's turn, that player may exile a card from their graveyard. If the player doesn't, creatures they control can't attack you this turn.
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Ettercap (Web Shot)
  ( 3)
Instant — Adventure
Destroy target creature with flying. (Then exile this card. You may cast the creature later from exile.)
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Webspinner Cuff
  ( 3)
Artifact Creature — Equipment Spider
(1/4)
Reach Equipped creature gets +1/+4 and has reach. Reconfigure ( : Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Webweaver Changeling
   ( 5)
Creature — Shapeshifter
(3/5)
Changeling (This card is every creature type.) Reach When this creature enters, if there are three or more creature cards in your graveyard, you gain 5 life.
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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 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 Ambush Force
  ( 2)
Creature — Human Soldier
(1/1)
Whenever this creature attacks, it gets +2/+0 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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Wei Strike Force
  ( 3)
Creature — Human Soldier
(2/1)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Weight of Spires
 ( 1)
Instant
Weight of Spires deals damage to target creature equal to the number of nonbasic lands that creature's controller controls.
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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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Welcoming Vampire
  ( 3)
Creature — Vampire
(2/3)
Flying Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
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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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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 Tern
  ( 2)
Creature — Bird
(2/1)
Flying (This creature can't be blocked except by creatures with flying or reach.) This creature can block only creatures with flying.
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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 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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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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Wellspring
   ( 3)
Enchantment — Aura
Enchant land When this Aura enters, gain control of enchanted land until end of turn. At the beginning of your upkeep, untap enchanted land. You gain control of that land until end of 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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Werebear
  ( 2)
Creature — Human Bear Druid
(1/1)
: Add .
Threshold — This creature gets +3/+3 as long as seven or more cards are in your graveyard.
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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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Werewhat (playtest)
  ( 4)
Creature — — Werewolf
(4/3)
Daybound As Werewhat enters the battlefield, you may exile a creature card from your graveyard or hand. If you do, that card becomes this creature's back face and that back face has nightbound. If you exiled a card from your hand this way, draw a card.
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Werewolf Mage Lightning
( 0)
Stickers
2 — Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on this creature. 4 — Whenever a creature blocks this creature, that creature gets -4/-4 until end of turn. 2 — 4/1 3 — 3/5
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Werewolf of Ancient Hunger
( 0)
Creature — Werewolf
(*/*)
Vigilance, trample Werewolf of Ancient Hunger's power and toughness are each equal to the total number of cards in all players' hands. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
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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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Werewolf Ransacker
( 0)
Creature — Werewolf
(5/4)
Whenever this creature transforms into Werewolf Ransacker, you may destroy target artifact. If that artifact is put into a graveyard this way, this creature deals 3 damage to that artifact's controller. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
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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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Westgate Regent
   ( 5)
Creature — Vampire
(4/4)
Flying Ward—Discard a card. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.) Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it.
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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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Whammy Burn (playtest)
 ( 1)
Instant
Shuffle your whammy deck, then reveal cards from the top of your whammy deck until you reveal an Island or choose to stop. Then, if no Islands were revealed this way, CARDNAME deals X damage to any target, where X is the number of cards revealed. (A whammy deck consists of a Plains, Island, Swamp, Mountain, and Forest.)
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Wharf Infiltrator
  ( 2)
Creature — Human Horror
(1/1)
Skulk (This creature can't be blocked by creatures with greater power.) Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card. Whenever you discard a creature card, you may pay . If you do, create a 3/2 colorless Eldrazi Horror creature token.
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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 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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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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Whim of Volrath
 ( 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.) Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.")
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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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Whip Sergeant
  ( 3)
Creature — Human Soldier
(2/1)
: Target creature gains haste until end of turn. (It can attack this turn.)
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Whipcorder
  ( 2)
Creature — Human Soldier Rebel
(2/2)
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Whipflare
  ( 2)
Sorcery
Whipflare deals 2 damage to each nonartifact creature.
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Whipkeeper
   ( 4)
Creature — Dwarf
(1/1)
: This creature deals damage to target creature equal to the damage already dealt to it this turn.
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Whiplash Trap
   ( 5)
Instant — Trap
If an opponent had two or more creatures enter the battlefield under their control this turn, you may pay rather than pay this spell's mana cost. Return two target creatures to their owners' hands.
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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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Whiptongue Frog
  ( 3)
Creature — Frog
(1/3)
: This creature gains flying until end of turn.
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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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Whir of Invention
    ( 3)
Instant
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
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Whirler Rogue
   ( 4)
Creature — Human Rogue Artificer
(2/2)
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying. Tap two untapped artifacts you control: Target creature can't be blocked this turn.
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Whirlermaker
 ( 3)
Artifact
, : Create a 1/1 colorless Thopter artifact creature token with flying.
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Whirling Catapult
 ( 4)
Artifact
, Exile the top two cards of your library: This artifact deals 1 damage to each creature with flying and each player.
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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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Whirling Strike
  ( 2)
Instant
Target creature gets +2/+0 and gains first strike and trample until end of turn.
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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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