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Whirlpool Warrior
  ( 3)
Creature — Merfolk Warrior
(2/2)
When this creature enters, shuffle the cards from your hand into your library, then draw that many cards. , Sacrifice this creature: Each player shuffles the cards from their hand into their library, then draws that many cards.
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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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Whirlwind
   ( 4)
Sorcery
Destroy all creatures with flying.
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Whirlwind Adept
  ( 5)
Creature — Djinn Monk
(4/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Whirlwind Denial
  ( 3)
Instant
For each spell and ability your opponents control, counter it unless its controller pays .
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Whirlwing Stormbrood
  ( 5)
Creature — Dragon
(4/3)
Flash Flying You may cast sorcery spells and Dragon spells as though they had flash.
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Whiskerquill Scribe
  ( 2)
Creature — Mouse Citizen
(2/2)
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, you may discard a card. If you do, draw a card.
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Whiskervale Forerunner
  ( 4)
Creature — Mouse Bard
(3/4)
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, look at the top five cards of your library. You may reveal a creature card with mana value 3 or less from among them. You may put it onto the battlefield if it's your turn. If you don't put it onto the battlefield, put it into your hand. Put the rest on the bottom of your library in a random order.
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Whisper Agent
   ( 3)
Creature — Human Rogue
(3/2)
Flash When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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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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Whisper Squad
 ( 1)
Creature — Human Soldier
(1/1)
 : Search your library for a card named Whisper Squad, put it onto the battlefield tapped, then shuffle.
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Whisper, Blood Liturgist
  ( 4)
Legendary Creature — Human Cleric
(2/2)
, Sacrifice two creatures: Return target creature card from your graveyard to the battlefield.
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Whispergear Sneak
 ( 1)
Artifact Creature — Construct
(1/1)
Draft this card face up. During the draft, you may turn this card face down. If you do, look at any unopened booster pack in the draft or any booster pack not being looked at by another player.
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Whispering Madness
   ( 4)
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Whispering Shade
  ( 4)
Creature — Shade
(1/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) : This creature gets +1/+1 until end of turn.
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Whispering Snitch
  ( 2)
Creature — Vampire Rogue
(1/3)
Whenever you surveil for the first time each turn, this creature deals 1 damage to each opponent and you gain 1 life.
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Whispering Specter
   ( 3)
Creature — Phyrexian Specter
(1/1)
Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever this creature deals combat damage to a player, you may sacrifice it. If you do, that player discards a card for each poison counter they have.
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Whispering Wizard
  ( 4)
Creature — Human Wizard
(3/2)
Whenever you cast a noncreature spell, create a 1/1 white Spirit creature token with flying. This ability triggers only once each turn.
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Whispers of Emrakul
  ( 2)
Sorcery
Target opponent discards a card at random. Delirium — If there are four or more card types among cards in your graveyard, that player discards two cards at random instead.
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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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Whispersilk Cloak
 ( 3)
Artifact — Equipment
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) Equip 
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Whispersteel Dagger
  ( 3)
Artifact — Equipment
Equipped creature gets +2/+0. Whenever equipped creature deals combat damage to a player, you may cast a creature spell from that player's graveyard this turn, and you may spend mana as though it were mana of any color to cast that spell. Equip 
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Whisperwood Elemental
   ( 5)
Creature — Elemental
(4/4)
At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Sacrifice this creature: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library."
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White Dragon
   ( 6)
Creature — Dragon
(4/4)
Flying Cold Breath — 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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White Glove Gourmand
   ( 4)
Creature — Human Noble
(2/2)
When this creature enters, create two 1/1 white Human Soldier creature tokens. At the beginning of your end step, if another Human died under your control this turn, create a Food token.
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White Orchid Phantom
  ( 2)
Creature — Spirit Knight
(2/2)
Flying, first strike When this creature enters, destroy up to one target nonbasic land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
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White Plume Adventurer
  ( 3)
Creature — Orc Cleric
(3/3)
When this creature enters, you take the initiative. At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.
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White Scarab
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by white creatures. Enchanted creature gets +2/+2 as long as an opponent controls a white permanent.
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White Shield Crusader
  ( 2)
Creature — Human Knight
(2/1)
Protection from black : This creature gains flying until end of turn.
 : This creature gets +1/+0 until end of turn.
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White Ward
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from white. This effect doesn't remove this Aura.
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Whitewater Naiads
   ( 5)
Enchantment Creature — Nymph
(4/4)
Constellation — Whenever this creature or another enchantment you control enters, target creature can't be blocked this turn.
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Who's That Praetor? (playtest)
 ( 6)
Sorcery
Choose one at random. Create a token that's a copy of the chosen card. • Elesh Norn, Mother of Machines • Jin-Gitaxias, Progress Tyrant • Sheoldred, the Apocalypse • Urabrask, Heretic Praetor • Vorinclex, Monstrous Raider • Ebon Praetor
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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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Wicked Guardian
  ( 4)
Creature — Human Noble
(4/2)
When this creature enters, you may have it deal 2 damage to another creature you control. If you do, draw a card.
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Wicked Reward
  ( 2)
Instant
As an additional cost to cast this spell, sacrifice a creature. Target creature gets +4/+2 until end of turn.
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Wicked Slumber
  ( 4)
Instant
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.) Tap up to two target creatures. Put a stun counter on either of them. Then put a stun counter on either of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Wicked Visitor
  ( 2)
Creature — Nightmare
(2/2)
Whenever an enchantment you control is put into a graveyard from the battlefield, each opponent loses 1 life.
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Wicker Warcrawler
 ( 5)
Artifact Creature — Scarecrow
(6/6)
Whenever this creature attacks or blocks, put a -1/-1 counter on it at end of combat.
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Wickerbough Elder
  ( 4)
Creature — Treefolk Shaman
(4/4)
This creature enters with a -1/-1 counter on it. , Remove a -1/-1 counter from this creature: Destroy target artifact or enchantment.
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Wickerfolk Indomitable
  ( 4)
Artifact Creature — Scarecrow
(4/3)
You may cast this card from your graveyard by paying 2 life and sacrificing an artifact or creature in addition to paying its other costs.
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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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Wickerwing Effigy
 ( 3)
Artifact Creature — — Scarecrow
(1/4)
Defender You may look at the top card of your library any time. You may cast creature spells from the top of your library. Whenever you cast a creature spell from your library, it becomes a black Bird in addition to its other colors and types, has flying, and has base power and toughness 1/1.
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Wick's Patrol
   ( 6)
Creature — Rat Warlock
(5/3)
When this creature enters, mill three cards. When you do, target creature an opponent controls gets -X/-X until end of turn, where X is the greatest mana value among cards in your graveyard.
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Widespread Brutality
    ( 4)
Sorcery
Amass Zombies 2, then the Army you amassed deals damage equal to its power to each non-Army creature. (To amass Zombies 2, put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
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Widespread Panic
  ( 3)
Enchantment
Whenever a spell or ability causes its controller to shuffle their library, that player puts a card from their hand on top of their library.
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Widget Contraption
( 0)
Artifact — Contraption
Whenever you crank this Contraption, it assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Derelict Attic // Widow's Walk (Widow's Walk)
  ( 4)
Enchantment — Room
Whenever a creature you control attacks alone, it gets +1/+0 and gains deathtouch until end of turn. (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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Wight of Precinct Six
  ( 2)
Creature — Zombie
(1/1)
This creature gets +1/+1 for each creature card in your opponents' graveyards.
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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 Aesthir
  ( 3)
Creature — Bird
(1/1)
Flying, first strike  : This creature gets +2/+0 until end of turn. Activate only once each turn.
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Wild Beastmaster
  ( 3)
Creature — Human Shaman
(1/1)
Whenever this creature attacks, each other creature you control gets +X/+X until end of turn, where X is this creature's power.
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Wild Cantor
 ( 1)
Creature — Human Druid
(1/1)
( can be paid with either or .) Sacrifice this creature: Add one mana of any color.
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Wild Celebrants
   ( 5)
Creature — Satyr
(5/3)
When this creature enters, you may destroy target artifact.
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Wild Crocodile
  ( 2)
Host Creature — Crocodile
(1/1)
When this creature enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Wild Endeavor
   ( 6)
Sorcery
Roll two d4 and choose one result. Create a number of 3/3 green Beast creature tokens equal to that result. Then search your library for a number of basic land cards equal to the other result, put them onto the battlefield tapped, then shuffle.
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Wild Growth
 ( 1)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional .
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Wild Hunger
  ( 3)
Instant
Target creature gets +3/+1 and gains trample until end of turn. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Wild Magic Surge
  ( 2)
Instant
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
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Wild Mongrel
  ( 2)
Creature — Dog
(2/2)
Discard a card: This creature gets +1/+1 and becomes the color of your choice until end of turn.
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Wild Ogre Bupkis
( 0)
Stickers
2 — Whenever this creature attacks, put a +1/+1 counter on it. 3 — Metalcraft — This permanent has protection from noncreature permanents as long as you control three or more artifacts. 2 — 5/1 4 — 7/4
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Wild Pair
   ( 6)
Enchantment
Whenever a creature enters, if you cast it from your hand, you may search your library for a creature card with the same total power and toughness, put it onto the battlefield, 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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Wild Ride
 ( 1)
Sorcery
Target creature gets +3/+0 and gains haste until end of turn. Harmonize  (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by , where X is its power. Then exile this spell.)
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Wild Wanderer
  ( 4)
Creature — Elf Druid
(3/2)
When this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Wild Wurm
  ( 4)
Creature — Wurm
(5/4)
When this creature enters, flip a coin. If you lose the flip, return this creature to its owner's hand.
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Wildborn Preserver
  ( 2)
Creature — Elf Archer
(2/2)
Flash (You may cast this spell any time you could cast an instant.) Reach (This creature can block creatures with flying.) Whenever another non-Human creature you control enters, you may pay . When you do, put X +1/+1 counters on this creature.
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Wilderness Elemental
   ( 3)
Creature — Elemental
(*/3)
Trample Wilderness Elemental's power is equal to the number of nonbasic lands your opponents control.
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Wilderness Hypnotist
   ( 4)
Creature — Merfolk Wizard
(1/3)
: Target red or green creature gets -2/-0 until end of turn.
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Wildest Dreams
   ( 1)
Sorcery
Return X target cards from your graveyard to your hand. Exile Wildest Dreams.
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Wildfield Borderpost
   ( 3)
Artifact
You may pay and return a basic land you control to its owner's hand rather than pay this spell's mana cost. This artifact enters tapped. : Add or .
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Wild-Field Scarecrow
 ( 3)
Artifact Creature — Scarecrow
(1/4)
Defender , Sacrifice this creature: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
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Wildfire
   ( 6)
Sorcery
Each player sacrifices four lands of their choice. Wildfire deals 4 damage to each creature.
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Wildfire Awakener
    ( 3)
Creature — Human Wizard
(3/2)
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.) When this creature enters, create X 1/1 red Elemental creature tokens with "Whenever this token becomes tapped, it deals 1 damage to target player."
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Wildfire Cerberus
  ( 5)
Creature — Dog
(4/3)
  : Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.)
When this creature becomes monstrous, it deals 2 damage to each opponent and each creature they control.
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Wildfire Devils
  ( 4)
Creature — Devil
(4/2)
When this creature enters and at the beginning of your upkeep, choose a player at random. That player exiles an instant or sorcery card from their graveyard. Copy that card. You may cast the copy without paying its mana cost.
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Wildfire Elemental
   ( 4)
Creature — Elemental
(3/3)
Whenever an opponent is dealt noncombat damage, creatures you control get +1/+0 until end of turn.
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Wildfire Emissary
  ( 4)
Creature — Efreet
(2/4)
Protection from white  : This creature gets +1/+0 until end of turn.
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Wildfire Eternal
  ( 4)
Creature — Zombie Jackal Cleric
(1/4)
Afflict 4 (Whenever this creature becomes blocked, defending player loses 4 life.) Whenever this creature attacks and isn't blocked, you may cast an instant or sorcery spell from your hand without paying its mana cost.
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Wildfire Howl
   ( 3)
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.) Wildfire Howl deals 2 damage to each creature. If the gift was promised, instead Wildfire Howl deals 1 damage to any target and 2 damage to each creature.
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Wildfire Wickerfolk
  ( 2)
Artifact Creature — Scarecrow
(3/2)
Haste Delirium — This creature gets +1/+1 and has trample as long as there are four or more card types among cards in your graveyard.
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Wildgrowth Walker
  ( 2)
Creature — Elemental
(1/3)
Whenever a creature you control explores, put a +1/+1 counter on this creature and you gain 3 life.
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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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Wild-Magic Sorcerer
  ( 4)
Creature — Orc Shaman
(4/3)
The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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Wildsear, Scouring Maw
   ( 5)
Legendary Creature — Elemental Wolf
(6/6)
Trample Enchantment spells you cast from your hand have cascade. (Whenever you cast an enchantment spell from your hand, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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Wildslayer Elves
  ( 4)
Creature — Elf Warrior
(3/3)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
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Wildsong Howler
( 0)
Creature — Werewolf
(4/4)
Whenever this creature enters or transforms into Wildsong Howler, look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Wildwood Escort
  ( 5)
Creature — Elf Warrior
(3/3)
When this creature enters, return target creature or battle card from your graveyard to your hand. If this creature would die, exile it instead.
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