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Wildwood Mentor
  ( 3)
Creature — Treefolk
(1/1)
Whenever a token you control enters, put a +1/+1 counter on this creature. Whenever this creature attacks, another target attacking creature gets +X/+X until end of turn, where X is this creature's power.
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Wildwood Patrol
  ( 3)
Creature — Centaur Scout
(4/2)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Wildwood Rebirth
  ( 2)
Instant
Return target creature card from your graveyard to your hand.
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Wildwood Scourge
  ( 1)
Creature — Hydra
(0/0)
This creature enters with X +1/+1 counters on it. Whenever one or more +1/+1 counters are put on another non-Hydra creature you control, put a +1/+1 counter on this creature.
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Wildwood Tracker
 ( 1)
Creature — Elf Warrior
(1/1)
Whenever this creature attacks or blocks, if you control another non-Human creature, this creature gets +1/+1 until end of turn.
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Wilfred Mott
  ( 4)
Legendary Creature — Human Soldier
(2/4)
Look to the Stars — At the beginning of your upkeep, put a time counter on Wilfred Mott. Then look at the top X cards of your library, where X is the number of time counters on Wilfred Mott. You may put a nonland permanent card with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
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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 Kenrith
   ( 6)
Legendary Planeswalker — Will
(4)
+2: Until your next turn, up to two target creatures each have base power and toughness 0/3 and lose all abilities. −2: Target player draws two cards. Until your next turn, instant, sorcery, and planeswalker spells that player casts cost less to cast. −8: Target player gets an emblem with "Whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy." Partner with Rowan Kenrith Will Kenrith can be your commander.
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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 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 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, Scholar of Frost
  ( 5)
Legendary Planeswalker — Will
(4)
Instant and sorcery spells you cast cost less to cast. +1: Up to one target creature has base power and toughness 0/2 until your next turn. −3: Draw two cards. −7: Exile up to five target permanents. For each permanent exiled this way, its controller creates a 4/4 blue and red Elemental creature token.
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Willbender
  ( 2)
Creature — Human Wizard
(1/2)
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, change the target of target spell or ability with a single target.
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Willbreaker
   ( 5)
Creature — Human Wizard
(2/3)
Whenever a creature an opponent controls becomes the target of a spell or ability you control, gain control of that creature for as long as you control this creature.
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Will-Forged Golem
 ( 6)
Artifact Creature — Golem
(4/4)
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.)
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Ready // Willing (Willing)
   ( 3)
Instant
Creatures you control gain deathtouch and lifelink until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Willow Dryad
 ( 1)
Creature — Dryad
(1/1)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Willow Priestess
   ( 4)
Creature — Faerie Druid
(2/2)
: You may put a Faerie permanent card from your hand onto the battlefield.
 : Target green creature gains protection from black until end of turn.
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Willow Satyr
   ( 4)
Creature — Satyr
(1/1)
You may choose not to untap this creature during your untap step. : Gain control of target legendary creature for as long as you control this creature and this creature remains tapped.
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Wilson, Refined Grizzly
  ( 2)
Legendary Creature — Bear Warrior
(2/2)
This spell can't be countered. Vigilance, reach, trample Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Choose a Background (You can have a Background as a second commander.)
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Wily Bandar
 ( 1)
Creature — Cat Monkey
(1/1)
 : This creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Wind Dancer
  ( 2)
Creature — Faerie
(1/1)
Flying : Target creature gains flying until end of turn.
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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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Wind Spirit
  ( 5)
Creature — Elemental Spirit
(3/2)
Flying Menace (This creature can't be blocked except by two or more creatures.)
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Wind Strider
  ( 5)
Creature — Merfolk Wizard
(3/3)
Flash (You may cast this spell any time you could cast an instant.) Flying
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Windborn Muse
  ( 4)
Creature — Spirit
(2/3)
Flying Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
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Windborne Charge
   ( 4)
Sorcery
Two target creatures you control each get +2/+2 and gain flying until end of turn.
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Windbrisk Heights
( 0)
Land
Hideaway 4 (When this land 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 land enters tapped. : Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
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Windbrisk Raptor
   ( 7)
Creature — Bird
(5/7)
Flying Attacking creatures you control have lifelink.
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Windcaller Aven
   ( 6)
Creature — Bird Wizard
(4/3)
Flying Cycling ( , Discard this card: Draw a card.) When you cycle this card, target creature gains flying until end of turn.
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Windcrag Siege
   ( 3)
Enchantment
As this enchantment enters, choose Mardu or Jeskai. • Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. • Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
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Windgrace Acolyte
  ( 5)
Creature — Cat Warrior
(3/2)
Flying When this creature enters, mill three cards and you gain 3 life.
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Windgrace's Judgment
   ( 5)
Instant
For any number of opponents, destroy target nonland permanent that player controls.
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Winding Constrictor
  ( 2)
Creature — Snake
(2/3)
If one or more counters would be put on an artifact or creature you control, that many plus one of each of those kinds of counters are put on that permanent instead. If you would get one or more counters, you get that many plus one of each of those kinds of counters instead.
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Winding Wurm
  ( 5)
Creature — Wurm
(6/6)
Echo  (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Wind-Kin Raiders
   ( 6)
Creature — Human Artificer
(4/3)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Flying
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Windreader Sphinx
   ( 7)
Creature — Sphinx
(3/7)
Flying Whenever a creature with flying attacks, you may draw a card.
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Windreaver
   ( 5)
Creature — Elemental
(1/3)
Flying : This creature gains vigilance until end of turn.
: This creature gets +0/+1 until end of turn.
: Switch this creature's power and toughness until end of turn.
: Return this creature to its owner's hand.
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Windrider Eel
  ( 4)
Creature — Fish
(2/2)
Flying Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
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Windrider Patrol
   ( 5)
Creature — Merfolk Wizard
(4/3)
Flying Whenever this creature deals combat damage to a player, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
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Windrider Wizard
  ( 3)
Creature — Human Wizard
(2/2)
Flying Whenever you cast an instant, sorcery, or Wizard spell, you may draw a card. If you do, discard a card.
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Winds of Rath
   ( 5)
Sorcery
Destroy all creatures that aren't enchanted. They can't be regenerated.
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Winds of Rebuke
  ( 2)
Instant
Return target nonland permanent to its owner's hand. Each player mills two cards.
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Wind-Scarred Crag
( 0)
Land
This land enters tapped. When this land enters, you gain 1 life. : Add or .
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Windscouter
  ( 4)
Creature — Human Scout
(3/3)
Flying When this creature attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
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Windshaper Planetar
  ( 5)
Creature — Angel
(4/4)
Flash Flying When this creature enters during the declare attackers step, for each attacking creature, you may reselect which player or permanent that creature is attacking. (It can't attack its controller or their permanents.)
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Windstorm
  ( 1)
Instant
Windstorm deals X damage to each creature with flying.
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Windstorm Drake
  ( 5)
Creature — Drake
(3/3)
Flying Other creatures you control with flying get +1/+0.
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Windwright Mage
   ( 3)
Artifact Creature — Human Wizard
(2/2)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) This creature has flying as long as an artifact card is in your graveyard.
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Wine of Blood and Iron
 ( 3)
Artifact
: Target creature gets +X/+0 until end of turn, where X is its power. Sacrifice this artifact at the beginning of the next end step.
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Wing Puncture
 ( 1)
Instant
Target creature you control deals damage equal to its power to target creature with flying.
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Wing Shards
   ( 3)
Instant
Target player sacrifices an attacking creature of their choice. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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Wing Shredder
( 0)
Creature — Werewolf
(3/5)
Reach Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Wing Snare
  ( 3)
Sorcery
Destroy target creature with flying.
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Wing Splicer
  ( 4)
Creature — Phyrexian Human Artificer
(1/1)
When this creature enters, create a 3/3 colorless Phyrexian Golem artifact creature token. Golem creatures you control have flying.
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Wing Storm
  ( 3)
Sorcery
Wing Storm deals damage to each player equal to twice the number of creatures that player controls with flying.
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Wingbeat Warrior
  ( 3)
Creature — Bird Soldier Warrior
(2/1)
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.) When this creature is turned face up, target creature gains first strike until end of turn.
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Wingcrafter
 ( 1)
Creature — Human Wizard
(1/1)
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as this creature is paired with another creature, both creatures have flying.
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Winged Hive Tyrant
   ( 5)
Creature — Tyranid
(4/4)
Flying, haste The Will of the Hive Mind — Other creatures you control with counters on them have flying and haste.
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Winged Portent
   ( 3)
Instant
Cleave   (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Draw a card for each creature you control with flying.
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Winged Shepherd
  ( 6)
Creature — Angel
(3/3)
Flying, vigilance Cycling ( , Discard this card: Draw a card.)
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Winged Sliver
  ( 2)
Creature — Sliver
(1/1)
All Sliver creatures have flying.
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Winged Words
  ( 3)
Sorcery
This spell costs less to cast if you control a creature with flying. Draw two cards.
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Wingfold Pteron
  ( 6)
Creature — Dinosaur
(3/6)
This creature enters with your choice of a flying counter or a hexproof counter on it. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
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Wingmate Roc
   ( 5)
Creature — Bird
(3/4)
Flying Raid — When this creature enters, if you attacked this turn, create a 3/4 white Bird creature token with flying. Whenever this creature attacks, you gain 1 life for each attacking creature.
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Wingrattle Scarecrow
 ( 3)
Artifact Creature — Scarecrow
(2/2)
This creature has flying as long as you control a blue creature. This creature has persist as long as you control a black creature. (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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Wings of Aesthir
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+0 and has flying and first strike.
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Wings of Hubris
 ( 2)
Artifact — Equipment
Equipped creature has flying. Sacrifice this Equipment: Equipped creature can't be blocked this turn. Sacrifice it at the beginning of the next end step. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Wings of the Guard
  ( 2)
Creature — Bird
(1/1)
Flying Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
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Wingspan Mentor
  ( 3)
Creature — Human Wizard
(1/3)
When this creature enters, put a flying counter on target non-Human creature you control.  , : Put a +1/+1 counter on each creature you control with flying.
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Wingspan Stride
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying.  : Return this Aura to its owner's hand.
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Wingsteed Rider
   ( 3)
Creature — Human Knight
(2/2)
Flying Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.
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Wingsteed Trainer
  ( 4)
Creature — — Human
(2/3)
When Wingsteed Trainer enters the battlefield or attacks, conjure a card named Stormfront Pegasus into your hand.
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Winnower Patrol
  ( 3)
Creature — Elf Warrior
(3/2)
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, put a +1/+1 counter on this creature.
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Winnowing Forces
( 0)
Creature — Elf Warrior
(*/*)
Winnowing Forces's power and toughness are each equal to the number of lands you control.
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Winota, Joiner of Forces
   ( 4)
Legendary Creature — Human Warrior
(4/4)
Whenever a non-Human creature you control attacks, look at the top six cards of your library. You may put a Human creature card from among them onto the battlefield tapped and attacking. It gains indestructible until end of turn. Put the rest of the cards on the bottom of your library in a random order.
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Winter Blast
  ( 1)
Sorcery
Tap X target creatures. Winter Blast deals 2 damage to each of those creatures with flying.
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Winter Eladrin
  ( 3)
Creature — Faerie Elf Wizard
(2/2)
Gust of Wind — When this creature enters, return up to one other target creature to its owner's hand.
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Winter Moon
 ( 2)
Artifact
Players can't untap more than one nonbasic land during their untap steps.
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Winter Orb
 ( 2)
Artifact
As long as this artifact is untapped, players can't untap more than one land during their untap steps.
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Winter Sky
 ( 1)
Sorcery
Flip a coin. If you win the flip, Winter Sky deals 1 damage to each creature and each player. If you lose the flip, each player draws a card.
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Winter, Cursed Rider
  ( 2)
Legendary Creature — Human Warlock
(3/2)
Ward—Pay 2 life. Artifacts you control have "Ward—Pay 2 life." Exhaust —   , , Exile X artifact cards from your graveyard: Each other nonartifact creature gets -X/-X until end of turn. (Activate each exhaust ability only once.)
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Winter, Cynical Opportunist
   ( 4)
Legendary Creature — Human Warlock
(2/5)
Deathtouch Whenever Winter attacks, mill three cards. Delirium — At the beginning of your end step, you may exile any number of cards from your graveyard with four or more card types among them. If you do, put a permanent card from among them onto the battlefield with a finality counter on it.
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Winter, Misanthropic Guide
    ( 4)
Legendary Creature — Human Warlock
(3/4)
Ward  At the beginning of your upkeep, each player draws two cards. Delirium — As long as there are four or more card types among cards in your graveyard, each opponent's maximum hand size is equal to seven minus the number of those card types.
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Winterflame
   ( 3)
Instant
Choose one or both — • Tap target creature. • Winterflame deals 2 damage to target creature.
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Wintermoon Mesa
( 0)
Land
This land enters tapped. : Add .
, , Sacrifice this land: Tap two target lands.
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Wintermoor Commander
  ( 2)
Creature — Human Knight
(2/*)
Deathtouch Wintermoor Commander's toughness is equal to the number of Knights you control. Whenever this creature attacks, another target Knight you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Winternight Stories
  ( 3)
Sorcery
Draw three cards. Then discard two cards unless you discard a creature card. 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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Winter's Chill
  ( 1)
Instant
Cast this spell only during combat before blockers are declared. X can't be greater than the number of snow lands you control. Choose X target attacking creatures. For each of those creatures, its controller may pay or . If that player doesn't, destroy that creature at end of combat. If that player pays only , prevent all combat damage that would be dealt to and dealt by that creature this combat.
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Winter's Intervention
  ( 2)
Instant
Winter's Intervention deals 2 damage to target creature. You gain 2 life.
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Winter's Night
   ( 3)
World Enchantment
Whenever a player taps a snow land for mana, that player adds one mana of any type that land produced. That land doesn't untap during its controller's next untap step.
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