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Winter's Rest
  ( 2)
Snow Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. As long as you control another snow permanent, enchanted creature doesn't untap during its controller's untap step.
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Winterthorn Blessing
  ( 2)
Sorcery
Put a +1/+1 counter on up to one target creature you control. Tap up to one target creature you don't control, and that creature doesn't untap during its controller's next untap step. Flashback   (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Wire Surgeons
   ( 6)
Creature — Human Artificer
(6/5)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Each artifact creature card in your graveyard has encore. Its encore cost is equal to its mana cost. (Exile it and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
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Wirecat
 ( 4)
Artifact Creature — Cat
(4/3)
This creature can't attack or block if an enchantment is on the battlefield.
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Wirefly Hive
 ( 3)
Artifact
, : Flip a coin. If you win the flip, create a 2/2 colorless Insect artifact creature token with flying named Wirefly. If you lose the flip, destroy all permanents named Wirefly.
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Wiretapping
  ( 5)
Enchantment
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) Whenever you draw your first card during each of your draw steps, draw a card. Then if you have nine or more cards in hand, you may play the exiled card without paying its mana cost.
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Wirewood Channeler
  ( 4)
Creature — Elf Druid
(2/2)
: Add X mana of any one color, where X is the number of Elves on the battlefield.
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Wirewood Herald
  ( 2)
Creature — Elf
(1/1)
When this creature dies, you may search your library for an Elf card, reveal that card, put it into your hand, then shuffle.
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Wirewood Hivemaster
  ( 2)
Creature — Elf
(1/1)
Whenever another nontoken Elf enters, you may create a 1/1 green Insect creature token.
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Wirewood Pride
 ( 1)
Instant
Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.
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Wirewood Savage
  ( 3)
Creature — Elf
(2/2)
Whenever a Beast enters, you may draw a card.
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Wirewood Symbiote
 ( 1)
Creature — Insect
(1/1)
Return an Elf you control to its owner's hand: Untap target creature. Activate only once each turn.
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Wisedrafter's Will (playtest)
 ( 1)
Enchantment
Your opponents play with their hands revealed. , Sacrifice Wisedrafter's Will: Draw a card.
 , Sacrifice Wisedrafter's Will: Counter target spell.
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Wishful Merfolk
  ( 2)
Creature — Merfolk
(3/2)
Defender  : This creature loses defender and becomes a Human until end of turn.
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Wishmonger
  ( 4)
Creature — Unicorn Monger
(3/3)
: Target creature gains protection from the color of its controller's choice until end of turn. Any player may activate this ability.
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Wispdrinker Vampire
   ( 4)
Creature — Vampire Rogue
(2/4)
Flying Whenever another creature you control with power 2 or less enters, each opponent loses 1 life and you gain 1 life.   : Creatures you control with power 2 or less gain deathtouch and lifelink until end of turn.
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Wispmare
  ( 3)
Creature — Elemental
(1/3)
Flying When this creature enters, destroy target enchantment. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Wispweaver Angel
   ( 6)
Creature — Angel
(4/4)
Flying When this creature enters, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
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Witch Enchanter
  ( 4)
Creature — Human Warlock
(2/2)
When this creature enters, destroy target artifact or enchantment an opponent controls.
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Witch of the Moors
   ( 5)
Creature — Human Warlock
(4/4)
Deathtouch At the beginning of your end step, if you gained life this turn, each opponent sacrifices a creature of their choice and you return up to one target creature card from your graveyard to your hand.
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Witchbane Orb
 ( 4)
Artifact
When this artifact enters, destroy all Curses attached to you. You have hexproof. (You can't be the target of spells or abilities your opponents control, including Aura spells.)
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Witch-king of Angmar
   ( 5)
Legendary Creature — Wraith Noble
(5/3)
Flying Whenever one or more creatures deal combat damage to you, each opponent sacrifices a creature of their choice that dealt combat damage to you this turn. The Ring tempts you. Discard a card: Witch-king of Angmar gains indestructible until end of turn. Tap it.
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Witch-king, Bringer of Ruin
   ( 6)
Legendary Creature — Wraith Noble
(5/3)
Flying Whenever Witch-king attacks, defending player sacrifices a creature with the least power among creatures they control.
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Witch-king, Sky Scourge
   ( 7)
Legendary Creature — Wraith Noble
(5/5)
Flying Whenever you attack with one or more Wraiths, exile the top X cards of your library, where X is their total power. You may play those cards this turn. Undying (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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Witch's Mark
  ( 2)
Sorcery
You may discard a card. If you do, draw two cards. Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
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Witchstalker
   ( 3)
Creature — Wolf
(3/3)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever an opponent casts a blue or black spell during your turn, put a +1/+1 counter on this creature.
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Witchstalker Frenzy
  ( 4)
Instant
This spell costs less to cast for each creature that attacked this turn. Witchstalker Frenzy deals 5 damage to target creature.
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Withdraw
  ( 2)
Instant
Return target creature to its owner's hand. Then return another target creature to its owner's hand unless its controller pays .
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Withengar Unbound
( 0)
Legendary Creature — Demon
(13/13)
Flying, intimidate, trample (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a player loses the game, put thirteen +1/+1 counters on Withengar Unbound.
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Wither and Bloom
  ( 2)
Instant
Target creature gets -3/-3 until end of turn.  , Exile this card from your graveyard: Put a +1/+1 counter on target creature you control. Activate only as a sorcery.
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Witherbloom Apprentice
  ( 2)
Creature — Human Druid
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, each opponent loses 1 life and you gain 1 life.
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Witherbloom Command
  ( 2)
Sorcery
Choose two — • Target player mills three cards, then you return a land card from your graveyard to your hand. • Destroy target noncreature, nonland permanent with mana value 2 or less. • Target creature gets -3/-1 until end of turn. • Target opponent loses 2 life and you gain 2 life.
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Witherbloom Pledgemage
   ( 5)
Creature — Treefolk Warlock
(5/5)
Magecraft — Whenever you cast or copy an instant or sorcery spell, you gain 1 life.
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Withercrown
  ( 2)
Enchantment — Aura
Enchant creature Enchanted creature has base power 0 and has "At the beginning of your upkeep, you lose 1 life unless you sacrifice this creature."
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Withered Wretch
  ( 2)
Creature — Zombie Cleric
(2/2)
: Exile target card from a graveyard.
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Withering Boon
  ( 2)
Instant
As an additional cost to cast this spell, pay 3 life. Counter target creature spell.
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Withering Gaze
  ( 3)
Sorcery
Target opponent reveals their hand. You draw a card for each Forest and green card in it.
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Withering Hex
 ( 1)
Enchantment — Aura
Enchant creature Whenever a player cycles a card, put a plague counter on this Aura. Enchanted creature gets -1/-1 for each plague counter on this Aura.
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Withering Torment
  ( 3)
Instant
Destroy target creature or enchantment. You lose 2 life.
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Withering Wisps
   ( 3)
Enchantment
At the beginning of the end step, if no creatures are on the battlefield, sacrifice this enchantment. : This enchantment deals 1 damage to each creature and each player. Activate no more times each turn than the number of snow Swamps you control.
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Witherscale Wurm
   ( 6)
Creature — Wurm
(9/9)
Whenever this creature blocks or becomes blocked by a creature, that creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.) Whenever this creature deals damage to an opponent, remove all -1/-1 counters from it.
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Within Range
  ( 4)
Enchantment
When this enchantment enters, create two 1/1 red Warrior creature tokens. Whenever you attack, each opponent loses life equal to the number of creatures attacking them.
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Witness Protection
 ( 1)
Enchantment — Aura
Enchant creature Enchanted creature loses all abilities and is a green and white Citizen creature with base power and toughness 1/1 named Legitimate Businessperson. (It loses all other colors, card types, creature types, and names.)
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Witness the Future
  ( 3)
Sorcery
Target player shuffles up to four target cards from their graveyard into their library. You look at the top four cards of your library, then put one of those cards into your hand and the rest on the bottom of your library in a random order.
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Witty Roastmaster
  ( 3)
Creature — Devil Citizen
(3/2)
Alliance — Whenever another creature you control enters, this creature deals 1 damage to each opponent.
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Wizard Class
 ( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) You have no maximum hand size.  : Level 2
//Level_2// When this Class becomes level 2, draw two cards.  : Level 3
//Level_3// Whenever you draw a card, put a +1/+1 counter on target creature you control.
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Wizard Mentor
  ( 3)
Creature — Human Wizard
(2/2)
: Return this creature and target creature you control to their owner's hand.
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Wizard Replica
 ( 3)
Artifact Creature — Wizard
(1/3)
Flying , Sacrifice this creature: Counter target spell unless its controller pays .
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Wizard's Lightning
  ( 3)
Instant
This spell costs less to cast if you control a Wizard. Wizard's Lightning deals 3 damage to any target.
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Wizards of Thay
  ( 4)
Creature — Human Wizard
(3/3)
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Instant and sorcery spells you cast cost less to cast. You may cast sorcery spells as though they had flash.
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Wizards of the ________
   ( 4)
Creature — Human Wizard Performer
(3/1)
When this creature enters, you may put a name sticker on it, then look at the top X cards of your library, where X is the number of unique vowels on that sticker. Put one of those cards into your hand and the rest on the bottom of your library in any order. (The vowels are A, E, I, O, U, and Y.)
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Wizard's Retort
   ( 3)
Instant
This spell costs less to cast if you control a Wizard. Counter target spell.
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Wizard's Rockets
 ( 1)
Artifact
This artifact enters tapped. , , Sacrifice this artifact: Add X mana in any combination of colors.
When this artifact is put into a graveyard from the battlefield, draw a card.
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Wizard's Spellbook
   ( 7)
Artifact
: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery.
1–9 | Copy that card. You may cast the copy. 10–19 | Copy that card. You may cast the copy by paying rather than paying its mana cost. 20 | Copy each card exiled with this artifact. You may cast any number of the copies without paying their mana costs.
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Wizened Arbiter (playtest)
  ( 2)
Creature — — Human Soldier Wizard
(2/1)
When Wizened Arbiter enters the battlefield, you may reveal a white card you own from outside the game. If you do, exchange that card with a card in your hand.
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Wizened Githzerai
  ( 2)
Creature — — Gith Monk
(2/1)
Psionic Adept — Whenever Wizened Githzerai becomes blocked by a creature, that creature perpetually gets -2/-0.
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Wizened Mentor
  ( 2)
Creature — Zombie Cleric
(2/2)
Whenever an opponent activates an ability of a permanent that isn't a mana ability, you create a 1/1 white Zombie creature token. This ability triggers only once each turn.
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Woe Strider
  ( 3)
Creature — Horror
(3/2)
When this creature enters, create a 0/1 white Goat creature token. Sacrifice another creature: Scry 1. Escape—  , Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) This creature escapes with two +1/+1 counters on it.
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Woebearer
  ( 5)
Creature — Zombie
(2/3)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever this creature deals combat damage to a player, you may return target creature card from your graveyard to your hand.
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Woebringer Demon
   ( 5)
Creature — Demon
(4/4)
Flying At the beginning of each player's upkeep, that player sacrifices a creature of their choice. If the player can't, sacrifice this creature.
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Woeleecher
  ( 6)
Creature — Elemental
(3/5)
, : Remove a -1/-1 counter from target creature. If you do, you gain 2 life.
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Wojek Apothecary
   ( 4)
Creature — Human Cleric
(1/1)
Radiance — : Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.
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Wojek Bodyguard
  ( 3)
Creature — Human Soldier
(3/3)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) This creature can't attack or block alone.
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Wojek Embermage
  ( 4)
Creature — Human Wizard
(1/2)
Radiance — : This creature deals 1 damage to target creature and each other creature that shares a color with it.
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Wojek Halberdiers
  ( 2)
Creature — Human Soldier
(3/2)
Battalion — Whenever this creature and at least two other creatures attack, this creature gains first strike until end of turn.
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Wojek Investigator
  ( 3)
Creature — Angel Detective
(2/4)
Flying, vigilance At the beginning of your upkeep, investigate once for each opponent who has more cards in hand than you. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
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Wojek Siren
 ( 1)
Instant
Radiance — Target creature and each other creature that shares a color with it get +1/+1 until end of turn.
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Wolf Strike
  ( 3)
Instant
Target creature you control gets +2/+0 until end of turn if it's night. Then it deals damage equal to its power to target creature you don't control.
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Wolfbriar Elemental
   ( 4)
Creature — Elemental
(4/4)
Multikicker (You may pay an additional any number of times as you cast this spell.) When this creature enters, create a 2/2 green Wolf creature token for each time it was kicked.
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Wolfcaller's Howl
  ( 4)
Enchantment
At the beginning of your upkeep, create X 2/2 green Wolf creature tokens, where X is the number of your opponents with four or more cards in hand.
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Wolfhunter's Quiver
 ( 1)
Artifact — Equipment
Equipped creature has " : This creature deals 1 damage to any target" and " : This creature deals 3 damage to target Werewolf creature." Equip 
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Wolfir Avenger
   ( 3)
Creature — Wolf Warrior
(3/3)
Flash (You may cast this spell any time you could cast an instant.)  : Regenerate this creature.
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Wolfir Silverheart
   ( 5)
Creature — Wolf Warrior
(4/4)
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, each of those creatures gets +4/+4.
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Wolfrider's Saddle
  ( 4)
Artifact — Equipment
When this Equipment enters, create a 2/2 green Wolf creature token, then attach this Equipment to it. Equipped creature gets +1/+1 and can't be blocked by more than one creature. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Wolverine Pack
   ( 4)
Creature — Wolverine
(2/4)
Rampage 2 <I>(Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)</I>
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Wolverine Riders
   ( 6)
Creature — Elf Warrior
(4/4)
At the beginning of each upkeep, create a 1/1 green Elf Warrior creature token. Whenever another Elf you control enters, you gain life equal to its toughness.
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Wonder
  ( 4)
Creature — Incarnation
(2/2)
Flying As long as this card is in your graveyard and you control an Island, creatures you control have flying.
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Wonderscape Sage
  ( 2)
Creature — Moonfolk Wizard
(1/3)
Flying , Return a land you control to its owner's hand: Draw a card. Then discard a card unless that land had a nonbasic land type.
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Wondrous Crucible
 ( 7)
Artifact
Permanents you control have ward . At the beginning of your end step, mill two cards, then exile a nonland card at random from your graveyard. Copy it. You may cast the copy without paying its mana cost. (A copy of a permanent spell becomes a token.)
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Woodborn Behemoth
   ( 5)
Creature — Elemental
(4/4)
As long as you control eight or more lands, this creature gets +4/+4 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Woodcaller Automaton
 ( 10)
Artifact Creature — Construct
(8/8)
When this creature enters, if you cast it, untap target land you control. It becomes a Treefolk creature with haste and base power and toughness equal to this creature's power and toughness. It's still a land. //PRT-Prototype_Mech//   
Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 3/3
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Woodcutter's Grit
  ( 3)
Instant
Target creature you control gets +3/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
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Wooded Ridgeline
( 0)
Land — Mountain Forest
( : Add or .) This land enters tapped.
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Wooden Sphere
 ( 1)
Artifact
Whenever a player casts a green spell, you may pay . If you do, you gain 1 life.
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Woodfall Primus
    ( 8)
Creature — Treefolk Shaman
(6/6)
Trample When this creature enters, destroy target noncreature permanent. Persist (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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Woodland Bellower
   ( 6)
Creature — Beast
(6/5)
When this creature enters, you may search your library for a nonlegendary green creature card with mana value 3 or less, put it onto the battlefield, then shuffle.
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Woodland Cemetery
( 0)
Land
This land enters tapped unless you control a Swamp or a Forest. : Add or .
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