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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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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 Announcement
  ( 3)
Enchantment
At the beginning of your end step, put an invitation counter on this enchantment. If you attacked with two or more creatures this turn, draw a card. Otherwise, create a 1/1 white Human creature token. Then if this enchantment has three or more invitation counters on it, transform it.
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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 Invitation
 ( 2)
Artifact
When this artifact enters, draw a card. , Sacrifice this artifact: Target creature can't be blocked this turn. If it's a Vampire, it also gains lifelink until end of turn.
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Wee Champion
 ( 1)
Creature — Minotaur Child Guest
(0/1)
Whenever you place a sticker, this creature gets +1/+1 until end of turn. If it's an art sticker, instead put a +1/+1 counter on this creature.
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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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Weeping Angel
   ( 3)
Artifact Creature — Alien Angel
(2/2)
Flash First strike, vigilance Whenever an opponent casts a creature spell, this creature isn't a creature until end of turn. If this creature would deal combat damage to a creature, prevent that damage and that creature's owner shuffles it into their library.
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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 Assassins
   ( 5)
Creature — Human Soldier Assassin
(3/2)
When this creature enters, target opponent chooses a creature they control. Destroy that creature.
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Wei Elite Companions
  ( 5)
Creature — Human Soldier
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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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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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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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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Welcome the Dead
  ( 4)
Sorcery
Draw two cards, then discard a card and you lose 2 life. Create X tapped 2/2 black Zombie Druid creature tokens, where X is the number of cards that were put into your graveyard from your hand or library this turn. Flashback  (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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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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Weldfast Wingsmith
  ( 4)
Creature — Human Artificer
(3/3)
Whenever an artifact you control enters, this creature gains flying 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 Hawk
  ( 2)
Creature — Bird
(1/1)
Flying When this creature dies, you may search your library for a card named Welkin Hawk, reveal that card, put it into your hand, then shuffle.
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Alive // Well (Well)
 ( 1)
Sorcery
You gain 2 life for each creature you control. Fuse (You may cast one or both halves of this card from your hand.)
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Well of Ideas
  ( 6)
Enchantment
When this enchantment enters, draw two cards. At the beginning of each other player's draw step, that player draws an additional card. At the beginning of your draw step, draw two additional cards.
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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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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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Well-Laid Plans
  ( 3)
Enchantment
Prevent all damage that would be dealt to a creature by another creature if they share a color.
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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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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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Whack
  ( 4)
Sorcery
This spell costs less to cast if it targets a white creature. Target creature gets -4/-4 until end of turn.
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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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What Must Be Done
   ( 5)
Sorcery
Choose one — • Let the World Burn — Destroy all artifacts and creatures. • Release Juno — Return target historic permanent card from your graveyard to the battlefield. It enters with two additional +1/+1 counters on it if it's a creature. (Artifacts, legendaries, and Sagas are historic.)
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Wheel and Deal
  ( 4)
Instant
Any number of target opponents each discard their hands, then draw seven cards. Draw a card.
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Wheel of Sun and Moon
  ( 2)
Enchantment — Aura
Enchant player If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.
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Whelming Wave
   ( 4)
Sorcery
Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents.
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When Fluffy Bunnies Attack
  ( 4)
Instant
Target creature gets -X/-X until end of turn, where X is the number of times the letter of your choice appears in that creature's name.
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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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Whims of the Fates
  ( 6)
Sorcery
Starting with you, each player separates all permanents they control into three piles. Then each player chooses one of their piles at random and sacrifices those permanents. (Piles can be empty.)
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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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Whipflare
  ( 2)
Sorcery
Whipflare deals 2 damage to each nonartifact creature.
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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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Whiptail Moloch
  ( 5)
Creature — Lizard
(6/3)
When this creature enters, it deals 3 damage to target creature you control.
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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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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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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 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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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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Whisk Away
  ( 3)
Instant
Put target attacking or blocking creature on top of its owner's library.
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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 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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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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