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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 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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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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Whitemane Lion
  ( 2)
Creature — Cat
(2/2)
Flash When this creature enters, return a creature you control to its owner's hand.
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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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Wicked Akuba
  ( 2)
Creature — Spirit
(2/2)
: Target player dealt damage by this creature this turn loses 1 life.
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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 Pact
   ( 3)
Sorcery
Destroy two target nonblack creatures. You lose 5 life.
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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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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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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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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 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 Defiance
  ( 3)
Enchantment
Whenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn.
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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 Evocation
  ( 6)
Enchantment
At the beginning of each player's upkeep, that player reveals a card at random from their hand. If it's a land card, the player puts it onto the battlefield. Otherwise, the player casts it without paying its mana cost if able.
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Wild Leotau
   ( 4)
Creature — Cat
(5/4)
At the beginning of your upkeep, sacrifice this creature unless you pay .
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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 Mammoth
  ( 3)
Creature — Elephant
(3/4)
At the beginning of your upkeep, if a player controls more creatures than each other player, the player who controls the most creatures gains control of this creature.
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Wild Nacatl
 ( 1)
Creature — Cat Warrior
(1/1)
This creature gets +1/+1 as long as you control a Mountain. This creature gets +1/+1 as long as you control a Plains.
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Wild Onslaught
  ( 4)
Instant
Kicker (You may pay an additional as you cast this spell.) Put a +1/+1 counter on each creature you control. If this spell was kicked, put two +1/+1 counters on each creature you control instead.
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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 Shape
 ( 1)
Instant
Choose one. Until end of turn, target creature you control has that base power and toughness, becomes that creature type, and gains that ability. • 1/3 Turtle with hexproof. • 1/5 Spider with reach. • 3/3 Elephant with trample.
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Wild Slash
 ( 1)
Instant
Ferocious — If you control a creature with power 4 or greater, damage can't be prevented this turn. Wild Slash deals 2 damage to any target.
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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 Wasteland
  ( 3)
Enchantment
Skip your draw step. At the beginning of your upkeep, exile the top two cards of your library. You may play those cards this turn.
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Wildblood Pack
( 0)
Creature — Werewolf
(5/5)
Trample Attacking creatures you control get +3/+0. At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
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Wildcall
   ( 2)
Sorcery
Manifest the top card of your library, then put X +1/+1 counters on it. (To manifest a card, 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.)
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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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Wildest Dreams
   ( 1)
Sorcery
Return X target cards from your graveyard to your hand. Exile Wildest Dreams.
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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 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 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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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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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 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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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 of the Abzan
  ( 4)
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Any number of target opponents each sacrifice a creature with the greatest power among creatures that player controls and lose 3 life. • Return target creature card from your graveyard to the battlefield.
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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 Jeskai
  ( 4)
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Each player may discard their hand and draw five cards. • Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
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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 Naga
   ( 6)
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .) Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
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Will of the Sultai
  ( 5)
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped. • Put X +1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
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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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Will, Scion of Peace
   ( 3)
Legendary Creature — Human Wizard
(2/4)
Vigilance : Spells you cast this turn that are white and/or blue cost less to cast, where X is the amount of life you gained this turn. Activate only as a sorcery.
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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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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 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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Wilt-Leaf Liege
    ( 4)
Creature — Elf Knight
(4/4)
( can be paid with either or .) Other green creatures you control get +1/+1. Other white creatures you control get +1/+1. If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard.
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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 Sail
  ( 2)
Sorcery
One or two target creatures gain 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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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 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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Windfall
  ( 3)
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
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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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