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Vronos, Masked Inquisitor
   ( 5)
Legendary Planeswalker — Vronos
(5)
+1: Up to two other target planeswalkers you control phase out at the beginning of the next end step. (Treat them and anything attached to them as though they don't exist until your next turn.) −2: For each opponent, return up to one target nonland permanent that player controls to its owner's hand. −7: Target artifact you control becomes a 9/9 Construct artifact creature and gains vigilance, indestructible, and "This creature can't be blocked."
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Vryn Wingmare
  ( 3)
Creature — Pegasus
(2/1)
Flying Noncreature spells cost more to cast.
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Vulpine Harvester
  ( 4)
Creature — Phyrexian Fox
(3/3)
Whenever one or more Phyrexians you control attack, return target artifact card from your graveyard to the battlefield if its mana value is less than or equal to their total power.
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Vulshok Morningstar
 ( 2)
Artifact — Equipment
Equipped creature gets +2/+2. Equip ( : Attach to target creature you control. Equip only as a sorcery.)
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Wailing Ghoul
  ( 2)
Creature — Zombie
(1/3)
When this creature enters, mill two cards. (Put the top two cards of your library into your graveyard.)
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Waiting in the Weeds
   ( 3)
Sorcery
Each player creates a 1/1 green Cat creature token for each untapped Forest they control.
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Wakening Sun's Avatar
    ( 8)
Creature — Dinosaur Avatar
(7/7)
When this creature enters, if you cast it from your hand, destroy all non-Dinosaur creatures.
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Waking the Trolls
   ( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target land. II — Put target land card from a graveyard onto the battlefield under your control. III — Choose target opponent. If they control fewer lands than you, create a number of 4/4 green Troll Warrior creature tokens with trample equal to the difference.
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Walking Archive
 ( 3)
Artifact Creature — Golem
(1/1)
Defender (This creature can't attack.) This creature enters with a +1/+1 counter on it. At the beginning of each player's upkeep, that player draws a card for each +1/+1 counter on this creature.   : Put a +1/+1 counter on this creature.
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Walking Atlas
 ( 2)
Artifact Creature — Construct
(1/1)
: You may put a land card from your hand onto the battlefield.
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Walking Ballista
  ( 0)
Artifact Creature — Construct
(0/0)
This creature enters with X +1/+1 counters on it. : Put a +1/+1 counter on this creature.
Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
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Walking Bulwark
 ( 1)
Artifact Creature — Golem
(0/3)
Defender : Until end of turn, target creature with defender gains haste, can attack as though it didn't have defender, and assigns combat damage equal to its toughness rather than its power. Activate only as a sorcery.
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Walking Dead
  ( 2)
Creature — Zombie
(1/1)
: Regenerate this creature.
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Walking Desecration
  ( 3)
Creature — Zombie
(1/1)
, : Creatures of the creature type of your choice attack this turn if able.
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Walking Dream
  ( 4)
Creature — Illusion
(3/3)
This creature can't be blocked. This creature doesn't untap during your untap step if an opponent controls two or more creatures.
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Walking Sarcophagus
 ( 2)
Artifact Creature — Zombie Cat
(2/1)
Start your engines (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) Max speed — This creature gets +1/+2.
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Walking Skyscraper
 ( 8)
Artifact Creature — Construct
(8/8)
This spell costs less to cast for each modified creature you control. (Equipment, Auras you control, and counters are modifications.) Trample This creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)
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Walking Sponge
  ( 2)
Creature — Sponge
(1/1)
: Target creature loses your choice of flying, first strike, or trample until end of turn.
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Walking Wall
 ( 4)
Artifact Creature — Wall
(0/6)
Defender : This creature gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Activate only once each turn.
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Wall of Mourning
  ( 2)
Creature — Wall
(0/4)
Defender When this creature enters, exile a card from the top of your library face down for each opponent you have. Coven — At the beginning of your end step, if you control three or more creatures with different powers, put a card exiled with this creature into its owner's hand.
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Wall of Pine Needles
  ( 4)
Creature — Plant Wall
(3/3)
Defender (This creature can't attack.) : Regenerate this creature.
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Wall of Vines
 ( 1)
Creature — Plant Wall
(0/3)
Defender (This creature can't attack.) Reach (This creature can block creatures with flying.)
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Wander in Death
  ( 3)
Sorcery
Return up to two target creature cards from your graveyard to your hand. Cycling ( , Discard this card: Draw a card.)
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Wanderer's Intervention
  ( 2)
Instant
Wanderer's Intervention deals 4 damage to target attacking or blocking creature.
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Wandering Archaic
 ( 5)
Creature — Avatar
(4/4)
Whenever an opponent casts an instant or sorcery spell, they may pay . If they don't, you may copy that spell. You may choose new targets for the copy.
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Wandering Champion
  ( 2)
Creature — Human Monk
(3/1)
Whenever this creature deals combat damage to a player, if you control a blue or red permanent, you may discard a card. If you do, draw a card.
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Wandering Eye
  ( 3)
Creature — Illusion
(1/3)
Flying Players play with their hands revealed.
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Wandering Goblins
  ( 3)
Creature — Goblin Warrior
(0/3)
Domain — : This creature gets +1/+0 until end of turn for each basic land type among lands you control.
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Wandering Graybeard
   ( 5)
Creature — Giant Wizard
(4/4)
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, you gain 4 life.
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Wandering Mage
   ( 3)
Creature — Human Cleric Wizard
(0/3)
, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn.
: Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn.
, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player or planeswalker this turn.
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Wandering Mind
   ( 3)
Creature — Horror
(2/1)
Flying When this creature enters, look at the top six cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Wandering Stream
  ( 3)
Sorcery
Domain — You gain 2 life for each basic land type among lands you control.
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Wandering Troubadour
  ( 4)
Creature — Dragon Bard
(4/2)
At the beginning of your end step, if you had a land enter the battlefield under your control this turn, venture into the dungeon. (Enter the first room or advance to the next room.)
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Wandering Wolf
  ( 2)
Creature — Wolf
(2/1)
Creatures with power less than this creature's power can't block it.
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Wanderwine Hub
( 0)
Land
As this land enters, you may reveal a Merfolk card from your hand. If you don't, this land enters tapped. : Add or .
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Wanderwine Prophets
   ( 6)
Creature — Merfolk Wizard
(4/4)
Champion a Merfolk (When this enters, sacrifice it unless you exile another Merfolk you control. When this leaves the battlefield, that card returns to the battlefield.) Whenever this creature deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.
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Waning Wurm
  ( 4)
Creature — Zombie Wurm
(7/6)
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
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Wanted Griffin
  ( 4)
Creature — Griffin
(3/2)
Flying When this creature dies, create a 1/1 red Mercenary creature token with " : Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
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Warbriar Blessing
  ( 2)
Enchantment — Aura
Enchant creature you control When this Aura enters, enchanted creature fights up to one target creature you don't control. (Each deals damage equal to its power to the other.) Enchanted creature gets +0/+2.
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Warbringer
  ( 4)
Creature — Orc Berserker
(3/3)
Dash costs you pay cost less (as long as this creature is on the battlefield). Dash  (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Warden of the Chained
   ( 3)
Creature — Minotaur Warrior
(4/4)
Trample This creature can't attack unless you control another creature with power 4 or greater.
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Warden of the Inner Sky
 ( 1)
Creature — Human Soldier
(1/2)
As long as this creature has three or more counters on it, it has flying and vigilance. Tap three untapped artifacts and/or creatures you control: Put a +1/+1 counter on this creature. Scry 1. Activate only as a sorcery.
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Warfire Javelineer
  ( 4)
Creature — Minotaur Warrior
(2/3)
When this creature enters, it deals X damage to target creature an opponent controls, where X is the number of instant and sorcery cards in your graveyard.
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Warmind Infantry
  ( 3)
Creature — Elemental Soldier
(2/3)
Battalion — Whenever this creature and at least two other creatures attack, this creature gets +2/+0 until end of turn.
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Warning
 ( 1)
Instant
Prevent all combat damage that would be dealt by target attacking creature this turn.
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Warping Wail
  ( 2)
Instant
( represents colorless mana.) Choose one — • Exile target creature with power or toughness 1 or less. • Counter target sorcery spell. • Create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add ."
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Warping Wurm
   ( 4)
Creature — Wurm
(1/1)
Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.) At the beginning of your upkeep, this creature phases out unless you pay   . Whenever this creature phases in, put a +1/+1 counter on it.
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Warren Instigator
  ( 2)
Creature — Goblin Berserker
(1/1)
Double strike Whenever this creature deals damage to an opponent, you may put a Goblin creature card from your hand onto the battlefield.
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Warren Weirding
  ( 2)
Kindred Sorcery — Goblin
Target player sacrifices a creature of their choice. If a Goblin is sacrificed this way, that player creates two 1/1 black Goblin Rogue creature tokens, and those tokens gain haste until end of turn.
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War-Spike Changeling
  ( 4)
Creature — Shapeshifter
(3/3)
Changeling (This card is every creature type.) : This creature gains first strike until end of turn.
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War-Torch Goblin
 ( 1)
Creature — Goblin Warrior
(1/1)
, Sacrifice this creature: It deals 2 damage to target blocking creature.
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War-Trained Slasher
  ( 4)
Creature — Wolverine Dinosaur
(4/3)
Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature attacks a battle, double its power until end of turn.
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War-Wing Siren
  ( 3)
Creature — Siren Soldier
(1/3)
Flying Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.
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Watcher in the Mist
   ( 5)
Creature — Spirit
(3/4)
Flying When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
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Watcher in the Web
  ( 5)
Creature — Spider
(2/5)
Reach (This creature can block creatures with flying.) This creature can block an additional seven creatures each combat.
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Watchwing Scarecrow
 ( 4)
Artifact Creature — Scarecrow
(2/4)
This creature has vigilance as long as you control a white creature. This creature has flying as long as you control a blue creature.
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Water Wings
  ( 2)
Instant
Until end of turn, target creature you control has base power and toughness 4/4 and gains flying and hexproof. (It can't be the target of spells or abilities your opponents control.)
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Waterkin Shaman
  ( 2)
Creature — Elemental Shaman
(2/1)
Whenever a creature you control with flying enters, this creature gets +1/+1 until end of turn.
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Waterlogged Teachings
  ( 4)
Instant
Search your library for an instant card or a card with flash, reveal it, put it into your hand, then shuffle.
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Waterspout Djinn
   ( 4)
Creature — Djinn
(4/4)
Flying At the beginning of your upkeep, sacrifice this creature unless you return an untapped Island you control to its owner's hand.
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Waterwind Scout
  ( 3)
Creature — Merfolk Scout
(2/2)
Flying When this creature enters, create a Map token. (It's an artifact with " , , Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
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Wave of Reckoning
  ( 5)
Sorcery
Each creature deals damage to itself equal to its power.
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Wave-Wing Elemental
  ( 6)
Creature — Elemental
(3/4)
Flying Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
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Waxing Moon
  ( 2)
Instant
Transform up to one target Werewolf you control. Creatures you control gain trample until end of turn.
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Wayfaring Giant
  ( 6)
Creature — Giant
(1/3)
Domain — This creature gets +1/+1 for each basic land type among lands you control.
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Wayfaring Temple
   ( 3)
Creature — Elemental
(*/*)
Wayfaring Temple's power and toughness are each equal to the number of creatures you control. Whenever this creature deals combat damage to a player, populate. (Create a token that's a copy of a creature token you control.)
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Waylaying Pirates
  ( 4)
Creature — Human Pirate
(3/3)
When this creature enters, if you control an artifact, tap target artifact or creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Wayta, Trainer Prodigy
   ( 3)
Legendary Creature — Human Warrior
(1/5)
Haste  , : Target creature you control fights another target creature. This ability costs less to activate if it targets two creatures you control.
If a creature you control being dealt damage causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
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Weapons Trainer
  ( 2)
Creature — Human Soldier Ally
(3/2)
Other creatures you control get +1/+0 as long as you control an Equipment.
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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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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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Webspinner Cuff
  ( 3)
Artifact Creature — Equipment Spider
(1/4)
Reach Equipped creature gets +1/+4 and has reach. Reconfigure ( : Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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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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Wedding Ring
   ( 4)
Artifact
When this artifact enters, if it was cast, target opponent creates a token that's a copy of it. Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card. Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.
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Wedding Security
   ( 5)
Creature — Vampire Soldier
(4/4)
Whenever this creature attacks, you may sacrifice a Blood token. If you do, put a +1/+1 counter on this creature and draw a card.
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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 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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Moldering Gym // Weight Room (Weight Room)
  ( 6)
Enchantment — Room
When you unlock this door, manifest dread, then put three +1/+1 counters on that creature. (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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Weirding Shaman
  ( 2)
Creature — Goblin Shaman
(2/1)
 , Sacrifice a Goblin: Create two 1/1 black Goblin Rogue creature tokens.
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Weirding Wood
  ( 3)
Enchantment — Aura
Enchant land When this Aura enters, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.") Enchanted land has " : Add two mana of any one color."
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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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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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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 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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