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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 Guide
  ( 5)
Creature — Bird Cleric
(2/2)
Flying When this creature enters, target creature gets +2/+2 and gains flying until end of turn.
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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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Welkin Tern
  ( 2)
Creature — Bird
(2/1)
Flying (This creature can't be blocked except by creatures with flying or reach.) This creature can block only creatures with flying.
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Wellspring
   ( 3)
Enchantment — Aura
Enchant land When this Aura enters, gain control of enchanted land until end of turn. At the beginning of your upkeep, untap enchanted land. You gain control of that land until end of turn.
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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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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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Whelming Wave
   ( 4)
Sorcery
Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents.
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Whip Vine
  ( 3)
Creature — Plant Wall
(1/4)
Defender; reach (This creature can block creatures with flying.) You may choose not to untap this creature during your untap step. : Tap target creature with flying blocked by this creature. That creature doesn't untap during its controller's untap step for as long as this creature remains tapped.
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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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Whir of Invention
    ( 3)
Instant
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
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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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Whirling Dervish
  ( 2)
Creature — Human Monk
(1/1)
Protection from black At the beginning of each end step, if this creature dealt damage to an opponent this turn, put a +1/+1 counter on it.
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Whirling Strike
  ( 2)
Instant
Target creature gets +2/+0 and gains first strike and trample until end of turn.
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Whirlwind
   ( 4)
Sorcery
Destroy all creatures with flying.
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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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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 Snitch
  ( 2)
Creature — Vampire Rogue
(1/3)
Whenever you surveil for the first time each turn, this creature deals 1 damage to each opponent and you gain 1 life.
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Whispering Specter
   ( 3)
Creature — Phyrexian Specter
(1/1)
Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever this creature deals combat damage to a player, you may sacrifice it. If you do, that player discards a card for each poison counter they have.
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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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Wick, the Whorled Mind
  ( 4)
Legendary Creature — Rat Warlock
(2/4)
Whenever Wick or another Rat you control enters, create a 1/1 black Snail creature token if you don't control a Snail. Otherwise, put a +1/+1 counter on a Snail you control.   , Sacrifice a Snail: Wick deals damage equal to the sacrificed creature's power to each opponent. Then draw cards equal to the sacrificed creature's power.
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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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Wickerwing Effigy
 ( 3)
Artifact Creature — — Scarecrow
(1/4)
Defender You may look at the top card of your library any time. You may cast creature spells from the top of your library. Whenever you cast a creature spell from your library, it becomes a black Bird in addition to its other colors and types, has flying, and has base power and toughness 1/1.
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Wight of Precinct Six
  ( 2)
Creature — Zombie
(1/1)
This creature gets +1/+1 for each creature card in your opponents' graveyards.
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Wild Instincts
  ( 4)
Sorcery
Target creature you control gets +2/+2 until end of turn. It fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
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Wild Swing
  ( 4)
Sorcery
Choose three target nonenchantment permanents. Destroy one of them at random.
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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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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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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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Willing Test Subject
  ( 3)
Creature — Spider Monkey Scientist
(2/2)
Reach Whenever you roll a 4 or higher on a die, put a +1/+1 counter on this creature. : Roll a six-sided die.
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Willow-Wind
  ( 5)
Creature — Elemental
(3/4)
Flying When this creature enters, scry 2.
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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 Goblin
  ( 2)
Creature — Goblin Pirate
(1/1)
When this creature enters, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
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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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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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Wind Zendikon
 ( 1)
Enchantment — Aura
Enchant land Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land. When enchanted land dies, return that card to its owner's hand.
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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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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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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 Way
  ( 2)
Sorcery
Choose creature or land. Reveal the top four cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest into your graveyard.
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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 Abandon
  ( 2)
Sorcery
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle. Overload   (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Winds of Change
 ( 1)
Sorcery
Each player shuffles the cards from their hand into their library, then draws that many cards.
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Winds of Qal Sisma
  ( 2)
Instant
Prevent all combat damage that would be dealt this turn. Ferocious — If you control a creature with power 4 or greater, instead prevent all combat damage that would be dealt this turn by creatures your opponents control.
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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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Windswept Heath
( 0)
Land
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
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Windswift Slice
  ( 3)
Instant
Target creature you control deals damage equal to its power to target creature you don't control. Create a number of 1/1 green Elf Warrior creature tokens equal to the amount of excess damage dealt this way.
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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 Commando
  ( 3)
Creature — Human Soldier
(2/2)
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Wing It
  ( 2)
Instant
Target creature gets +2/+2 until end of turn. Put a flying counter on it. Scry 1.
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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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Wingblade Disciple
  ( 3)
Creature — Human Monk
(2/2)
Flying Flurry — Whenever you cast your second spell each turn, create a 1/1 white Bird creature token with flying.
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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 Boots
  ( 2)
Artifact — Equipment
Equipped creature has flying and ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Equip 
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Winged Coatl
   ( 3)
Creature — Snake
(1/1)
Flash (You may cast this spell any time you could cast an instant.) Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
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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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