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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 Wild-Field Scarecrow: 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 Wildfire Awakener enters the battlefield, create X 1/1 red Elemental creature tokens with "Whenever this creature 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 : Wildfire Emissary 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 Wildfire Eternal 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 Wildgrowth Walker 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.
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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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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 Wildwood Tracker attacks or blocks, if you control another non-Human creature, Wildwood Tracker 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 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 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, 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 Willbreaker.
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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 Willow Satyr during your untap step. : Gain control of target legendary creature for as long as you control Willow Satyr and Willow Satyr remains tapped.
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Wilt-Leaf Liege
( 4)
Creature — Elf Knight
(4/4)
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 Wilt-Leaf Liege, put it onto the battlefield instead of putting it into your graveyard.
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Wily Bandar
( 1)
Creature — Cat Monkey
(1/1)
: Wily Bandar 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 Windcaller Aven, target creature gains flying 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 Windgrace Acolyte enters the battlefield, 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 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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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 : Windreaver gains vigilance until end of turn. : Windreaver gets +0/+1 until end of turn. : Switch Windreaver's power and toughness until end of turn. : Return Windreaver to its owner's hand.
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Windrider Patrol
( 5)
Creature — Merfolk Wizard
(4/3)
Flying Whenever Windrider Patrol 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 of your library 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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Wind-Scarred Crag
( 0)
Land
Wind-Scarred Crag enters the battlefield tapped. When Wind-Scarred Crag enters the battlefield, you gain 1 life. : Add or .
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Windshaper Planetar
( 5)
Creature — Angel
(4/4)
Flash Flying When Windshaper Planetar enters the battlefield 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 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 Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
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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.) Windwright Mage 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 Wine of Blood and Iron 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 Shards
( 3)
Instant
Target player sacrifices an attacking creature. 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 Snare
( 3)
Sorcery
Destroy target creature 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 Wingbeat Warrior is turned face up, target creature gains first strike until end of turn.
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Wingcrafter
( 1)
Creature — Human Wizard
(1/1)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Wingcrafter is paired with another creature, both creatures have flying.
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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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Wingmantle Chaplain
( 4)
Creature — Human Cleric
(0/3)
Defender When Wingmantle Chaplain enters the battlefield, create a 1/1 white Bird creature token with flying for each creature with defender you control. Whenever another creature with defender enters the battlefield under your control, create a 1/1 white Bird creature token with flying.
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Wingmate Roc
( 5)
Creature — Bird
(3/4)
Flying Raid — When Wingmate Roc enters the battlefield, if you attacked this turn, create a 3/4 white Bird creature token with flying. Whenever Wingmate Roc attacks, you gain 1 life for each attacking creature.
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Wingrattle Scarecrow
( 3)
Artifact Creature — Scarecrow
(2/2)
Wingrattle Scarecrow has flying as long as you control a blue creature. Wingrattle Scarecrow has persist as long as you control a black creature. (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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Wings of Aesthir
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+0 and has flying and first strike.
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Wings of the Guard
( 2)
Creature — Bird
(1/1)
Flying Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
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Wingshield Agent
( 3)
Creature — Human Soldier
(2/3)
Wingshield Agent enters the battlefield with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) Whenever Wingshield Agent attacks, up to one other target creature gains flying until end of turn.
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Wingspan Mentor
( 3)
Creature — Human Wizard
(1/3)
When Wingspan Mentor enters the battlefield, put a flying counter on target non-Human creature you control. , : Put a +1/+1 counter on each creature you control with flying.
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Wingsteed Trainer
( 4)
Creature — — Human
(2/3)
When Wingsteed Trainer enters the battlefield or attacks, conjure a card named Stormfront Pegasus into your hand.
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Winnower Patrol
( 3)
Creature — Elf Warrior
(3/2)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Winnower Patrol, you may reveal it. If you do, put a +1/+1 counter on Winnower Patrol.
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Winota, Joiner of Forces
( 4)
Legendary Creature — Human Warrior
(4/4)
Whenever a non-Human creature you control attacks, look at the top six cards of your library. You may put a Human creature card from among them onto the battlefield tapped and attacking. It gains indestructible until end of turn. Put the rest of the cards on the bottom of your library in a random order.
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Winter Blast
( 1)
Sorcery
Tap X target creatures. Winter Blast deals 2 damage to each of those creatures with flying.
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Winter Eladrin
( 3)
Creature — Faerie Elf Wizard
(2/2)
Gust of Wind — When Winter Eladrin enters the battlefield, return up to one other target creature to its owner's hand.
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Winterflame
( 3)
Instant
Choose one or both — • Tap target creature. • Winterflame deals 2 damage to target creature.
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Wintermoon Mesa
( 0)
Land
Wintermoon Mesa enters the battlefield tapped. : Add . , , Sacrifice Wintermoon Mesa: Tap two target lands.
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Wintermoor Commander
( 2)
Creature — Human Knight
(2/*)
Deathtouch Wintermoor Commander's toughness is equal to the number of Knights you control. Whenever Wintermoor Commander attacks, another target Knight you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Wipe Away
( 3)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Return target permanent to its owner's hand.
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Wipe Clean
( 2)
Instant
Exile target enchantment. Cycling (, Discard this card: Draw a card.)
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Wirecat
( 4)
Artifact Creature — Cat
(4/3)
Wirecat can't attack or block if an enchantment is on the battlefield.
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Wiretapping
( 5)
Enchantment
Hideaway 5 (When this enchantment enters the battlefield, 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 Wirewood Herald 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 the battlefield, you may create a 1/1 green Insect creature token.
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Wirewood Savage
( 3)
Creature — Elf
(2/2)
Whenever a Beast enters the battlefield, you may draw a card.
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Wishclaw Talisman
( 2)
Artifact
Wishclaw Talisman enters the battlefield with three wish counters on it. , , Remove a wish counter from Wishclaw Talisman: Search your library for a card, put it into your hand, then shuffle. An opponent gains control of Wishclaw Talisman. Activate only during your turn.
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Wispdrinker Vampire
( 4)
Creature — Vampire Rogue
(2/4)
Flying Whenever another creature with power 2 or less enters the battlefield under your control, 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 Wispmare enters the battlefield, destroy target enchantment. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
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Wispweaver Angel
( 6)
Creature — Angel
(4/4)
Flying When Wispweaver Angel enters the battlefield, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
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Witchbane Orb
( 4)
Artifact
When Witchbane Orb enters the battlefield, 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 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-Maw Nephilim
( 4)
Creature — Nephilim
(1/1)
Whenever you cast a spell, you may put two +1/+1 counters on Witch-Maw Nephilim. Whenever Witch-Maw Nephilim attacks, it gains trample until end of turn if its power is 10 or greater.
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Witch's Cottage
( 0)
Land — Swamp
(: Add .) Witch's Cottage enters the battlefield tapped unless you control three or more other Swamps. When Witch's Cottage enters the battlefield untapped, you may put target creature card from your graveyard on top of your library.
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