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Whisper of the Dross
( 1)
Instant
Target creature gets -1/-1 until end of turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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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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Whisper, Blood Liturgist
( 4)
Legendary Creature — Human Cleric
(2/2)
, Sacrifice two creatures: Return target creature card from your graveyard to the battlefield.
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Whispergear Sneak
( 1)
Artifact Creature — Construct
(1/1)
Draft Whispergear Sneak face up. During the draft, you may turn Whispergear Sneak 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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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.) : Whispering Shade 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, Whispering Snitch 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 Whispering Specter 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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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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Whispers of the Muse
( 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.) Draw a card.
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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 Whisperwood Elemental: 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 White Dragon enters the battlefield, 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 White Glove Gourmand enters the battlefield, 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 Knight
( 2)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
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White Orchid Phantom
( 2)
Creature — Spirit Knight
(2/2)
Flying, first strike When White Orchid Phantom enters the battlefield, 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 White Plume Adventurer enters the battlefield, 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 : White Shield Crusader gains flying until end of turn. : White Shield Crusader gets +1/+0 until end of turn.
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White Sun's Twilight
( 2)
Sorcery
You gain X life. Create X 1/1 colorless Phyrexian Mite artifact creature tokens with toxic 1 and "This creature can't block." If X is 5 or more, destroy all other creatures. (Players dealt combat damage by a creature with toxic 1 also get a poison counter.)
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White Sun's Zenith
( 3)
Instant
Create X 2/2 white Cat creature tokens. Shuffle White Sun's Zenith into its owner's library.
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White Ward
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from white. This effect doesn't remove White Ward.
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Whitemane Lion
( 2)
Creature — Cat
(2/2)
Flash When Whitemane Lion enters the battlefield, return a creature you control to its owner's hand.
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Whiteout
( 2)
Instant
All creatures lose flying until end of turn. Sacrifice a snow land: Return Whiteout from your graveyard to your hand.
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Whitewater Naiads
( 5)
Enchantment Creature — Nymph
(4/4)
Constellation — Whenever Whitewater Naiads or another enchantment enters the battlefield under your control, target creature can't be blocked this turn.
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Wibbly-wobbly, Timey-wimey
( 2)
Sorcery
Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.) Draw a card.
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Wicked Akuba
( 2)
Creature — Spirit
(2/2)
: Target player dealt damage by Wicked Akuba this turn loses 1 life.
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Wicked Guardian
( 4)
Creature — Human Noble
(4/2)
When Wicked Guardian enters the battlefield, 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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Wicked Slumber
( 4)
Instant
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.) Tap up to two target creatures. Put a stun counter on either of them. Then put a stun counter on either of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Wicked Visitor
( 2)
Creature — Nightmare
(2/2)
Whenever an enchantment you control is put into a graveyard from the battlefield, each opponent loses 1 life.
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Wicked Wolf
( 4)
Creature — Wolf
(3/3)
When Wicked Wolf enters the battlefield, it fights up to one target creature you don't control. Sacrifice a Food: Put a +1/+1 counter on Wicked Wolf. It gains indestructible until end of turn. Tap it.
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Wicker Warcrawler
( 5)
Artifact Creature — Scarecrow
(6/6)
Whenever Wicker Warcrawler attacks or blocks, put a -1/-1 counter on it at end of combat.
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Wickerbough Elder
( 4)
Creature — Treefolk Shaman
(4/4)
Wickerbough Elder enters the battlefield with a -1/-1 counter on it. , Remove a -1/-1 counter from Wickerbough Elder: Destroy target artifact or enchantment.
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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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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 Widget Contraption, it assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Wight of Precinct Six
( 2)
Creature — Zombie
(1/1)
Wight of Precinct Six gets +1/+1 for each creature card in your opponents' graveyards.
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Wight of the Reliquary
( 2)
Creature — Zombie Knight
(2/2)
Vigilance Wight of the Reliquary 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 : Wild Aesthir 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 Wild Beastmaster attacks, each other creature you control gets +X/+X until end of turn, where X is Wild Beastmaster's power.
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Wild Celebrants
( 5)
Creature — Satyr
(5/3)
When Wild Celebrants enters the battlefield, you may destroy target artifact.
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Wild Crocodile
( 2)
Host Creature — Crocodile
(1/1)
When this creature enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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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 Guess
( 2)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards.
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Wild Hunger
( 3)
Instant
Target creature gets +3/+1 and gains trample until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Wild Leotau
( 4)
Creature — Cat
(5/4)
At the beginning of your upkeep, sacrifice Wild Leotau 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 Mongrel
( 2)
Creature — Dog
(2/2)
Discard a card: Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn.
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Wild Ogre Bupkis
( 0)
Stickers
2 — Whenever this creature attacks, put a +1/+1 counter on it. 3 — Metalcraft — This permanent has protection from noncreature permanents as long as you control three or more artifacts. 2 — 5/1 4 — 7/4
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Wild Ricochet
( 4)
Instant
You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.
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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 Wanderer
( 4)
Creature — Elf Druid
(3/2)
When Wild Wanderer enters the battlefield, 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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Wildborn Preserver
( 2)
Creature — Elf Archer
(2/2)
Flash Reach Whenever another non-Human creature enters the battlefield under your control, you may pay . When you do, put X +1/+1 counters on Wildborn Preserver.
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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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Wilderness Hypnotist
( 4)
Creature — Merfolk Wizard
(1/3)
: Target red or green creature gets -2/-0 until end of turn.
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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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Wildfield Borderpost
( 3)
Artifact
You may pay and return a basic land you control to its owner's hand rather than pay this spell's mana cost. Wildfield Borderpost enters the battlefield tapped. : Add or .
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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
( 6)
Sorcery
Each player sacrifices four lands. Wildfire deals 4 damage to each creature.
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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 Cerberus
( 5)
Creature — Dog
(4/3)
: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.) When Wildfire Cerberus becomes monstrous, it deals 2 damage to each opponent and each creature they control.
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Wildfire Devils
( 4)
Creature — Devil
(4/2)
When Wildfire Devils enters the battlefield and at the beginning of your upkeep, choose a player at random. That player exiles an instant or sorcery card from their graveyard. Copy that card. You may cast the copy without paying its mana cost.
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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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Wildsize
( 3)
Instant
Target creature gets +2/+2 and gains trample until end of turn. Draw a card.
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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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Wildsong Howler
( 0)
Creature — Werewolf
(4/4)
Whenever this creature enters the battlefield or transforms into Wildsong Howler, look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Wildwood Escort
( 5)
Creature — Elf Warrior
(3/3)
When Wildwood Escort enters the battlefield, return target creature or battle card from your graveyard to your hand. If Wildwood Escort would die, exile it instead.
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Wildwood Geist
( 5)
Creature — Spirit
(3/3)
Wildwood Geist gets +2/+2 as long as it's your turn.
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Wildwood Mentor
( 3)
Creature — Treefolk
(1/1)
Whenever a token enters the battlefield under your control, put a +1/+1 counter on Wildwood Mentor. Whenever Wildwood Mentor attacks, another target attacking creature gets +X/+X until end of turn, where X is Wildwood Mentor's power.
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Wildwood Rebirth
( 2)
Instant
Return target creature card from your graveyard to your hand.
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Wildwood Scourge
( 1)
Creature — Hydra
(0/0)
Wildwood Scourge enters the battlefield with X +1/+1 counters on it. Whenever one or more +1/+1 counters are put on another non-Hydra creature you control, put a +1/+1 counter on Wildwood Scourge.
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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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Wilfred Mott
( 4)
Legendary Creature — Human Soldier
(2/4)
Look to the Stars — At the beginning of your upkeep, put a time counter on Wilfred Mott. Then look at the top X cards of your library, where X is the number of time counters on Wilfred Mott. You may put a nonland permanent card with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
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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 Kenrith
( 6)
Legendary Planeswalker — Will
(4)
+2: Until your next turn, up to two target creatures each have base power and toughness 0/3 and lose all abilities. −2: Target player draws two cards. Until your next turn, instant, sorcery, and planeswalker spells that player casts cost less to cast. −8: Target player gets an emblem with "Whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy." Partner with Rowan Kenrith Will Kenrith can be your commander.
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