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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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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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Wight
( 2)
Creature — Zombie Soldier
(3/2)
Wight enters the battlefield tapped. Life Drain — Whenever a creature dealt damage by Wight this turn dies, create a tapped 2/2 black Zombie creature token and exile that card.
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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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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 Growth
( 1)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional .
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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 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 Wild Mammoth.
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Wild Might
( 2)
Instant
Target creature gets +1/+1 until end of turn. That creature gets an additional +4/+4 until end of turn unless any player pays .
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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 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 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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Wilderness Hypnotist
( 4)
Creature — Merfolk Wizard
(1/3)
: Target red or green creature gets -2/-0 until end of turn.
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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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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 Rebirth
( 2)
Instant
Return target creature card from your graveyard to your hand.
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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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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-o'-the-Wisp
( 1)
Creature — Spirit
(0/1)
Flying (This creature can't be blocked except by creatures with flying or reach.) : Regenerate Will-o'-the-Wisp. (The next time this creature would be destroyed this turn, it isn't. Instead tap it, remove all damage from it, and remove it from combat.)
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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 Heights
( 0)
Land
Hideaway 4 (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) Windbrisk Heights enters the battlefield 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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Windreader Sphinx
( 7)
Creature — Sphinx
(3/7)
Flying Whenever a creature with flying attacks, you may draw a card.
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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 Rath
( 5)
Sorcery
Destroy all creatures that aren't enchanted. They can't be regenerated.
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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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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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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 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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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 Shepherd
( 6)
Creature — Angel
(3/3)
Flying, vigilance Cycling (, Discard this card: Draw a card.)
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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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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 Hope
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+3 and has flying.
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Wings of Hubris
( 2)
Artifact — Equipment
Equipped creature has flying. Sacrifice Wings of Hubris: Equipped creature can't be blocked this turn. Sacrifice it at the beginning of the next end step. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Wings of the Cosmos
( 1)
Instant
Target creature gets +1/+3 and gains flying until end of turn. Untap it.
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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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Winter's Chill
( 1)
Instant
Cast this spell only during combat before blockers are declared. X can't be greater than the number of snow lands you control. Choose X target attacking creatures. For each of those creatures, its controller may pay or . If that player doesn't, destroy that creature at end of combat. If that player pays only , prevent all combat damage that would be dealt to and dealt by that creature this combat.
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Winter's Night
( 3)
World Enchantment
Whenever a player taps a snow land for mana, that player adds one mana of any type that land produced. That land doesn't untap during its controller's next untap step.
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Winterthorn Blessing
( 2)
Sorcery
Put a +1/+1 counter on up to one target creature you control. Tap up to one target creature you don't control, and that creature doesn't untap during its controller's next untap step. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Wirefly Hive
( 3)
Artifact
, : Flip a coin. If you win the flip, create a 2/2 colorless Insect artifact creature token with flying named Wirefly. If you lose the flip, destroy all permanents named Wirefly.
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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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Wish
( 3)
Sorcery
You may play a card you own from outside the game this turn.
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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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Wishful Merfolk
( 2)
Creature — Merfolk
(3/2)
Defender : Wishful Merfolk loses defender and becomes a Human until end of turn.
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Wishmonger
( 4)
Creature — Unicorn Monger
(3/3)
: Target creature gains protection from the color of its controller's choice until end of turn. Any player may activate this ability.
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Wistful Thinking
( 3)
Sorcery
Target player draws two cards, then discards four cards.
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Witch Hunt
( 5)
Enchantment
Players can't gain life. At the beginning of your upkeep, Witch Hunt deals 4 damage to you. At the beginning of your end step, target opponent chosen at random gains control of Witch Hunt.
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Witch of the Moors
( 5)
Creature — Human Warlock
(4/4)
Deathtouch At the beginning of your end step, if you gained life this turn, each opponent sacrifices a creature and you return up to one target creature card from your graveyard to your hand.
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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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Witches' Eye
( 1)
Artifact — Equipment
Equipped creature has ", : Scry 1." (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.) Equip
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Witching Well
( 1)
Artifact
When Witching Well enters the battlefield, 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.) , Sacrifice Witching Well: Draw two cards.
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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-king, Bringer of Ruin
( 6)
Legendary Creature — Wraith Noble
(5/3)
Flying Whenever Witch-king, Bringer of Ruin attacks, defending player sacrifices a creature with the least power among creatures they control.
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Witch-king, Sky Scourge
( 7)
Legendary Creature — Wraith Noble
(5/5)
Flying Whenever you attack with one or more Wraiths, exile the top X cards of your library, where X is their total power. You may play those cards this turn. Undying (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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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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Witch's Mark
( 2)
Sorcery
You may discard a card. If you do, draw two cards. Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this Aura is put into a graveyard, each opponent loses 1 life.)
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Witch's Vengeance
( 3)
Sorcery
Creatures of the creature type of your choice get -3/-3 until end of turn.
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Witch's Web
( 2)
Instant
Target creature gets +3/+3 and gains reach until end of turn. Untap it.
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Witchstalker
( 3)
Creature — Wolf
(3/3)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever an opponent casts a blue or black spell during your turn, put a +1/+1 counter on Witchstalker.
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Witchstalker Frenzy
( 4)
Instant
This spell costs less to cast for each creature that attacked this turn. Witchstalker Frenzy deals 5 damage to target creature.
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Withdraw
( 2)
Instant
Return target creature to its owner's hand. Then return another target creature to its owner's hand unless its controller pays .
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Withengar Unbound
( 0)
Legendary Creature — Demon
(13/13)
Flying, intimidate, trample (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a player loses the game, put thirteen +1/+1 counters on Withengar Unbound.
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Witherbloom Apprentice
( 2)
Creature — Human Druid
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, each opponent loses 1 life and you gain 1 life.
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Witherbloom Command
( 2)
Sorcery
Choose two — • Target player mills three cards, then you return a land card from your graveyard to your hand. • Destroy target noncreature, nonland permanent with mana value 2 or less. • Target creature gets -3/-1 until end of turn. • Target opponent loses 2 life and you gain 2 life.
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Witherbloom Pledgemage
( 5)
Creature — Treefolk Warlock
(5/5)
Magecraft — Whenever you cast or copy an instant or sorcery spell, you gain 1 life.
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