|
Wall of Faith
( 4)
Creature — Wall
(0/5)
Defender (This creature can't attack.) : Wall of Faith gets +0/+1 until end of turn.
|
|
|
Wall of Fire
( 3)
Creature — Wall
(0/5)
Defender (This creature can't attack.) : Wall of Fire gets +1/+0 until end of turn.
|
|
|
Wall of Forgotten Pharaohs
( 2)
Artifact Creature — Wall
(0/4)
Defender : Wall of Forgotten Pharaohs deals 1 damage to target player or planeswalker. Activate only if you control a Desert or there is a Desert card in your graveyard.
|
|
|
Wall of Fortune
( 2)
Artifact Creature — Wall
(0/4)
Defender You may tap an untapped Wall you control to have any player reroll a die that player rolled.
|
|
|
Wall of Frost
( 3)
Creature — Wall
(0/7)
Defender Whenever Wall of Frost blocks a creature, that creature doesn't untap during its controller's next untap step.
|
|
|
Wall of Glare
( 2)
Creature — Wall
(0/5)
Defender (This creature can't attack.) Wall of Glare can block any number of creatures.
|
|
|
Wall of Granite
( 3)
Creature — Wall
(0/7)
Defender (This creature can't attack.)
|
|
|
Wall of Heat
( 3)
Creature — Wall
(2/6)
Defender (This creature can't attack.)
|
|
|
Wall of Hope
( 1)
Creature — Wall
(0/3)
Defender (This creature can't attack.) Whenever Wall of Hope is dealt damage, you gain that much life.
|
|
|
Wall of Ice
( 3)
Creature — Wall
(0/7)
Defender (This creature can't attack.)
|
|
|
Wall of Junk
( 2)
Artifact Creature — Wall
(0/7)
Defender (This creature can't attack.) When Wall of Junk blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
|
|
|
Wall of Kelp
( 2)
Creature — Plant Wall
(0/3)
Defender (This creature can't attack.) , : Create a 0/1 blue Plant Wall creature token with defender named Kelp.
|
|
|
Wall of Lava
( 3)
Creature — Wall
(1/3)
Defender (This creature can't attack.) : Wall of Lava gets +1/+1 until end of turn.
|
|
|
Wall of Light
( 3)
Creature — Wall
(1/5)
Defender (This creature can't attack.) Protection from black
|
|
|
Wall of Limbs
( 3)
Creature — Zombie Wall
(0/3)
Defender (This creature can't attack.) Whenever you gain life, put a +1/+1 counter on Wall of Limbs. , Sacrifice Wall of Limbs: Target player loses X life, where X is Wall of Limbs's power.
|
|
|
Wall of Lost Thoughts
( 2)
Creature — Wall
(0/4)
Defender When Wall of Lost Thoughts enters the battlefield, target player mills four cards.
|
|
|
Wall of Mourning
( 2)
Creature — Wall
(0/4)
Defender When Wall of Mourning enters the battlefield, 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 Wall of Mourning into its owner's hand.
|
|
|
Wall of Mulch
( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) , Sacrifice a Wall: Draw a card.
|
|
|
Wall of Nets
( 3)
Creature — Wall
(0/7)
Defender (This creature can't attack.) At end of combat, exile all creatures blocked by Wall of Nets. When Wall of Nets leaves the battlefield, return all cards exiled with Wall of Nets to the battlefield under their owners' control.
|
|
|
Wall of Omens
( 2)
Creature — Wall
(0/4)
Defender When Wall of Omens enters the battlefield, draw a card.
|
|
|
Wall of One Thousand Cuts
( 5)
Creature — Wall
(3/5)
Defender, flying : Wall of One Thousand Cuts can attack this turn as though it didn't have defender.
|
|
|
Wall of Opposition
( 5)
Creature — Wall
(0/6)
Defender (This creature can't attack.) : Wall of Opposition gets +1/+0 until end of turn.
|
|
|
Wall of Pine Needles
( 4)
Creature — Plant Wall
(3/3)
Defender (This creature can't attack.) : Regenerate Wall of Pine Needles.
|
|
|
Wall of Putrid Flesh
( 3)
Creature — Wall
(2/4)
Defender (This creature can't attack.) Protection from white Prevent all damage that would be dealt to Wall of Putrid Flesh by enchanted creatures.
|
|
|
Wall of Razors
( 2)
Creature — Wall
(4/1)
Defender (This creature can't attack.) First strike
|
|
|
Wall of Resistance
( 2)
Creature — Wall
(0/3)
Defender (This creature can't attack.) Flying At the beginning of each end step, if Wall of Resistance was dealt damage this turn, put a +0/+1 counter on it.
|
|
|
Wall of Resurgence
( 3)
Creature — Wall
(0/6)
Defender When Wall of Resurgence enters the battlefield, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.
|
|
|
Wall of Reverence
( 4)
Creature — Spirit Wall
(1/6)
Defender, flying At the beginning of your end step, you may gain life equal to the power of target creature you control.
|
|
|
Wall of Roots
( 2)
Creature — Plant Wall
(0/5)
Defender Put a -0/-1 counter on Wall of Roots: Add . Activate only once each turn.
|
|
|
Wall of Runes
( 1)
Creature — Wall
(0/4)
Defender (This creature can't attack.) When Wall of Runes enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
|
|
|
Wall of Shadows
( 3)
Creature — Wall
(0/1)
Defender (This creature can't attack.) Prevent all damage that would be dealt to Wall of Shadows by creatures it's blocking. Wall of Shadows can't be the target of spells that can target only Walls or of abilities that can target only Walls.
|
|
|
Wall of Shards
( 2)
Snow Creature — Wall
(1/8)
Defender, flying Cumulative upkeep—An opponent gains 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
|
|
|
Wall of Shields
( 3)
Artifact Creature — Wall
(0/4)
Defender (This creature can't attack.) Banding (If any creatures with banding you control are blocking a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by.)
|
|
|
Wall of Souls
( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) Whenever Wall of Souls is dealt combat damage, it deals that much damage to target opponent or planeswalker.
|
|
|
Wall of Spears
( 3)
Artifact Creature — Wall
(2/3)
Defender (This creature can't attack.) First strike
|
|
|
Wall of Stolen Identity
( 4)
Creature — Shapeshifter Wall
(0/0)
You may have Wall of Stolen Identity enter the battlefield as a copy of any creature on the battlefield, except it's a Wall in addition to its other types and has defender. When you do, tap the copied creature and it doesn't untap during its controller's untap step for as long as you control Wall of Stolen Identity.
|
|
|
Wall of Stone
( 3)
Creature — Wall
(0/8)
Defender (This creature can't attack.)
|
|
|
Wall of Swords
( 4)
Creature — Wall
(3/5)
Defender (This creature can't attack.) Flying
|
|
|
Wall of Tanglecord
( 2)
Artifact Creature — Wall
(0/6)
Defender : Wall of Tanglecord gains reach until end of turn. (It can block creatures with flying.)
|
|
|
Wall of Tears
( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) Whenever Wall of Tears blocks a creature, return that creature to its owner's hand at end of combat.
|
|
|
Wall of Tombstones
( 2)
Creature — Wall
(0/1)
Defender (This creature can't attack.) At the beginning of your upkeep, change Wall of Tombstones's base toughness to 1 plus the number of creature cards in your graveyard. <I>(This effect lasts indefinitely.)</I>
|
|
|
Wall of Torches
( 2)
Creature — Wall
(4/1)
Defender (This creature can't attack.)
|
|
|
Wall of Vapor
( 4)
Creature — Wall
(0/1)
Defender (This creature can't attack.) Prevent all damage that would be dealt to Wall of Vapor by creatures it's blocking.
|
|
|
Wall of Vines
( 1)
Creature — Plant Wall
(0/3)
Defender (This creature can't attack.) Reach (This creature can block creatures with flying.)
|
|
|
Wall of Vipers
( 3)
Creature — Snake Wall
(2/4)
Defender (This creature can't attack.) : Destroy Wall of Vipers and target creature it's blocking. Any player may activate this ability.
|
|
|
Wall of Water
( 3)
Creature — Wall
(0/5)
Defender (This creature can't attack.) : Wall of Water gets +1/+0 until end of turn.
|
|
|
Wall of Wonder
( 4)
Creature — Wall
(1/5)
Defender (This creature can't attack.) : Wall of Wonder gets +4/-4 until end of turn and can attack this turn as though it didn't have defender.
|
|
|
Wall of Wood
( 1)
Creature — Wall
(0/3)
Defender (This creature can't attack.)
|
|
|
Wallop
( 2)
Sorcery
Destroy target blue or black creature with flying.
|
|
|
War of the Last Alliance
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle. III — Creatures you control gain double strike until end of turn. The Ring tempts you.
|
|
|
Warden of the Wall
( 3)
Artifact
Warden of the Wall enters the battlefield tapped. : Add . As long as it's not your turn, Warden of the Wall is a 2/3 Gargoyle artifact creature with flying.
|
|
|
Warleader's Call
( 3)
Enchantment
Creatures you control get +1/+1. Whenever a creature enters the battlefield under your control, Warleader's Call deals 1 damage to each opponent.
|
|
|
Water Gun Balloon Game
( 2)
Artifact
As Water Gun Balloon Game enters the battlefield, each player puts a pop counter on "0." Whenever a player casts a spell, move that player's pop counter up one. Whenever a player's pop counter hits "5," that player creates a 5/5 pink Giant Teddy Bear creature token and resets all pop counters to "0."
|
|
|
Waterfall Aerialist
( 4)
Creature — Djinn Wizard
(3/1)
Flying Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
|
|
|
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.)
|
|
|
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.)
|
|
|
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.
|
|
|
Windfall
( 3)
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
|
|
|
Wolfcaller's Howl
( 4)
Enchantment
At the beginning of your upkeep, create X 2/2 green Wolf creature tokens, where X is the number of your opponents with four or more cards in hand.
|
|
|
Woodcaller Automaton
( 10)
Artifact Creature — Construct
(8/8)
When Woodcaller Automaton enters the battlefield, if you cast it, untap target land you control. It becomes a Treefolk creature with haste and base power and toughness equal to Woodcaller Automaton's power and toughness. It's still a land. //PRT-Prototype_Mech// Prototype (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) 3/3
|
|
|
Woodfall Primus
( 8)
Creature — Treefolk Shaman
(6/6)
Trample When Woodfall Primus enters the battlefield, destroy target noncreature permanent. Persist (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.)
|
|
|
Horn of Valhalla (Ysgard's Call)
( 2)
Sorcery — Adventure
Create X 1/1 white Soldier creature tokens. (Then exile this card. You may cast the artifact later from exile.)
|
|
|