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Vulshok Berserker
( 4)
Creature — Human Berserker
(3/2)
Haste (This creature can attack and as soon as it comes under your control.)
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Vulshok Heartstoker
( 3)
Creature — Human Shaman
(2/2)
When Vulshok Heartstoker enters the battlefield, target creature gets +2/+0 until end of turn.
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Vulshok Sorcerer
( 3)
Creature — Human Shaman
(1/1)
Haste : Vulshok Sorcerer deals 1 damage to any target.
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Wakedancer
( 3)
Creature — Human Shaman
(2/2)
Morbid — When Wakedancer enters the battlefield, if a creature died this turn, create a 2/2 black Zombie creature token.
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Wandering Champion
( 2)
Creature — Human Monk
(3/1)
Whenever Wandering Champion deals combat damage to a player, if you control a blue or red permanent, you may discard a card. If you do, draw a card.
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Wandering Mage
( 3)
Creature — Human Cleric Wizard
(0/3)
, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn. : Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn. , Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player or planeswalker this turn.
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Wanted Scoundrels
( 2)
Creature — Human Pirate
(4/3)
When Wanted Scoundrels dies, target opponent creates two Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")
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War Historian
( 3)
Creature — Human Monk
(3/3)
Reach War Historian has indestructible as long as it attacked a battle this turn.
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War Oracle
( 4)
Creature — Human Cleric
(3/3)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.)
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War Priest of Thune
( 2)
Creature — Human Cleric
(2/2)
When War Priest of Thune enters the battlefield, you may destroy target enchantment.
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Warden of the Beyond
( 3)
Creature — Human Wizard
(2/2)
Vigilance (Attacking doesn't cause this creature to tap.) Warden of the Beyond gets +2/+2 as long as an opponent owns a card in exile.
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Warden of the Inner Sky
( 1)
Creature — Human Soldier
(1/2)
As long as Warden of the Inner Sky has three or more counters on it, it has flying and vigilance. Tap three untapped artifacts and/or creatures you control: Put a +1/+1 counter on Warden of the Inner Sky. Scry 1. Activate only as a sorcery.
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Warkite Marauder
( 2)
Creature — Human Pirate
(2/1)
Flying Whenever Warkite Marauder attacks, target creature defending player controls loses all abilities and has base power and toughness 0/1 until end of turn.
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Warlord's Elite
( 3)
Creature — Human Soldier
(4/4)
As an additional cost to cast this spell, tap two untapped artifacts, creatures, and/or lands you control.
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War-Name Aspirant
( 2)
Creature — Human Warrior
(2/1)
Raid — War-Name Aspirant enters the battlefield with a +1/+1 counter on it if you attacked this turn. War-Name Aspirant can't be blocked by creatures with power 1 or less.
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Warped Researcher
( 5)
Creature — Human Wizard Mutant
(3/4)
Whenever a player cycles a card, Warped Researcher gains flying and shroud until end of turn. (It can't be the target of spells or abilities.)
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Wasteland Raider
( 4)
Creature — Human Mercenary
(4/3)
Squad (As an additional cost to cast this spell, you may pay any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.) When Wasteland Raider enters the battlefield, each player sacrifices a creature.
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Watcher for Tomorrow
( 2)
Creature — Human Wizard
(2/1)
Hideaway 4 (When this creature 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.) Watcher for Tomorrow enters the battlefield tapped. When Watcher for Tomorrow leaves the battlefield, put the exiled card into its owner's hand.
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Waylaying Pirates
( 4)
Creature — Human Pirate
(3/3)
When Waylaying Pirates enters the battlefield, if you control an artifact, tap target artifact or creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Wayta, Trainer Prodigy
( 3)
Legendary Creature — Human Warrior
(1/5)
Haste , : Target creature you control fights another target creature. This ability costs less to activate if it targets two creatures you control. If a creature you control being dealt damage causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
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Wayward Disciple
( 0)
Creature — Human Cleric
(2/4)
Whenever Wayward Disciple or another creature you control dies, target opponent loses 1 life and you gain 1 life.
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Weapons Trainer
( 2)
Creature — Human Soldier Ally
(3/2)
Other creatures you control get +1/+0 as long as you control an Equipment.
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Weary Prisoner
( 4)
Creature — Human Werewolf
(2/6)
Defender Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Weathered Bodyguards
( 6)
Creature — Human Soldier
(2/5)
As long as Weathered Bodyguards is untapped, all combat damage that would be dealt to you by unblocked creatures is dealt to Weathered Bodyguards instead. 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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Weathered Wayfarer
( 1)
Creature — Human Nomad Cleric
(1/1)
, : Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.
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Weaver of Blossoms
( 3)
Creature — Human Werewolf
(2/3)
: Add one mana of any color. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Weaver of Lightning
( 3)
Creature — Human Shaman
(1/4)
Reach Whenever you cast an instant or sorcery spell, Weaver of Lightning deals 1 damage to target creature an opponent controls.
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Wei Ambush Force
( 2)
Creature — Human Soldier
(1/1)
Whenever Wei Ambush Force attacks, it gets +2/+0 until end of turn.
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Wei Assassins
( 5)
Creature — Human Soldier Assassin
(3/2)
When Wei Assassins enters the battlefield, target opponent chooses a creature they control. Destroy that creature.
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Wei Elite Companions
( 5)
Creature — Human Soldier
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Wei Night Raiders
( 4)
Creature — Human Soldier
(2/2)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Whenever Wei Night Raiders deals damage to an opponent, that player discards a card.
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Wei Scout
( 2)
Creature — Human Soldier Scout
(1/1)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Wei Strike Force
( 3)
Creature — Human Soldier
(2/1)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Flaxen Intruder (Welcome Home)
( 7)
Sorcery — Adventure
Create three 2/2 green Bear creature tokens. (Then exile this card. You may cast the creature later from exile.)
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Weldfast Engineer
( 3)
Creature — Human Artificer
(3/3)
At the beginning of combat on your turn, target artifact creature you control gets +2/+0 until end of turn.
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Weldfast Wingsmith
( 4)
Creature — Human Artificer
(3/3)
Whenever an artifact enters the battlefield under your control, Weldfast Wingsmith gains flying until end of turn.
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Werebear
( 2)
Creature — Human Bear Druid
(1/1)
: Add . Threshold — Werebear gets +3/+3 as long as seven or more cards are in your graveyard.
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Werewolf Pack Leader
( 2)
Creature — Human Werewolf
(3/3)
Pack tactics — Whenever Werewolf Pack Leader attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card. : Until end of turn, Werewolf Pack Leader has base power and toughness 5/3, gains trample, and isn't a Human.
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Westfold Rider
( 2)
Creature — Human Knight
(3/1)
Sacrifice Westfold Rider: Destroy target artifact or enchantment. Activate only as a sorcery.
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Westvale Cult Leader
( 0)
Creature — Human Cleric
(*/*)
Westvale Cult Leader's power and toughness are each equal to the number of creatures you control. At the beginning of your end step, create a 1/1 white and black Human Cleric creature token.
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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 Wharf Infiltrator 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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Whip Sergeant
( 3)
Creature — Human Soldier
(2/1)
: Target creature gains haste until end of turn. (It can attack this turn.)
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Whipcorder
( 2)
Creature — Human Soldier Rebel
(2/2)
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Whirler Rogue
( 4)
Creature — Human Rogue Artificer
(2/2)
When Whirler Rogue enters the battlefield, create two 1/1 colorless Thopter artifact creature tokens with flying. Tap two untapped artifacts you control: Target creature can't be blocked this turn.
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Whirling Dervish
( 2)
Creature — Human Monk
(1/1)
Protection from black At the beginning of each end step, if Whirling Dervish dealt damage to an opponent this turn, put a +1/+1 counter on it.
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Whisper Agent
( 3)
Creature — Human Rogue
(3/2)
Flash When Whisper Agent enters the battlefield, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
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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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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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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 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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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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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 Cantor
( 1)
Creature — Human Druid
(1/1)
( can be paid with either or .) Sacrifice Wild Cantor: Add one mana of any color.
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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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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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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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Willbender
( 2)
Creature — Human Wizard
(1/2)
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 Willbender is turned face up, change the target of target spell or ability with a single target.
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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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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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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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Windscouter
( 4)
Creature — Human Scout
(3/3)
Flying When Windscouter 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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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 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 Splicer
( 4)
Creature — Phyrexian Human Artificer
(1/1)
When Wing Splicer enters the battlefield, create a 3/3 colorless Phyrexian Golem artifact creature token. Golem creatures you control have 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 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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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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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 Rider
( 3)
Creature — Human Knight
(2/2)
Flying Heroic — Whenever you cast a spell that targets Wingsteed Rider, put a +1/+1 counter on Wingsteed Rider.
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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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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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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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Wire Surgeons
( 6)
Creature — Human Artificer
(6/5)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Each artifact creature card in your graveyard has encore. Its encore cost is equal to its mana cost. (Exile it and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
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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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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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Wizard Mentor
( 3)
Creature — Human Wizard
(2/2)
: Return Wizard Mentor and target creature you control to their owner's hand.
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Wizards of Thay
( 4)
Creature — Human Wizard
(3/3)
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Instant and sorcery spells you cast cost less to cast. You may cast sorcery spells as though they had flash.
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Wizards of the ________
( 4)
Creature — Human Wizard Performer
(3/1)
When this creature enters the battlefield, you may put a name sticker on it, then look at the top X cards of your library, where X is the number of unique vowels on that sticker. Put one of those cards into your hand and the rest on the bottom of your library in any order. (The vowels are A, E, I, O, U, and Y.)
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Wizened Arbiter (playtest)
( 2)
Creature — — Human Soldier Wizard
(2/1)
When Wizened Arbiter enters the battlefield, you may reveal a white card you own from outside the game. If you do, exchange that card with a card in your hand.
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Wojek Apothecary
( 4)
Creature — Human Cleric
(1/1)
Radiance — : Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.
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Wojek Bodyguard
( 3)
Creature — Human Soldier
(3/3)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Wojek Bodyguard can't attack or block alone.
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Wojek Embermage
( 4)
Creature — Human Wizard
(1/2)
Radiance — : Wojek Embermage deals 1 damage to target creature and each other creature that shares a color with it.
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Wojek Halberdiers
( 2)
Creature — Human Soldier
(3/2)
Battalion — Whenever Wojek Halberdiers and at least two other creatures attack, Wojek Halberdiers gains first strike until end of turn.
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Wolfbitten Captive
( 1)
Creature — Human Werewolf
(1/1)
: Wolfbitten Captive gets +2/+2 until end of turn. Activate only once each turn. At the beginning of each upkeep, if no spells were cast last turn, transform Wolfbitten Captive.
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Wolfkin Outcast
( 6)
Creature — Human Werewolf
(5/4)
This spell costs less to cast if you control a Wolf or Werewolf. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Wood Sage
( 2)
Creature — Human Druid
(1/1)
: Choose a creature card name. Reveal the top four cards of your library and put all of them with that name into your hand. Put the rest into your graveyard.
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Woodland Acolyte
( 3)
Creature — Human Cleric
(2/2)
When Woodland Acolyte enters the battlefield, draw a card.
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Woodland Sleuth
( 4)
Creature — Human Scout
(2/3)
Morbid — When Woodland Sleuth enters the battlefield, if a creature died this turn, return a creature card at random from your graveyard to your hand.
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Workshop Elders
( 7)
Creature — Human Artificer
(4/4)
Artifact creatures you control have flying. At the beginning of combat on your turn, you may have target noncreature artifact you control become a 0/0 artifact creature. If you do, put four +1/+1 counters on it.
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