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Voracious Vampire
( 3)
Creature — Vampire Knight
(2/2)
Menace When Voracious Vampire enters, target Vampire you control gets +1/+1 and gains menace until end of turn.
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Wall of Fire
( 3)
Creature — Wall
(0/5)
Defender (This creature can't attack.) : Wall of Fire gets +1/+0 until end of turn.
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Warfire Javelineer
( 4)
Creature — Minotaur Warrior
(2/3)
When Warfire Javelineer enters, it deals X damage to target creature an opponent controls, where X is the number of instant and sorcery cards in your graveyard.
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War-Wing Siren
( 3)
Creature — Siren Soldier
(1/3)
Flying Heroic — Whenever you cast a spell that targets War-Wing Siren, put a +1/+1 counter on War-Wing Siren.
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Weight of Spires
( 1)
Instant
Weight of Spires deals damage to target creature equal to the number of nonbasic lands that creature's controller controls.
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Weirded Vampire
( 4)
Creature — Vampire Horror
(3/3)
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Welcoming Vampire
( 3)
Creature — Vampire
(2/3)
Flying Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
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Wildfire
( 6)
Sorcery
Each player sacrifices four lands of their choice. 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, 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 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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Wildfire Howl
( 3)
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Wildfire Howl deals 2 damage to each creature. If the gift was promised, instead Wildfire Howl deals 1 damage to any target and 2 damage to each creature.
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Wildfire Wickerfolk
( 2)
Artifact Creature — Scarecrow
(3/2)
Haste Delirium — Wildfire Wickerfolk gets +1/+1 and has trample as long as there are four or more card types among cards in your graveyard.
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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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Wirecat
( 4)
Artifact Creature — Cat
(4/3)
Wirecat can't attack or block if an enchantment is on the battlefield.
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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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Wiretapping
( 5)
Enchantment
Hideaway 5 (When this enchantment enters, 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, you may create a 1/1 green Insect creature token.
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Wirewood Pride
( 1)
Instant
Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.
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Wirewood Savage
( 3)
Creature — Elf
(2/2)
Whenever a Beast enters, you may draw a card.
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Wirewood Symbiote
( 1)
Creature — Insect
(1/1)
Return an Elf you control to its owner's hand: Untap target creature. Activate only once each turn.
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Wispdrinker Vampire
( 4)
Creature — Vampire Rogue
(2/4)
Flying Whenever another creature you control with power 2 or less enters, 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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Wojek Siren
( 1)
Instant
Radiance — Target creature and each other creature that shares a color with it get +1/+1 until end of turn.
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Worldfire
( 9)
Sorcery
Exile all permanents. Exile all cards from all hands and graveyards. Each player's life total becomes 1.
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Zalto, Fire Giant Duke
( 5)
Legendary Creature — Giant Barbarian
(7/3)
Trample Whenever Zalto, Fire Giant Duke is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.)
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