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Thundering Tanadon
( 6)
Artifact Creature — Phyrexian Beast
(5/4)
( can be paid with either or 2 life.) Trample
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Thundering Wurm
( 3)
Creature — Wurm
(4/4)
When Thundering Wurm enters, sacrifice it unless you discard a land card.
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Towering Gibbon
( 4)
Creature — Ape
(*/4)
Reach Towering Gibbon's power is equal to the greatest mana value among creatures you control.
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Towering Indrik
( 4)
Creature — Beast
(2/4)
Reach (This creature can block creatures with flying.)
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Towering Thunderfist
( 5)
Creature — Giant Soldier
(4/4)
: Towering Thunderfist gains vigilance until end of turn.
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Towering Titan
( 6)
Creature — Giant
(0/0)
Towering Titan enters with X +1/+1 counters on it, where X is the total toughness of other creatures you control. Sacrifice a creature with defender: All creatures gain trample until end of turn.
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Towering Viewpoint
( 2)
Artifact Creature — Wall
(0/4)
Defender, reach Leap of Faith — : Target creature gains flying until end of turn.
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Towering-Wave Mystic
( 2)
Creature — Merfolk Wizard
(2/1)
Whenever Towering-Wave Mystic deals damage, target player mills that many cards.
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Trait Doctoring
( 1)
Sorcery
Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn. 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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Unerring Sling
( 3)
Artifact
, , Tap an untapped creature you control: Unerring Sling deals damage equal to the tapped creature's power to target attacking or blocking creature with flying.
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Vicious Offering
( 2)
Instant
Kicker—Sacrifice a creature. (You may sacrifice a creature in addition to any other costs as you cast this spell.) Target creature gets -2/-2 until end of turn. If this spell was kicked, that creature gets -5/-5 until end of turn instead.
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Village Bell-Ringer
( 3)
Creature — Human Scout
(1/4)
Flash (You may cast this spell any time you could cast an instant.) When Village Bell-Ringer enters, untap all creatures you control.
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Volcanic Offering
( 5)
Instant
Destroy target nonbasic land you don't control and target nonbasic land of an opponent's choice you don't control. Volcanic Offering deals 7 damage to target creature you don't control and 7 damage to target creature of an opponent's choice you don't control.
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Wandering Archaic
( 5)
Creature — Avatar
(4/4)
Whenever an opponent casts an instant or sorcery spell, they may pay . If they don't, you may copy that spell. You may choose new targets for the copy.
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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 Eye
( 3)
Creature — Illusion
(1/3)
Flying Players play with their hands revealed.
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Wandering Goblins
( 3)
Creature — Goblin Warrior
(0/3)
Domain — : Wandering Goblins gets +1/+0 until end of turn for each basic land type among lands you control.
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Wandering Graybeard
( 5)
Creature — Giant Wizard
(4/4)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wandering Graybeard, you may reveal it. If you do, you gain 4 life.
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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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Wandering Mind
( 3)
Creature — Horror
(2/1)
Flying When Wandering Mind enters, look at the top six cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Wandering Stream
( 3)
Sorcery
Domain — You gain 2 life for each basic land type among lands you control.
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Wandering Troubadour
( 4)
Creature — Dragon Bard
(4/2)
At the beginning of your end step, if you had a land enter the battlefield under your control this turn, venture into the dungeon. (Enter the first room or advance to the next room.)
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Wandering Wolf
( 2)
Creature — Wolf
(2/1)
Creatures with power less than Wandering Wolf's power can't block it.
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Warbringer
( 4)
Creature — Orc Berserker
(3/3)
Dash costs you pay cost less (as long as this creature is on the battlefield). Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
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Wayfaring Giant
( 6)
Creature — Giant
(1/3)
Domain — Wayfaring Giant gets +1/+1 for each basic land type among lands you control.
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Wayfaring Temple
( 3)
Creature — Elemental
(*/*)
Wayfaring Temple's power and toughness are each equal to the number of creatures you control. Whenever Wayfaring Temple deals combat damage to a player, populate. (Create a token that's a copy of a creature token you control.)
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Wedding Ring
( 4)
Artifact
When Wedding Ring enters, if it was cast, target opponent creates a token that's a copy of it. Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card. Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.
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Moldering Gym // Weight Room (Weight Room)
( 6)
Enchantment — Room
When you unlock this door, manifest dread, then put three +1/+1 counters on that creature. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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Wellspring
( 3)
Enchantment — Aura
Enchant land When Wellspring enters, gain control of enchanted land until end of turn. At the beginning of your upkeep, untap enchanted land. You gain control of that land until end of turn.
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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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Wildsear, Scouring Maw
( 5)
Legendary Creature — Elemental Wolf
(6/6)
Trample Enchantment spells you cast from your hand have cascade. (Whenever you cast an enchantment spell from your hand, 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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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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Withering Boon
( 2)
Instant
As an additional cost to cast this spell, pay 3 life. Counter target creature spell.
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Withering Gaze
( 3)
Sorcery
Target opponent reveals their hand. You draw a card for each Forest and green card in it.
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Withering Hex
( 1)
Enchantment — Aura
Enchant creature Whenever a player cycles a card, put a plague counter on Withering Hex. Enchanted creature gets -1/-1 for each plague counter on Withering Hex.
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Withering Torment
( 3)
Instant
Destroy target creature or enchantment. You lose 2 life.
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Withering Wisps
( 3)
Enchantment
At the beginning of the end step, if no creatures are on the battlefield, sacrifice Withering Wisps. : Withering Wisps deals 1 damage to each creature and each player. Activate no more times each turn than the number of snow Swamps you control.
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Woebringer Demon
( 5)
Creature — Demon
(4/4)
Flying At the beginning of each player's upkeep, that player sacrifices a creature of their choice. If the player can't, sacrifice Woebringer Demon.
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Wring Flesh
( 1)
Instant
Target creature gets -3/-1 until end of turn.
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Yawgmoth's Vile Offering
( 5)
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.) Put up to one target creature or planeswalker card from a graveyard onto the battlefield under your control. Destroy up to one target creature or planeswalker. Exile Yawgmoth's Vile Offering.
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Yidaro, Wandering Monster
( 7)
Legendary Creature — Dinosaur Turtle
(8/8)
Trample, haste Cycling When you cycle Yidaro, Wandering Monster, shuffle it into your library from your graveyard. If you've cycled a card named Yidaro, Wandering Monster four or more times this game, put it onto the battlefield from your graveyard instead. (Do this before you draw.)
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