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Wild Swing
( 4)
Sorcery
Choose three target nonenchantment permanents. Destroy one of them at random.
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Wild Wanderer
( 4)
Creature — Elf Druid
(3/2)
When Wild Wanderer enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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Wild Wasteland
( 3)
Enchantment
Skip your draw step. At the beginning of your upkeep, exile the top two cards of your library. You may play those cards this turn.
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Wild Wurm
( 4)
Creature — Wurm
(5/4)
When Wild Wurm enters, flip a coin. If you lose the flip, return Wild Wurm to its owner's hand.
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Wildblood Pack
( 0)
Creature — Werewolf
(5/5)
Trample Attacking creatures you control get +3/+0. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Wildblood Pack.
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Wildborn Preserver
( 2)
Creature — Elf Archer
(2/2)
Flash (You may cast this spell any time you could cast an instant.) Reach (This creature can block creatures with flying.) Whenever another non-Human creature you control enters, you may pay . When you do, put X +1/+1 counters on this creature.
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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.)
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Wilderness Elemental
( 3)
Creature — Elemental
(*/3)
Trample Wilderness Elemental's power is equal to the number of nonbasic lands your opponents control.
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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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Wildest Dreams
( 1)
Sorcery
Return X target cards from your graveyard to your hand. Exile Wildest Dreams.
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Wildfield Borderpost
( 3)
Artifact
You may pay and return a basic land you control to its owner's hand rather than pay this spell's mana cost. Wildfield Borderpost enters tapped. : Add or .
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Wild-Field Scarecrow
( 3)
Artifact Creature — Scarecrow
(1/4)
Defender , Sacrifice Wild-Field Scarecrow: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
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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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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. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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Wild-Magic Sorcerer
( 4)
Creature — Orc Shaman
(4/3)
The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, 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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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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Wildsize
( 3)
Instant
Target creature gets +2/+2 and gains trample until end of turn. Draw a card.
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Wildslayer Elves
( 4)
Creature — Elf Warrior
(3/3)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
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Wildsong Howler
( 0)
Creature — Werewolf
(4/4)
Whenever this creature enters 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 Escort
( 5)
Creature — Elf Warrior
(3/3)
When Wildwood Escort enters, return target creature or battle card from your graveyard to your hand. If Wildwood Escort would die, exile it instead.
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Wildwood Geist
( 5)
Creature — Spirit
(3/3)
During your turn, Wildwood Geist gets +2/+2.
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Wildwood Mentor
( 3)
Creature — Treefolk
(1/1)
Whenever a token you control enters, put a +1/+1 counter on Wildwood Mentor. Whenever Wildwood Mentor attacks, another target attacking creature gets +X/+X until end of turn, where X is Wildwood Mentor's power.
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Wildwood Patrol
( 3)
Creature — Centaur Scout
(4/2)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
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Wildwood Rebirth
( 2)
Instant
Return target creature card from your graveyard to your hand.
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Wildwood Scourge
( 1)
Creature — Hydra
(0/0)
This creature enters with X +1/+1 counters on it. Whenever one or more +1/+1 counters are put on another non-Hydra creature you control, put a +1/+1 counter on this creature.
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Wildwood Tracker
( 1)
Creature — Elf Warrior
(1/1)
Whenever Wildwood Tracker attacks or blocks, if you control another non-Human creature, Wildwood Tracker gets +1/+1 until end of turn.
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Woodland Acolyte
( 3)
Creature — Human Cleric
(2/2)
When Woodland Acolyte enters, draw a card.
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Words of Wilding
( 3)
Enchantment
: The next time you would draw a card this turn, create a 2/2 green Bear creature token instead.
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