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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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Winter's Chill
( 1)
Instant
Cast this spell only during combat before blockers are declared. X can't be greater than the number of snow lands you control. Choose X target attacking creatures. For each of those creatures, its controller may pay or . If that player doesn't, destroy that creature at end of combat. If that player pays only , prevent all combat damage that would be dealt to and dealt by that creature this combat.
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Winter's Intervention
( 2)
Instant
Winter's Intervention deals 2 damage to target creature. You gain 2 life.
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Winter's Night
( 3)
World Enchantment
Whenever a player taps a snow land for mana, that player adds one mana of any type that land produced. That land doesn't untap during its controller's next untap step.
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Winter's Rest
( 2)
Snow Enchantment — Aura
Enchant creature When Winter's Rest enters, tap enchanted creature. As long as you control another snow permanent, enchanted creature doesn't untap during its controller's untap step.
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Winterthorn Blessing
( 2)
Sorcery
Put a +1/+1 counter on up to one target creature you control. Tap up to one target creature you don't control, and that creature doesn't untap during its controller's next untap step. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Wipe Away
( 3)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Return target permanent to its owner's hand.
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Wipe Clean
( 2)
Instant
Exile target enchantment. Cycling (, Discard this card: Draw a card.)
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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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Wisedrafter's Will (playtest)
( 1)
Enchantment
Your opponents play with their hands revealed. , Sacrifice Wisedrafter's Will: Draw a card. , Sacrifice Wisedrafter's Will: Counter target spell.
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Wish
( 3)
Sorcery
You may play a card you own from outside the game this turn.
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Wishclaw Talisman
( 2)
Artifact
This artifact enters with three wish counters on it. , , Remove a wish counter from this artifact: Search your library for a card, put it into your hand, then shuffle. An opponent gains control of this artifact. Activate only during your turn.
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Wishful Merfolk
( 2)
Creature — Merfolk
(3/2)
Defender : Wishful Merfolk loses defender and becomes a Human until end of turn.
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Wishing Well
( 4)
Artifact
: Put a coin counter on Wishing Well. When you do, you may cast target instant or sorcery card with mana value equal to the number of coin counters on Wishing Well from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. Activate only as a sorcery.
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Wishmonger
( 4)
Creature — Unicorn Monger
(3/3)
: Target creature gains protection from the color of its controller's choice until end of turn. Any player may activate this ability.
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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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Wispmare
( 3)
Creature — Elemental
(1/3)
Flying When Wispmare enters, destroy target enchantment. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Wispweaver Angel
( 6)
Creature — Angel
(4/4)
Flying When Wispweaver Angel enters, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
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Wistful Selkie
( 3)
Creature — Merfolk Wizard
(2/2)
When Wistful Selkie enters, draw a card.
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Wistful Thinking
( 3)
Sorcery
Target player draws two cards, then discards four cards.
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Witch Enchanter
( 4)
Creature — Human Warlock
(2/2)
When Witch Enchanter enters, destroy target artifact or enchantment an opponent controls.
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Witch Hunt
( 5)
Enchantment
Players can't gain life. At the beginning of your upkeep, Witch Hunt deals 4 damage to you. At the beginning of your end step, target opponent chosen at random gains control of Witch Hunt.
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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 of their choice and you return up to one target creature card from your graveyard to your hand.
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Witchbane Orb
( 4)
Artifact
When Witchbane Orb enters, destroy all Curses attached to you. You have hexproof. (You can't be the target of spells or abilities your opponents control, including Aura spells.)
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Witch-Blessed Meadow
( 0)
Land
As Witch-Blessed Meadow enters, you may pay 3 life. If you don't, it enters tapped. : Add .
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Witches' Eye
( 1)
Artifact — Equipment
Equipped creature has ", : Scry 1." (To scry 1, look at the top card of your library, then you may put that card on the bottom.) Equip
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Witching Well
( 1)
Artifact
When Witching Well enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) , Sacrifice Witching Well: Draw two cards.
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Witch-king of Angmar
( 5)
Legendary Creature — Wraith Noble
(5/3)
Flying Whenever one or more creatures deal combat damage to you, each opponent sacrifices a creature of their choice that dealt combat damage to you this turn. The Ring tempts you. Discard a card: Witch-king of Angmar gains indestructible until end of turn. Tap it.
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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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Witch-king, Sky Scourge
( 7)
Legendary Creature — Wraith Noble
(5/5)
Flying Whenever you attack with one or more Wraiths, exile the top X cards of your library, where X is their total power. You may play those cards this turn. Undying (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.)
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Witch-Maw Nephilim
( 4)
Creature — Nephilim
(1/1)
Whenever you cast a spell, you may put two +1/+1 counters on Witch-Maw Nephilim. Whenever Witch-Maw Nephilim attacks, it gains trample until end of turn if its power is 10 or greater.
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Witch's Cottage
( 0)
Land — Swamp
(: Add .) Witch's Cottage enters tapped unless you control three or more other Swamps. When Witch's Cottage enters untapped, you may put target creature card from your graveyard on top of your library.
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Witch's Mark
( 2)
Sorcery
You may discard a card. If you do, draw two cards. Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this Aura is put into a graveyard, each opponent loses 1 life.)
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Witch's Vengeance
( 3)
Sorcery
Creatures of the creature type of your choice get -3/-3 until end of turn.
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Witch's Web
( 2)
Instant
Target creature gets +3/+3 and gains reach until end of turn. Untap it.
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Witchstalker
( 3)
Creature — Wolf
(3/3)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever an opponent casts a blue or black spell during your turn, put a +1/+1 counter on Witchstalker.
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Witchstalker Frenzy
( 4)
Instant
This spell costs less to cast for each creature that attacked this turn. Witchstalker Frenzy deals 5 damage to target creature.
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Withdraw
( 2)
Instant
Return target creature to its owner's hand. Then return another target creature to its owner's hand unless its controller pays .
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Withengar Unbound
( 0)
Legendary Creature — Demon
(13/13)
Flying, intimidate, trample (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever a player loses the game, put thirteen +1/+1 counters on Withengar Unbound.
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Wither and Bloom
( 2)
Instant
Target creature gets -3/-3 until end of turn. , Exile Wither and Bloom from your graveyard: Put a +1/+1 counter on target creature you control. Activate only as a sorcery.
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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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Witherbloom Command
( 2)
Sorcery
Choose two — • Target player mills three cards, then you return a land card from your graveyard to your hand. • Destroy target noncreature, nonland permanent with mana value 2 or less. • Target creature gets -3/-1 until end of turn. • Target opponent loses 2 life and you gain 2 life.
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Witherbloom Pledgemage
( 5)
Creature — Treefolk Warlock
(5/5)
Magecraft — Whenever you cast or copy an instant or sorcery spell, you gain 1 life.
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Withercrown
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has base power 0 and has "At the beginning of your upkeep, you lose 1 life unless you sacrifice this creature."
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Withered Wretch
( 2)
Creature — Zombie Cleric
(2/2)
: Exile target card from a graveyard.
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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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Witherscale Wurm
( 6)
Creature — Wurm
(9/9)
Whenever Witherscale Wurm blocks or becomes blocked by a creature, that creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.) Whenever Witherscale Wurm deals damage to an opponent, remove all -1/-1 counters from it.
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Without Weakness
( 2)
Instant
Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.) Cycling (, Discard this card: Draw a card.)
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Withstand
( 3)
Instant
Prevent the next 3 damage that would be dealt to any target this turn. Draw a card.
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Withstand Death
( 1)
Instant
Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)
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Witness of the Ages
( 6)
Artifact Creature — Golem
(4/4)
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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Witness Protection
( 1)
Enchantment — Aura
Enchant creature Enchanted creature loses all abilities and is a green and white Citizen creature with base power and toughness 1/1 named Legitimate Businessperson. (It loses all other colors, card types, creature types, and names.)
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Witness the End
( 4)
Sorcery
Devoid (This card has no color.) Target opponent exiles two cards from their hand and loses 2 life.
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Witness the Future
( 3)
Sorcery
Target player shuffles up to four target cards from their graveyard into their library. You look at the top four cards of your library, then put one of those cards into your hand and the rest on the bottom of your library in a random order.
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Wit's End
( 7)
Sorcery
Target player discards their hand.
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Witty Demon (playtest)
( 3)
Creature — — Demon
(4/3)
Flying When CARDNAME enters the battlefield, if your starting library had at least 13 cards over the minimum, search your library for a card and put that card into your hand, then shuffle your library. Otherwise, CARDNAME deals 4 damage to you.
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Witty Roastmaster
( 3)
Creature — Devil Citizen
(3/2)
Alliance — Whenever another creature you control enters, Witty Roastmaster deals 1 damage to each opponent.
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Wizard Class
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) You have no maximum hand size. : Level 2 //Level_2// When this Class becomes level 2, draw two cards. : Level 3 //Level_3// Whenever you draw a card, put a +1/+1 counter on target creature you control.
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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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Wizard Replica
( 3)
Artifact Creature — Wizard
(1/3)
Flying , Sacrifice Wizard Replica: Counter target spell unless its controller pays .
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Wizard's Lightning
( 3)
Instant
This spell costs less to cast if you control a Wizard. Wizard's Lightning deals 3 damage to any target.
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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 copy 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, 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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Wizard's Retort
( 3)
Instant
This spell costs less to cast if you control a Wizard. Counter target spell.
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Wizard's Rockets
( 1)
Artifact
Wizard's Rockets enters tapped. , , Sacrifice Wizard's Rockets: Add X mana in any combination of colors. When Wizard's Rockets is put into a graveyard from the battlefield, draw a card.
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Wizard's Spellbook
( 7)
Artifact
: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery. 1–9 | Copy that card. You may cast the copy. 10–19 | Copy that card. You may cast the copy by paying rather than paying its mana cost. 20 | Copy each card exiled with Wizard's Spellbook. You may cast any number of the copies without paying their mana costs.
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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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Wizened Cenn
( 2)
Creature — Kithkin Cleric
(2/2)
Other Kithkin creatures you control get +1/+1.
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Wizened Githzerai
( 2)
Creature — — Gith Monk
(2/1)
Psionic Adept — Whenever Wizened Githzerai becomes blocked by a creature, that creature perpetually gets -2/-0.
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Wizened Snitches
( 4)
Creature — Faerie Rogue
(1/3)
Flying Players play with the top card of their libraries revealed.
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Woe Strider
( 3)
Creature — Horror
(3/2)
When Woe Strider enters, create a 0/1 white Goat creature token. Sacrifice another creature: Scry 1. Escape—, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) Woe Strider escapes with two +1/+1 counters on it.
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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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