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Woodland Wanderer
( 4)
Creature — Elemental
(2/2)
Vigilance, trample Converge — Woodland Wanderer enters with a +1/+1 counter on it for each color of mana spent to cast it.
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Woodlot Crawler
( 2)
Creature — Insect
(2/1)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) Protection from green
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Woodlurker Mimic
( 2)
Creature — Shapeshifter
(2/1)
Whenever you cast a spell that's both black and green, Woodlurker Mimic has base power and toughness 4/5 until end of turn and gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)
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Woodripper
( 5)
Creature — Beast
(4/6)
Fading 3 (This creature enters with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) , Remove a fade counter from Woodripper: Destroy target artifact.
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Woodvine Elemental
( 6)
Creature — Elemental
(4/4)
Trample Parley — Whenever Woodvine Elemental attacks, each player reveals the top card of their library. For each nonland card revealed this way, attacking creatures you control get +1/+1 until end of turn. Then each player draws a card.
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Woodwraith Strangler
( 4)
Creature — Plant Zombie
(2/2)
Exile a creature card from your graveyard: Regenerate Woodwraith Strangler.
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Woolly Mammoths
( 3)
Creature — Elephant
(3/2)
Woolly Mammoths has trample as long as you control a snow land.
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Woolly Razorback
( 4)
Creature — Boar Beast
(7/7)
Woolly Razorback enters with three ice counters on it. As long as Woolly Razorback has an ice counter on it, prevent all combat damage it would deal and it has defender. Whenever Woolly Razorback blocks, remove an ice counter from it.
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Woolly Spider
( 3)
Creature — Spider
(2/3)
Reach (This creature can block creatures with flying.) Whenever Woolly Spider blocks a creature with flying, Woolly Spider gets +0/+2 until end of turn.
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Word of Blasting
( 2)
Instant
Destroy target Wall. It can't be regenerated. Word of Blasting deals damage equal to that Wall's mana value to the Wall's controller.
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Word of Command
( 2)
Instant
Look at target opponent's hand and choose a card from it. You control that player until Word of Command finishes resolving. The player plays that card if able. While doing so, the player can activate mana abilities only if they're from lands that player controls and only if mana they produce is spent to activate other mana abilities of lands the player controls and/or to play that card. If the chosen card is cast as a spell, you control the player while that spell is resolving.
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Word of Seizing
( 5)
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.) Untap target permanent and gain control of it until end of turn. It gains haste until end of turn.
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Word of Undoing
( 1)
Instant
Return target creature and all white Auras you own attached to it to their owners' hands.
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Wordmail
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each word in its name.
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Words of War
( 3)
Enchantment
: The next time you would draw a card this turn, Words of War deals 2 damage to any target instead.
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Words of Waste
( 3)
Enchantment
: The next time you would draw a card this turn, each opponent discards a card instead.
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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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Words of Wind
( 3)
Enchantment
: The next time you would draw a card this turn, each player returns a permanent they control to its owner's hand instead.
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Words of Wisdom
( 2)
Instant
You draw two cards, then each other player draws a card.
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Words of Worship
( 3)
Enchantment
: The next time you would draw a card this turn, you gain 5 life instead.
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Work a Double
( 4)
Sorcery
Assemble two Contraptions. (Put the top card of your Contraption deck face up onto one of your sprockets. Then repeat this process.)
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Workhorse
( 6)
Artifact Creature — Horse
(0/0)
Workhorse enters with four +1/+1 counters on it. Remove a +1/+1 counter from Workhorse: Add .
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Working Stiff
( 2)
Creature — Mummy
(2/2)
As Working Stiff enters, straighten your arms. When you bend an elbow, sacrifice Working Stiff.
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Workshop Assistant
( 3)
Artifact Creature — Construct
(1/2)
When Workshop Assistant dies, return another target artifact card 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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Workshop Warchief
( 5)
Creature — Rhino Warrior
(5/3)
Trample When Workshop Warchief enters, you gain 3 life. When Workshop Warchief dies, create a 4/4 green Rhino Warrior creature token. Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
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World at War
( 5)
Sorcery
After the second main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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World Breaker
( 7)
Creature — Eldrazi
(5/7)
Devoid (This card has no color.) When you cast this spell, exile target artifact, enchantment, or land. Reach , Sacrifice a land: Return World Breaker from your graveyard to your hand. ( represents colorless mana.)
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World Queller
( 5)
Creature — Avatar
(4/4)
At the beginning of your upkeep, you may choose a card type. If you do, each player sacrifices a permanent of their choice of that type.
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World Shaper
( 4)
Creature — Merfolk Shaman
(3/3)
Whenever World Shaper attacks, you may mill three cards. When World Shaper dies, return all land cards from your graveyard to the battlefield tapped.
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World-Bottling Kit
( 5)
Artifact
, Sacrifice World-Bottling Kit: Choose a Magic set. Exile all permanents with that set's expansion symbol except for basic lands.
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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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Worldgorger Dragon
( 6)
Creature — Nightmare Dragon
(7/7)
Flying, trample When Worldgorger Dragon enters, exile all other permanents you control. When Worldgorger Dragon leaves the battlefield, return the exiled cards to the battlefield under their owners' control.
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Worldly Counsel
( 2)
Instant
Domain — Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put one of those cards into your hand and the rest on the bottom of your library in any order.
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Worldly Tutor
( 1)
Instant
Search your library for a creature card, reveal it, then shuffle and put the card on top.
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Worldslayer
( 5)
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, destroy all permanents other than Worldslayer. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Worldsoul Colossus
( 2)
Creature — Elemental
(0/0)
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.) Worldsoul Colossus enters with X +1/+1 counters on it.
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Worldsoul's Rage
( 2)
Sorcery
Worldsoul's Rage deals X damage to any target. Put up to X land cards from your hand and/or graveyard onto the battlefield tapped.
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Worldspine Wurm
( 11)
Creature — Wurm
(15/15)
Trample When Worldspine Wurm dies, create three 5/5 green Wurm creature tokens with trample. When Worldspine Wurm is put into a graveyard from anywhere, shuffle it into its owner's library.
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World-Weary
( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets -4/-4. Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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Worm Harvest
( 5)
Sorcery
Create a 1/1 black and green Worm creature token for each land card in your graveyard. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Wormfang Behemoth
( 5)
Creature — Nightmare Fish Beast
(5/5)
When Wormfang Behemoth enters, exile all cards from your hand. When Wormfang Behemoth leaves the battlefield, return the exiled cards to their owner's hand.
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Wormfang Crab
( 4)
Creature — Nightmare Crab
(3/6)
Wormfang Crab can't be blocked. When Wormfang Crab enters, an opponent chooses a permanent you control other than Wormfang Crab and exiles it. When Wormfang Crab leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Wormfang Drake
( 3)
Creature — Nightmare Drake
(3/4)
Flying When Wormfang Drake enters, sacrifice it unless you exile a creature you control other than Wormfang Drake. When Wormfang Drake leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Wormfang Manta
( 7)
Creature — Nightmare Fish Beast
(6/1)
Flying When Wormfang Manta enters, you skip your next turn. When Wormfang Manta leaves the battlefield, you take an extra turn after this one.
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Wormfang Newt
( 2)
Creature — Nightmare Salamander Beast
(2/2)
When Wormfang Newt enters, exile a land you control. When Wormfang Newt leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Wormfang Turtle
( 3)
Creature — Nightmare Turtle Beast
(2/4)
When Wormfang Turtle enters, exile a land you control. When Wormfang Turtle leaves the battlefield, return the exiled card to the battlefield under its owner's control.
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Wormhole Serpent
( 5)
Creature — Serpent
(3/5)
: Target creature can't be blocked this turn.
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Wormhole Warp (playtest)
( 3)
Instant
Exile target creature an opponent controls. That player reveals cards from their sideboard at random until they reveal a nonland card. They may cast that card without paying its mana cost.
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Worms of the Earth
( 5)
Enchantment
Players can't play lands. Lands can't enter the battlefield. At the beginning of each upkeep, any player may sacrifice two lands of their choice or have Worms of the Earth deal 5 damage to that player. If a player does either, destroy Worms of the Earth.
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Wormwood Dryad
( 3)
Creature — Dryad
(3/1)
: Wormwood Dryad gains forestwalk until end of turn and deals 1 damage to you. (It can't be blocked as long as defending player controls a Forest.) : Wormwood Dryad gains swampwalk until end of turn and deals 1 damage to you. (It can't be blocked as long as defending player controls a Swamp.)
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Worry Beads
( 3)
Artifact
At the beginning of each player's upkeep, that player mills a card.
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Worship
( 4)
Enchantment
If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.
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Worst Fears
( 8)
Sorcery
You control target player during that player's next turn. Exile Worst Fears. (You see all cards that player could see and make all decisions for the player.)
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Wort, Boggart Auntie
( 4)
Legendary Creature — Goblin Shaman
(3/3)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, you may return target Goblin card from your graveyard to your hand.
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Wort, the Raidmother
( 6)
Legendary Creature — Goblin Shaman
(3/3)
When Wort, the Raidmother enters, create two 1/1 red and green Goblin Warrior creature tokens. Each red or green instant or sorcery spell you cast has conspire. (As you cast the spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for the copy.)
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Worthy Cause
( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) As an additional cost to cast this spell, sacrifice a creature. You gain life equal to the sacrificed creature's toughness.
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Worthy Knight
( 2)
Creature — Human Knight
(2/2)
Whenever you cast a Knight spell, create a 1/1 white Human creature token.
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Wound Reflection
( 6)
Enchantment
At the beginning of each end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
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Wowzer, the Aspirational (playtest)
( 7)
Legendary Snow Creature — — Wurm
(10/10)
Whenever Wowzer, the Aspirational attacks, if you have an , control a Blood, a Clue, a Food, a Map, a Powerstone, and a Treasure, are the monarch, and have the city's blessing and the initiative, you win the game.
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Wrangler of the Damned
( 5)
Creature — Human Soldier
(1/4)
Flash At the beginning of your end step, if you haven't cast a spell from your hand this turn, create a 2/2 white Spirit creature token with flying.
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Wrath of God
( 4)
Sorcery
Destroy all creatures. They can't be regenerated.
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Wrath of Marit Lage
( 5)
Enchantment
When Wrath of Marit Lage enters, tap all red creatures. Red creatures don't untap during their controllers' untap steps.
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Wrath of Sod (playtest)
( 4)
Sorcery
Put a manabond counter on all creatures. (They lose all other abilities and become lands with ": Add one mana of this card's color.")
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Wrathful Raptors
( 5)
Creature — Dinosaur
(5/5)
Trample Whenever a Dinosaur you control is dealt damage, it deals that much damage to any target that isn't a Dinosaur.
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Wrathful Red Dragon
( 5)
Creature — Dragon
(5/5)
Flying Whenever a Dragon you control is dealt damage, it deals that much damage to any target that isn't a Dragon.
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Wreak Havoc
( 4)
Sorcery
This spell can't be countered. Destroy target artifact or land.
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Wreath of Geists
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +X/+X, where X is the number of creature cards in your graveyard.
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Wrecking Ogre
( 5)
Creature — Ogre Warrior
(3/3)
Double strike Bloodrush — , Discard Wrecking Ogre: Target attacking creature gets +3/+3 and gains double strike until end of turn.
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Wrenn and One (playtest)
( 0)
Land Planeswalker — — Wrenn
(1)
+1: Wrenn and One gains ": Add " until your next turn. −1: Create a 1/1 green Squirrel creature token. −4: You get an emblem with "At the beginning of your precombat main phase, add for each creature you control."
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Wrenn's Resolve
( 2)
Sorcery
Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
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Wretched Bonemass
( 0)
Creature — Skeleton Horror
(*/*)
Wretched Bonemass's power and toughness are each equal to the total power of the exiled cards used to craft it. Wretched Bonemass has flying as long as an exiled card used to craft it has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, and vigilance.
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Wretched Confluence
( 5)
Instant
Choose three. You may choose the same mode more than once. • Target player draws a card and loses 1 life. • Target creature gets -2/-2 until end of turn. • Return target creature card from your graveyard to your hand.
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Wretched Throng
( 2)
Creature — Zombie Horror
(2/1)
When Wretched Throng dies, you may search your library for a card named Wretched Throng, reveal it, put it into your hand, then shuffle.
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Wrinkly Monkey Shenanigans
( 0)
Stickers
2 — : Target creature can't block this creature this turn. 4 — Morbid — At the beginning of each end step, if a creature died this turn and this permanent is a creature, put a -1/-1 counter on this permanent and draw a card. 2 — 2/4 3 — 7/2
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Writ of Passage
( 1)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks, if its power is 2 or less, it can't be blocked this turn. Forecast — , Reveal Writ of Passage from your hand: Target creature with power 2 or less can't be blocked this turn. (Activate only during your upkeep and only once each turn.)
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Writ of Return
( 5)
Sorcery
Return target creature card from your graveyard to the battlefield tapped. 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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Write into Being
( 3)
Sorcery
Look at the top two cards of your library. Manifest one of those cards, then put the other on the top or bottom of your library. (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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Writhing Necromass
( 7)
Creature — Zombie Giant
(5/5)
This spell costs less to cast for each creature card in your graveyard. Deathtouch
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Wrong Turn
( 3)
Instant
Target opponent gains control of target creature. (If an attacking or blocking creature changes controllers, it's removed from combat.)
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Wu Longbowman
( 3)
Creature — Human Soldier Archer
(1/1)
: Wu Longbowman deals 1 damage to any target. Activate only during your turn, before attackers are declared.
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Wu Scout
( 2)
Creature — Human Soldier Scout
(1/1)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When Wu Scout enters, look at target opponent's hand.
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Wulfgar of Icewind Dale
( 5)
Legendary Creature — Human Barbarian
(4/4)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) If a creature you control attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
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Wumpus Aberration
( 4)
Creature — Eldrazi Beast
(6/6)
Devoid (This card has no color.) When you cast this spell, if wasn't spent to cast it, target opponent may put a creature card from their hand onto the battlefield. Trample
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Wurmcoil Engine
( 6)
Artifact Creature — Phyrexian Wurm
(6/6)
Deathtouch, lifelink When Wurmcoil Engine dies, create a 3/3 colorless Phyrexian Wurm artifact creature token with deathtouch and a 3/3 colorless Phyrexian Wurm artifact creature token with lifelink.
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Wurmcoil Larva
( 5)
Artifact Creature — Phyrexian Wurm
(3/3)
Deathtouch, lifelink When Wurmcoil Larva dies, create a 1/2 black Phyrexian Wurm artifact creature token with deathtouch and a 2/1 black Phyrexian Wurm artifact creature token with lifelink.
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