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Watcher of the Roost
( 3)
Creature — Bird Soldier
(2/1)
Flying Morph—Reveal a white card in your hand. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Watcher of the Roost is turned face up, you gain 2 life.
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Watcher of the Spheres
( 2)
Creature — Bird Wizard
(2/2)
Flying Creature spells with flying you cast cost less to cast. Whenever another creature you control with flying enters, Watcher of the Spheres gets +1/+1 until end of turn.
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Watcher Sliver
( 4)
Creature — Sliver
(2/2)
All Sliver creatures get +0/+2.
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Watchers of the Dead
( 2)
Artifact Creature — Cat
(2/2)
Exile Watchers of the Dead: Each opponent chooses two cards in their graveyard and exiles the rest.
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Watchful Blisterzoa
( 6)
Creature — Phyrexian Jellyfish
(4/4)
Flying Watchful Blisterzoa enters with an oil counter on it. When Watchful Blisterzoa dies, draw cards equal to the number of oil counters on it.
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Watchful Radstag
( 3)
Creature — Elk Mutant
(2/2)
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever Watchful Radstag evolves, create a token that's a copy of it.
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Watchwing Scarecrow
( 4)
Artifact Creature — Scarecrow
(2/4)
Watchwing Scarecrow has vigilance as long as you control a white creature. Watchwing Scarecrow has flying as long as you control a blue creature.
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Water Servant
( 4)
Creature — Elemental
(3/4)
: Water Servant gets +1/-1 until end of turn. : Water Servant gets -1/+1 until end of turn.
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Water Wings
( 2)
Instant
Until end of turn, target creature you control has base power and toughness 4/4 and gains flying and hexproof. (It can't be the target of spells or abilities your opponents control.)
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Watercourser
( 3)
Creature — Elemental
(2/3)
: Watercourser gets +1/-1 until end of turn.
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Waterfall Aerialist
( 4)
Creature — Djinn Wizard
(3/1)
Flying Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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Waterkin Shaman
( 2)
Creature — Elemental Shaman
(2/1)
Whenever a creature you control with flying enters, Waterkin Shaman gets +1/+1 until end of turn.
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Waterlogged Teachings
( 4)
Instant
Search your library for an instant card or a card with flash, reveal it, put it into your hand, then shuffle.
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Waterspout Djinn
( 4)
Creature — Djinn
(4/4)
Flying At the beginning of your upkeep, sacrifice Waterspout Djinn unless you return an untapped Island you control to its owner's hand.
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Waterspout Elemental
( 5)
Creature — Elemental
(3/4)
Kicker (You may pay an additional as you cast this spell.) Flying When Waterspout Elemental enters, if it was kicked, return all other creatures to their owners' hands and you skip your next turn.
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Waterspout Warden
( 3)
Creature — Frog Soldier
(3/2)
Whenever Waterspout Warden attacks, if another creature entered the battlefield under your control this turn, Waterspout Warden gains flying until end of turn.
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Waterspout Weavers
( 5)
Creature — Merfolk Wizard
(3/3)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Waterspout Weavers, you may reveal it. If you do, each creature you control gains flying until end of turn.
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Waterwind Scout
( 3)
Creature — Merfolk Scout
(2/2)
Flying When Waterwind Scout enters, create a Map token. (It's an artifact with ", , Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery.")
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Wave of Rats
( 4)
Creature — Rat
(4/2)
Trample When Wave of Rats dies, if it dealt combat damage to a player this turn, return it to the battlefield under its owner's control. 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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Wavecrash Triton
( 3)
Creature — Merfolk Wizard
(1/4)
Heroic — Whenever you cast a spell that targets Wavecrash Triton, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
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Waves of Aggression
( 5)
Sorcery
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. 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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Wavesifter
( 5)
Creature — Elemental
(3/2)
Flying When Wavesifter enters, investigate twice. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Waveskimmer Aven
( 5)
Creature — Bird Soldier
(2/4)
Flying Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
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Wax-Wane Witness
( 4)
Creature — Bat Cleric
(2/4)
Flying, vigilance Whenever you gain or lose life during your turn, Wax-Wane Witness gets +1/+0 until end of turn.
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Wayfarer's Bauble
( 1)
Artifact
, , Sacrifice Wayfarer's Bauble: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Waylaying Pirates
( 4)
Creature — Human Pirate
(3/3)
When Waylaying Pirates enters, if you control an artifact, tap target artifact or creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Wayward Disciple
( 0)
Creature — Human Cleric
(2/4)
Whenever Wayward Disciple or another creature you control dies, target opponent loses 1 life and you gain 1 life.
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Wayward Guide-Beast
( 1)
Creature — Beast
(2/2)
Trample, haste Whenever Wayward Guide-Beast deals combat damage to a player, return a land you control to its owner's hand.
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Wayward Servant
( 2)
Creature — Zombie
(2/2)
Whenever another Zombie you control enters, each opponent loses 1 life and you gain 1 life.
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Wayward Soul
( 4)
Creature — Spirit
(3/2)
Flying : Put Wayward Soul on top of its owner's library.
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Wayward Swordtooth
( 3)
Creature — Dinosaur
(5/5)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) You may play an additional land on each of your turns. Wayward Swordtooth can't attack or block unless you have the city's blessing.
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Weakness
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-1.
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Weakstone
( 4)
Artifact
Attacking creatures get -1/-0.
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Weakstone's Subjugation
( 1)
Enchantment — Aura
Enchant artifact or creature When Weakstone's Subjugation enters, you may pay . If you do, tap enchanted permanent. Enchanted permanent doesn't untap during its controller's untap step.
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Weapon Surge
( 1)
Instant
Target creature you control gets +1/+0 and gains first strike until end of turn. Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Weaponcraft Enthusiast
( 3)
Creature — Aetherborn Artificer
(0/1)
Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
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Weaponize the Monsters
( 1)
Enchantment
, Sacrifice a creature: Weaponize the Monsters deals 2 damage to any target.
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Weaponized Scrap (playtest)
( 4)
Artifact Creature — — Construct
(6/6)
Upgrade (This creature enters the battlefield covering another artifact you control. If it can't, exile it. Ignore the artifact it's covering. Anywhere this card goes, cards underneath it also go. It has haste.)
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Weapons Trainer
( 2)
Creature — Human Soldier Ally
(3/2)
Other creatures you control get +1/+0 as long as you control an Equipment.
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Weary Prisoner
( 4)
Creature — Human Werewolf
(2/6)
Defender Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Weaselback Redcap
( 1)
Creature — Goblin Knight
(1/1)
: Weaselback Redcap gets +2/+0 until end of turn.
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Weather the Storm
( 2)
Instant
You gain 3 life. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
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Weathered Bodyguards
( 6)
Creature — Human Soldier
(2/5)
As long as Weathered Bodyguards is untapped, all combat damage that would be dealt to you by unblocked creatures is dealt to Weathered Bodyguards instead. 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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Weathered Runestone
( 2)
Artifact
Nonland permanent cards in graveyards and libraries can't enter the battlefield. Players can't cast spells from graveyards or libraries.
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Weathered Sentinels
( 3)
Artifact Creature — Wall
(2/5)
Defender, vigilance, reach, trample Weathered Sentinels can attack players who attacked you during their last turn as though it didn't have defender. Whenever Weathered Sentinels attacks, it gets +3/+3 and gains indestructible until end of turn.
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Weatherseed Elf
( 1)
Creature — Elf
(1/1)
: Target creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)
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Weatherseed Treefolk
( 5)
Creature — Treefolk
(5/3)
Trample When Weatherseed Treefolk dies, return it to its owner's hand.
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Weaver of Blossoms
( 3)
Creature — Human Werewolf
(2/3)
: Add one mana of any color. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Weaver of Lies
( 7)
Creature — Beast
(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.) When Weaver of Lies is turned face up, turn any number of target creatures with morph abilities other than Weaver of Lies face down.
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Ettercap (Web Shot)
( 3)
Instant — Adventure
Destroy target creature with flying. (Then exile this card. You may cast the creature later from exile.)
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Webspinner Cuff
( 3)
Artifact Creature — Equipment Spider
(1/4)
Reach Equipped creature gets +1/+4 and has reach. Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
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Wedding Crasher
( 0)
Creature — Werewolf
(6/5)
Whenever Wedding Crasher or another Wolf or Werewolf you control dies, draw a card. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Wedding Security
( 5)
Creature — Vampire Soldier
(4/4)
Whenever Wedding Security attacks, you may sacrifice a Blood token. If you do, put a +1/+1 counter on Wedding Security and draw a card.
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Wee Dragonauts
( 3)
Creature — Faerie Wizard
(1/3)
Flying Whenever you cast an instant or sorcery spell, Wee Dragonauts gets +2/+0 until end of turn.
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Weed Strangle
( 5)
Sorcery
Destroy target creature. Clash with an opponent. If you win, you gain life equal to that creature's toughness. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Wei Ambush Force
( 2)
Creature — Human Soldier
(1/1)
Whenever Wei Ambush Force attacks, it gets +2/+0 until end of turn.
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Wei Assassins
( 5)
Creature — Human Soldier Assassin
(3/2)
When Wei Assassins enters, target opponent chooses a creature they control. Destroy that creature.
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Wei Elite Companions
( 5)
Creature — Human Soldier
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Wei Night Raiders
( 4)
Creature — Human Soldier
(2/2)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Whenever Wei Night Raiders deals damage to an opponent, that player discards a card.
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Wei Scout
( 2)
Creature — Human Soldier Scout
(1/1)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Wei Strike Force
( 3)
Creature — Human Soldier
(2/1)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Weight of Conscience
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack. Tap two untapped creatures you control that share a creature type: Exile enchanted creature.
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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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Weird Harvest
( 2)
Sorcery
Each player may search their library for up to X creature cards, reveal those cards, put them into their hand, then shuffle.
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Weirding Shaman
( 2)
Creature — Goblin Shaman
(2/1)
, Sacrifice a Goblin: Create two 1/1 black Goblin Rogue creature tokens.
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Welcome to Sweettooth
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 1/1 white Human creature token. II — Create a Food token. III — Put X +1/+1 counters on target creature you control, where X is one plus the number of Foods you control.
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Weldfast Engineer
( 3)
Creature — Human Artificer
(3/3)
At the beginning of combat on your turn, target artifact creature you control gets +2/+0 until end of turn.
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Weldfast Monitor
( 3)
Artifact Creature — Lizard
(3/2)
: Weldfast Monitor gains menace until end of turn.
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Weldfast Wingsmith
( 4)
Creature — Human Artificer
(3/3)
Whenever an artifact you control enters, Weldfast Wingsmith gains flying until end of turn.
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Welding Sparks
( 3)
Instant
Welding Sparks deals X damage to target creature, where X is 3 plus the number of artifacts you control.
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Well of Discovery
( 6)
Artifact
At the beginning of your end step, if you control no untapped lands, draw a card.
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Well of Ideas
( 6)
Enchantment
When Well of Ideas enters, draw two cards. At the beginning of each other player's draw step, that player draws an additional card. At the beginning of your draw step, draw two additional cards.
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Well of Lost Dreams
( 4)
Artifact
Whenever you gain life, you may pay , where X is less than or equal to the amount of life you gained. If you do, draw X cards.
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Well Rested
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature becomes untapped, put two +1/+1 counters on it, then you gain 2 life and draw a card. This ability triggers only once each turn."
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Well-Laid Plans
( 3)
Enchantment
Prevent all damage that would be dealt to a creature by another creature if they share a color.
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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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Wellwisher
( 2)
Creature — Elf
(1/1)
: You gain 1 life for each Elf on the battlefield.
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Werewolf Ransacker
( 0)
Creature — Werewolf
(5/4)
Whenever this creature transforms into Werewolf Ransacker, you may destroy target artifact. If that artifact is put into a graveyard this way, Werewolf Ransacker deals 3 damage to that artifact's controller. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf Ransacker.
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Westfold Rider
( 2)
Creature — Human Knight
(3/1)
Sacrifice Westfold Rider: Destroy target artifact or enchantment. Activate only as a sorcery.
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Westgate Regent
( 5)
Creature — Vampire
(4/4)
Flying Ward—Discard a card. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.) Whenever Westgate Regent deals combat damage to a player, put that many +1/+1 counters on it.
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Westvale Cult Leader
( 0)
Creature — Human Cleric
(*/*)
Westvale Cult Leader's power and toughness are each equal to the number of creatures you control. At the beginning of your end step, create a 1/1 white and black Human Cleric creature token.
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Whammy Burn (playtest)
( 1)
Instant
Shuffle your whammy deck, then reveal cards from the top of your whammy deck until you reveal an Island or choose to stop. Then, if no Islands were revealed this way, CARDNAME deals X damage to any target, where X is the number of cards revealed. (A whammy deck consists of a Plains, Island, Swamp, Mountain, and Forest.)
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What Must Be Done
( 5)
Sorcery
Choose one — • Let the World Burn — Destroy all artifacts and creatures. • Release Juno — Return target historic permanent card from your graveyard to the battlefield. It enters with two additional +1/+1 counters on it if it's a creature. (Artifacts, legendaries, and Sagas are historic.)
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Wheel of Misfortune
( 3)
Sorcery
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
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Wheel of Sun and Moon
( 2)
Enchantment — Aura
Enchant player If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.
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When Fluffy Bunnies Attack
( 4)
Instant
Target creature gets -X/-X until end of turn, where X is the number of times the letter of your choice appears in that creature's name.
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Where Ancients Tread
( 5)
Enchantment
Whenever a creature you control with power 5 or greater enters, you may have Where Ancients Tread deal 5 damage to any target.
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Whetstone
( 3)
Artifact
: Each player mills two cards.
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Whims of the Fates
( 6)
Sorcery
Starting with you, each player separates all permanents they control into three piles. Then each player chooses one of their piles at random and sacrifices those permanents. (Piles can be empty.)
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Whip Sergeant
( 3)
Creature — Human Soldier
(2/1)
: Target creature gains haste until end of turn. (It can attack this turn.)
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Whip Silk
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has reach. (It can block creatures with flying.) : Return Whip Silk to its owner's hand.
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