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Winds of Rebuke
( 2)
Instant
Return target nonland permanent to its owner's hand. Each player mills two cards.
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Wind-Scarred Crag
( 0)
Land
Wind-Scarred Crag enters tapped. When Wind-Scarred Crag enters, you gain 1 life. : Add or .
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Windscouter
( 4)
Creature — Human Scout
(3/3)
Flying When Windscouter attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
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Windshaper Planetar
( 5)
Creature — Angel
(4/4)
Flash Flying When Windshaper Planetar enters during the declare attackers step, for each attacking creature, you may reselect which player or permanent that creature is attacking. (It can't attack its controller or their permanents.)
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Windstorm
( 1)
Instant
Windstorm deals X damage to each creature with flying.
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Windstorm Drake
( 5)
Creature — Drake
(3/3)
Flying Other creatures you control with flying get +1/+0.
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Windswept Heath
( 0)
Land
, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
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Windswift Slice
( 3)
Instant
Target creature you control deals damage equal to its power to target creature you don't control. Create a number of 1/1 green Elf Warrior creature tokens equal to the amount of excess damage dealt this way.
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Wing Shards
( 3)
Instant
Target player sacrifices an attacking creature. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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Wing Shredder
( 0)
Creature — Werewolf
(3/5)
Reach Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Wing Snare
( 3)
Sorcery
Destroy target creature with flying.
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Wing Splicer
( 4)
Creature — Phyrexian Human Artificer
(1/1)
When Wing Splicer enters, create a 3/3 colorless Phyrexian Golem artifact creature token. Golem creatures you control have flying.
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Wing Storm
( 3)
Sorcery
Wing Storm deals damage to each player equal to twice the number of creatures that player controls with flying.
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Winged Boots
( 2)
Artifact — Equipment
Equipped creature has flying and ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Equip
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Winged Shepherd
( 6)
Creature — Angel
(3/3)
Flying, vigilance Cycling (, Discard this card: Draw a card.)
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Winged Sliver
( 2)
Creature — Sliver
(1/1)
All Sliver creatures have flying.
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Winged Words
( 3)
Sorcery
This spell costs less to cast if you control a creature with flying. Draw two cards.
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Wingrattle Scarecrow
( 3)
Artifact Creature — Scarecrow
(2/2)
Wingrattle Scarecrow has flying as long as you control a blue creature. Wingrattle Scarecrow has persist as long as you control a black creature. (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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Wings of Aesthir
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+0 and has flying and first strike.
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Wings of Hope
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+3 and has flying.
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Wings of Hubris
( 2)
Artifact — Equipment
Equipped creature has flying. Sacrifice Wings of Hubris: Equipped creature can't be blocked this turn. Sacrifice it at the beginning of the next end step. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Wings of the Cosmos
( 1)
Instant
Target creature gets +1/+3 and gains flying until end of turn. Untap it.
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Wings of the Guard
( 2)
Creature — Bird
(1/1)
Flying Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
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Wings of Velis Vel
( 2)
Kindred Instant — Shapeshifter
Changeling (This card is every creature type.) Until end of turn, target creature has base power and toughness 4/4, gains all creature types, and gains flying.
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Wingshield Agent
( 3)
Creature — Human Soldier
(2/3)
Wingshield Agent enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) Whenever Wingshield Agent attacks, up to one other target creature gains flying until end of turn.
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Wingspan Mentor
( 3)
Creature — Human Wizard
(1/3)
When Wingspan Mentor enters, put a flying counter on target non-Human creature you control. , : Put a +1/+1 counter on each creature you control with flying.
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Wingsteed Rider
( 3)
Creature — Human Knight
(2/2)
Flying Heroic — Whenever you cast a spell that targets Wingsteed Rider, put a +1/+1 counter on Wingsteed Rider.
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Wingsteed Trainer
( 4)
Creature — — Human
(2/3)
When Wingsteed Trainer enters the battlefield or attacks, conjure a card named Stormfront Pegasus into your hand.
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Winnowing Forces
( 0)
Creature — Elf Warrior
(*/*)
Winnowing Forces's power and toughness are each equal to the number of lands you control.
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Winota, Joiner of Forces
( 4)
Legendary Creature — Human Warrior
(4/4)
Whenever a non-Human creature you control attacks, look at the top six cards of your library. You may put a Human creature card from among them onto the battlefield tapped and attacking. It gains indestructible until end of turn. Put the rest of the cards on the bottom of your library in a random order.
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Winter Blast
( 1)
Sorcery
Tap X target creatures. Winter Blast deals 2 damage to each of those creatures with flying.
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Winter Sky
( 1)
Sorcery
Flip a coin. If you win the flip, Winter Sky deals 1 damage to each creature and each player. If you lose the flip, each player draws a card.
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Winter, Cynical Opportunist
( 4)
Legendary Creature — Human Warlock
(2/5)
Deathtouch Whenever Winter attacks, mill three cards. Delirium — At the beginning of your end step, you may exile any number of cards from your graveyard with four or more card types among them. If you do, put a permanent card from among them onto the battlefield with a finality counter on it.
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Winter, Misanthropic Guide
( 4)
Legendary Creature — Human Warlock
(3/4)
Ward At the beginning of your upkeep, each player draws two cards. Delirium — As long as there are four or more card types among cards in your graveyard, each opponent's maximum hand size is equal to seven minus the number of those card types.
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Wintermoon Mesa
( 0)
Land
Wintermoon Mesa enters tapped. : Add . , , Sacrifice Wintermoon Mesa: Tap two target lands.
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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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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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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 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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Wish
( 3)
Sorcery
You may play a card you own from outside the game this turn.
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Wishclaw Talisman
( 2)
Artifact
Wishclaw Talisman enters with three wish counters on it. , , Remove a wish counter from Wishclaw Talisman: Search your library for a card, put it into your hand, then shuffle. An opponent gains control of Wishclaw Talisman. 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 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 and you return up to one target creature card from your graveyard to your hand.
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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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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'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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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'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 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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Wojek Halberdiers
( 2)
Creature — Human Soldier
(3/2)
Battalion — Whenever Wojek Halberdiers and at least two other creatures attack, Wojek Halberdiers gains first strike until end of turn.
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Wojek Investigator
( 3)
Creature — Angel Detective
(2/4)
Flying, vigilance At the beginning of your upkeep, investigate once for each opponent who has more cards in hand than you. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
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Wojek Siren
( 1)
Instant
Radiance — Target creature and each other creature that shares a color with it get +1/+1 until end of turn.
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