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Wind Shear
( 3)
Instant
Attacking creatures with flying get -2/-2 and lose flying until end of turn.
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Wind Spirit
( 5)
Creature — Elemental Spirit
(3/2)
Flying Menace (This creature can't be blocked except by two or more creatures.)
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Wind Strider
( 5)
Creature — Merfolk Wizard
(3/3)
Flash (You may cast this spell any time you could cast an instant.) Flying
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Wind Zendikon
( 1)
Enchantment — Aura
Enchant land Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land. When enchanted land dies, return that card to its owner's hand.
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Windborn Muse
( 4)
Creature — Spirit
(2/3)
Flying Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
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Windborne Charge
( 4)
Sorcery
Two target creatures you control each get +2/+2 and gain flying until end of turn.
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Windbrisk Heights
( 0)
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) Windbrisk Heights enters tapped. : Add . , : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
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Windbrisk Raptor
( 7)
Creature — Bird
(5/7)
Flying Attacking creatures you control have lifelink.
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Windcaller Aven
( 6)
Creature — Bird Wizard
(4/3)
Flying Cycling (, Discard this card: Draw a card.) When you cycle Windcaller Aven, target creature gains flying until end of turn.
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Windfall
( 3)
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
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Windgrace Acolyte
( 5)
Creature — Cat Warrior
(3/2)
Flying When Windgrace Acolyte enters, mill three cards and you gain 3 life.
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Windgrace's Judgment
( 5)
Instant
For any number of opponents, destroy target nonland permanent that player controls.
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Winding Constrictor
( 2)
Creature — Snake
(2/3)
If one or more counters would be put on an artifact or creature you control, that many plus one of each of those kinds of counters are put on that permanent instead. If you would get one or more counters, you get that many plus one of each of those kinds of counters instead.
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Winding Way
( 2)
Sorcery
Choose creature or land. Reveal the top four cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest into your graveyard.
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Winding Wurm
( 5)
Creature — Wurm
(6/6)
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
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Wind-Kin Raiders
( 6)
Creature — Human Artificer
(4/3)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Flying
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Windreader Sphinx
( 7)
Creature — Sphinx
(3/7)
Flying Whenever a creature with flying attacks, you may draw a card.
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Windreaver
( 5)
Creature — Elemental
(1/3)
Flying : Windreaver gains vigilance until end of turn. : Windreaver gets +0/+1 until end of turn. : Switch Windreaver's power and toughness until end of turn. : Return Windreaver to its owner's hand.
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Windrider Eel
( 4)
Creature — Fish
(2/2)
Flying Landfall — Whenever a land you control enters, Windrider Eel gets +2/+2 until end of turn.
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Windrider Patrol
( 5)
Creature — Merfolk Wizard
(4/3)
Flying Whenever Windrider Patrol deals combat damage to a player, 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.)
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Windrider Wizard
( 3)
Creature — Human Wizard
(2/2)
Flying Whenever you cast an instant, sorcery, or Wizard spell, you may draw a card. If you do, discard a card.
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Winds of Abandon
( 2)
Sorcery
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle. Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Winds of Change
( 1)
Sorcery
Each player shuffles the cards from their hand into their library, then draws that many cards.
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Winds of Qal Sisma
( 2)
Instant
Prevent all combat damage that would be dealt this turn. Ferocious — If you control a creature with power 4 or greater, instead prevent all combat damage that would be dealt this turn by creatures your opponents control.
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Winds of Rath
( 5)
Sorcery
Destroy all creatures that aren't enchanted. They can't be regenerated.
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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
This land enters tapped. When this land 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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Windwright Mage
( 3)
Artifact Creature — Human Wizard
(2/2)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) Windwright Mage has flying as long as an artifact card is in your graveyard.
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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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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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Zephyr Winder
( 2)
Creature — Elemental
(2/1)
Flying Whenever Zephyr Winder deals combat damage to a player, untap up to one target creature.
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Zeriam, Golden Wind
( 4)
Legendary Creature — Griffin
(3/4)
Flying Whenever a Griffin you control deals combat damage to a player, create a 2/2 white Griffin creature token with flying.
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