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Weird Angel Flame
( 0)
Stickers
2 — Heroic — Whenever you cast a spell that targets this permanent, put two +1/+1 counters on it. 3 — Protection from even mana values 2 — 2/3 5 — 7/8
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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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Weirded Vampire
( 4)
Creature — Vampire Horror
(3/3)
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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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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Weirding Wood
( 3)
Enchantment — Aura
Enchant land When Weirding Wood enters the battlefield, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Enchanted land has ": Add two mana of any one color."
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Flaxen Intruder (Welcome Home)
( 7)
Sorcery — Adventure
Create three 2/2 green Bear creature tokens. (Then exile this card. You may cast the creature later from exile.)
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Welcome to the Fold
( 4)
Sorcery
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) Gain control of target creature if its toughness is 2 or less. If this spell's madness cost was paid, instead gain control of that creature if its toughness is X or less.
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Welder Automaton
( 2)
Artifact Creature — Construct
(2/1)
: Welder Automaton deals 1 damage to each opponent.
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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 enters the battlefield under your control, Weldfast Wingsmith gains flying until end of turn.
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Welding Jar
( 0)
Artifact
Sacrifice Welding Jar: Regenerate target artifact.
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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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Welkin Guide
( 5)
Creature — Bird Cleric
(2/2)
Flying When Welkin Guide enters the battlefield, target creature gets +2/+2 and gains flying until end of turn.
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Well Done
( 4)
Sorcery
Well Done deals 5 damage to target creature. If that creature is rare or mythic rare, Well Done deals 3 damage to that creature's controller.
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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 the battlefield, 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 Knowledge
( 3)
Artifact
: Draw a card. Any player may activate this ability but only during their draw step.
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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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Werefox Bodyguard
( 3)
Creature — Elf Fox Knight
(2/2)
Flash When Werefox Bodyguard enters the battlefield, exile up to one other target non-Fox creature until Werefox Bodyguard leaves the battlefield. , Sacrifice Werefox Bodyguard: You gain 2 life.
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Werewolf Pack Leader
( 2)
Creature — Human Werewolf
(3/3)
Pack tactics — Whenever Werewolf Pack Leader attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card. : Until end of turn, Werewolf Pack Leader has base power and toughness 5/3, gains trample, and isn't a Human.
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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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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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Whalebone Glider
( 2)
Artifact
, : Target creature with power 3 or less gains flying until end of turn.
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Wheel and Deal
( 4)
Instant
Any number of target opponents each discard their hands, then draw seven cards. Draw a card.
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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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Where Ancients Tread
( 5)
Enchantment
Whenever a creature with power 5 or greater enters the battlefield under your control, you may have Where Ancients Tread deal 5 damage to any target.
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Whimwader
( 5)
Creature — Elemental
(6/4)
Whimwader can't attack unless defending player controls a blue permanent.
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Whipcorder
( 2)
Creature — Human Soldier Rebel
(2/2)
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Whip-Spine Drake
( 5)
Creature — Drake
(3/3)
Flying 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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Whipstitched Zombie
( 2)
Creature — Zombie
(2/2)
At the beginning of your upkeep, sacrifice Whipstitched Zombie unless you pay .
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Whiptongue Hydra
( 6)
Creature — Lizard Hydra
(4/4)
Reach When Whiptongue Hydra enters the battlefield, destroy all creatures with flying. Put a +1/+1 counter on Whiptongue Hydra for each creature destroyed this way.
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Whirling Dervish
( 2)
Creature — Human Monk
(1/1)
Protection from black At the beginning of each end step, if Whirling Dervish dealt damage to an opponent this turn, put a +1/+1 counter on it.
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Whirlpool Drake
( 4)
Creature — Drake
(2/2)
Flying When Whirlpool Drake enters the battlefield, shuffle the cards from your hand into your library, then draw that many cards. When Whirlpool Drake dies, shuffle the cards from your hand into your library, then draw that many cards.
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Whirlpool Rider
( 2)
Creature — Merfolk
(1/1)
When Whirlpool Rider enters the battlefield, shuffle the cards from your hand into your library, then draw that many cards.
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Whirlwind
( 4)
Sorcery
Destroy all creatures with flying.
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Whirlwind Adept
( 5)
Creature — Djinn Monk
(4/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Whirlwind Denial
( 3)
Instant
For each spell and ability your opponents control, counter it unless its controller pays .
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Whisper of the Dross
( 1)
Instant
Target creature gets -1/-1 until end of turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Whisper Squad
( 1)
Creature — Human Soldier
(1/1)
: Search your library for a card named Whisper Squad, put it onto the battlefield tapped, then shuffle.
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Whisper, Blood Liturgist
( 4)
Legendary Creature — Human Cleric
(2/2)
, Sacrifice two creatures: Return target creature card from your graveyard to the battlefield.
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Whispering Madness
( 4)
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way. 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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Whispering Shade
( 4)
Creature — Shade
(1/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) : Whispering Shade gets +1/+1 until end of turn.
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Whispering Wizard
( 4)
Creature — Human Wizard
(3/2)
Whenever you cast a noncreature spell, create a 1/1 white Spirit creature token with flying. This ability triggers only once each turn.
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Whispersteel Dagger
( 3)
Artifact — Equipment
Equipped creature gets +2/+0. Whenever equipped creature deals combat damage to a player, you may cast a creature spell from that player's graveyard this turn, and you may spend mana as though it were mana of any color to cast that spell. Equip
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Whisperwood Elemental
( 5)
Creature — Elemental
(4/4)
At the beginning of your end step, manifest the top card of your library. (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.) Sacrifice Whisperwood Elemental: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library."
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White Dragon
( 6)
Creature — Dragon
(4/4)
Flying Cold Breath — When White Dragon enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
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White Glove Gourmand
( 4)
Creature — Human Noble
(2/2)
When White Glove Gourmand enters the battlefield, create two 1/1 white Human Soldier creature tokens. At the beginning of your end step, if another Human died under your control this turn, create a Food token.
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White Orchid Phantom
( 2)
Creature — Spirit Knight
(2/2)
Flying, first strike When White Orchid Phantom enters the battlefield, destroy up to one target nonbasic land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
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White Plume Adventurer
( 3)
Creature — Orc Cleric
(3/3)
When White Plume Adventurer enters the battlefield, you take the initiative. At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.
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White Shield Crusader
( 2)
Creature — Human Knight
(2/1)
Protection from black : White Shield Crusader gains flying until end of turn. : White Shield Crusader gets +1/+0 until end of turn.
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White Ward
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from white. This effect doesn't remove White Ward.
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Whitewater Naiads
( 5)
Enchantment Creature — Nymph
(4/4)
Constellation — Whenever Whitewater Naiads or another enchantment enters the battlefield under your control, target creature can't be blocked this turn.
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Wicked Akuba
( 2)
Creature — Spirit
(2/2)
: Target player dealt damage by Wicked Akuba this turn loses 1 life.
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Wicked Guardian
( 4)
Creature — Human Noble
(4/2)
When Wicked Guardian enters the battlefield, you may have it deal 2 damage to another creature you control. If you do, draw a card.
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Wicked Pact
( 3)
Sorcery
Destroy two target nonblack creatures. You lose 5 life.
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Wicked Reward
( 2)
Instant
As an additional cost to cast this spell, sacrifice a creature. Target creature gets +4/+2 until end of turn.
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Wicked Slumber
( 4)
Instant
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.) Tap up to two target creatures. Put a stun counter on either of them. Then put a stun counter on either of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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Wicked Visitor
( 2)
Creature — Nightmare
(2/2)
Whenever an enchantment you control is put into a graveyard from the battlefield, each opponent loses 1 life.
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Wicked Wolf
( 4)
Creature — Wolf
(3/3)
When Wicked Wolf enters the battlefield, it fights up to one target creature you don't control. Sacrifice a Food: Put a +1/+1 counter on Wicked Wolf. It gains indestructible until end of turn. Tap it.
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Wickerbough Elder
( 4)
Creature — Treefolk Shaman
(4/4)
Wickerbough Elder enters the battlefield with a -1/-1 counter on it. , Remove a -1/-1 counter from Wickerbough Elder: Destroy target artifact or enchantment.
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Widespread Brutality
( 4)
Sorcery
Amass Zombies 2, then the Army you amassed deals damage equal to its power to each non-Army creature. (To amass Zombies 2, put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
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Widespread Panic
( 3)
Enchantment
Whenever a spell or ability causes its controller to shuffle their library, that player puts a card from their hand on top of their library.
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Widget Contraption
( 0)
Artifact — Contraption
Whenever you crank Widget Contraption, it assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
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Wild Aesthir
( 3)
Creature — Bird
(1/1)
Flying, first strike : Wild Aesthir gets +2/+0 until end of turn. Activate only once each turn.
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Wild Beastmaster
( 3)
Creature — Human Shaman
(1/1)
Whenever Wild Beastmaster attacks, each other creature you control gets +X/+X until end of turn, where X is Wild Beastmaster's power.
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Wild Cantor
( 1)
Creature — Human Druid
(1/1)
( can be paid with either or .) Sacrifice Wild Cantor: Add one mana of any color.
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Wild Celebrants
( 5)
Creature — Satyr
(5/3)
When Wild Celebrants enters the battlefield, you may destroy target artifact.
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Wild Crocodile
( 2)
Host Creature — Crocodile
(1/1)
When this creature enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Wild Defiance
( 3)
Enchantment
Whenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn.
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Wild Dogs
( 1)
Creature — Dog
(2/1)
At the beginning of your upkeep, if a player has more life than each other player, the player with the most life gains control of Wild Dogs. Cycling (, Discard this card: Draw a card.)
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Wild Endeavor
( 6)
Sorcery
Roll two d4 and choose one result. Create a number of 3/3 green Beast creature tokens equal to that result. Then search your library for a number of basic land cards equal to the other result, put them onto the battlefield tapped, then shuffle.
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Wild Evocation
( 6)
Enchantment
At the beginning of each player's upkeep, that player reveals a card at random from their hand. If it's a land card, the player puts it onto the battlefield. Otherwise, the player casts it without paying its mana cost if able.
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Wild Growth
( 1)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional .
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Wild Guess
( 2)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards.
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Wild Hunger
( 3)
Instant
Target creature gets +3/+1 and gains trample until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Wild Instincts
( 4)
Sorcery
Target creature you control gets +2/+2 until end of turn. It fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
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Wild Leotau
( 4)
Creature — Cat
(5/4)
At the beginning of your upkeep, sacrifice Wild Leotau unless you pay .
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Wild Magic Surge
( 2)
Instant
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
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Wild Mammoth
( 3)
Creature — Elephant
(3/4)
At the beginning of your upkeep, if a player controls more creatures than each other player, the player who controls the most creatures gains control of Wild Mammoth.
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Wild Might
( 2)
Instant
Target creature gets +1/+1 until end of turn. That creature gets an additional +4/+4 until end of turn unless any player pays .
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Wild Mongrel
( 2)
Creature — Dog
(2/2)
Discard a card: Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn.
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Wild Nacatl
( 1)
Creature — Cat Warrior
(1/1)
Wild Nacatl gets +1/+1 as long as you control a Mountain. Wild Nacatl gets +1/+1 as long as you control a Plains.
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Wild Ogre Bupkis
( 0)
Stickers
2 — Whenever this creature attacks, put a +1/+1 counter on it. 3 — Metalcraft — This permanent has protection from noncreature permanents as long as you control three or more artifacts. 2 — 5/1 4 — 7/4
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Wild Onslaught
( 4)
Instant
Kicker (You may pay an additional as you cast this spell.) Put a +1/+1 counter on each creature you control. If this spell was kicked, put two +1/+1 counters on each creature you control instead.
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