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Wave of Reckoning
( 5)
Sorcery
Each creature deals damage to itself equal to its power.
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Wave of Terror
( 3)
Enchantment
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of your draw step, destroy each creature with mana value equal to the number of age counters on Wave of Terror. They can't be regenerated.
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Wave of Vitriol
( 7)
Sorcery
Each player sacrifices all artifacts, enchantments, and nonbasic lands they control. For each land sacrificed this way, its controller may search their library for a basic land card and put it onto the battlefield tapped. Then each player who searched their library this way shuffles.
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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 the battlefield, 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 the battlefield.)
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Way of the Thief
( 4)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature can't be blocked as long as you control a Gate.
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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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Wayfaring Giant
( 6)
Creature — Giant
(1/3)
Domain — Wayfaring Giant gets +1/+1 for each basic land type among lands you control.
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Wayfaring Temple
( 3)
Creature — Elemental
(*/*)
Wayfaring Temple's power and toughness are each equal to the number of creatures you control. Whenever Wayfaring Temple deals combat damage to a player, populate. (Create a token that's a copy of a creature token you control.)
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Weaponcraft Enthusiast
( 3)
Creature — Aetherborn Artificer
(0/1)
Fabricate 2 (When this creature enters the battlefield, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
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Weathered Wayfarer
( 1)
Creature — Human Nomad Cleric
(1/1)
, : Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.
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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 Harmony
( 2)
Enchantment Creature — Snake Druid
(2/2)
Other enchantment creatures you control get +1/+1. , : Copy target activated or triggered ability you control from an enchantment source. You may choose new targets for the copy. (Mana abilities can't be targeted.)
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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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Weaver of Lightning
( 3)
Creature — Human Shaman
(1/4)
Reach Whenever you cast an instant or sorcery spell, Weaver of Lightning deals 1 damage to target creature an opponent controls.
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Web of Inertia
( 3)
Enchantment
At the beginning of combat on each opponent's turn, that player may exile a card from their graveyard. If the player doesn't, creatures they control can't attack you this turn.
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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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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 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 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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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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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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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 Life
( 4)
Artifact
At the beginning of your end step, if you control no untapped lands, you gain 2 life.
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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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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 Mage Lightning
( 0)
Stickers
2 — Landfall — Whenever a land enters the battlefield under your control, put a +1/+1 counter on this creature. 4 — Whenever a creature blocks this creature, that creature gets -4/-4 until end of turn. 2 — 4/1 3 — 3/5
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Werewolf of Ancient Hunger
( 0)
Creature — Werewolf
(*/*)
Vigilance, trample Werewolf of Ancient Hunger's power and toughness are each equal to the total number of cards in all players' hands. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf of Ancient Hunger.
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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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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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Wharf Infiltrator
( 2)
Creature — Human Horror
(1/1)
Skulk (This creature can't be blocked by creatures with greater power.) Whenever Wharf Infiltrator deals combat damage to a player, you may draw a card. If you do, discard a card. Whenever you discard a creature card, you may pay . If you do, create a 3/2 colorless Eldrazi Horror creature token.
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Wheel of Fortune
( 3)
Sorcery
Each player discards their hand, then draws seven cards.
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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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Wheel of Torture
( 3)
Artifact
At the beginning of each opponent's upkeep, Wheel of Torture deals X damage to that player, where X is 3 minus the number of cards in their hand.
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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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Whim of Volrath
( 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.) Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.")
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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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Whipflare
( 2)
Sorcery
Whipflare deals 2 damage to each nonartifact creature.
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Whiptongue Frog
( 3)
Creature — Frog
(1/3)
: Whiptongue Frog gains flying until end of turn.
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Whir of Invention
( 3)
Instant
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
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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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Whispers of Emrakul
( 2)
Sorcery
Target opponent discards a card at random. Delirium — If there are four or more card types among cards in your graveyard, that player discards two cards at random instead.
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Whispers of the Muse
( 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.) Draw a card.
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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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Wickerwing Effigy
( 3)
Artifact Creature — — Scarecrow
(1/4)
Defender You may look at the top card of your library any time. You may cast creature spells from the top of your library. Whenever you cast a creature spell from your library, it becomes a black Bird in addition to its other colors and types, has flying, and has base power and toughness 1/1.
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Wight of Precinct Six
( 2)
Creature — Zombie
(1/1)
Wight of Precinct Six gets +1/+1 for each creature card in your opponents' graveyards.
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Wight of the Reliquary
( 2)
Creature — Zombie Knight
(2/2)
Vigilance Wight of the Reliquary gets +1/+1 for each creature card in your graveyard. , Sacrifice another creature: Search your library for a land card, put it onto the battlefield tapped, 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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Wildfield Borderpost
( 3)
Artifact
You may pay and return a basic land you control to its owner's hand rather than pay this spell's mana cost. Wildfield Borderpost enters the battlefield tapped. : Add or .
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Wild-Field Scarecrow
( 3)
Artifact Creature — Scarecrow
(1/4)
Defender , Sacrifice Wild-Field Scarecrow: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
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Wildfire
( 6)
Sorcery
Each player sacrifices four lands. Wildfire deals 4 damage to each creature.
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Wildfire Awakener
( 3)
Creature — Human Wizard
(3/2)
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.) When Wildfire Awakener enters the battlefield, create X 1/1 red Elemental creature tokens with "Whenever this creature becomes tapped, it deals 1 damage to target player."
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Wildfire Cerberus
( 5)
Creature — Dog
(4/3)
: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.) When Wildfire Cerberus becomes monstrous, it deals 2 damage to each opponent and each creature they control.
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Wildfire Devils
( 4)
Creature — Devil
(4/2)
When Wildfire Devils enters the battlefield and at the beginning of your upkeep, choose a player at random. That player exiles an instant or sorcery card from their graveyard. Copy that card. You may cast the copy without paying its mana cost.
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Wildfire Elemental
( 4)
Creature — Elemental
(3/3)
Whenever an opponent is dealt noncombat damage, creatures you control get +1/+0 until end of turn.
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Wildfire Emissary
( 4)
Creature — Efreet
(2/4)
Protection from white : Wildfire Emissary gets +1/+0 until end of turn.
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Wildfire Eternal
( 4)
Creature — Zombie Jackal Cleric
(1/4)
Afflict 4 (Whenever this creature becomes blocked, defending player loses 4 life.) Whenever Wildfire Eternal attacks and isn't blocked, you may cast an instant or sorcery spell from your hand without paying its mana cost.
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Wilfred Mott
( 4)
Legendary Creature — Human Soldier
(2/4)
Look to the Stars — At the beginning of your upkeep, put a time counter on Wilfred Mott. Then look at the top X cards of your library, where X is the number of time counters on Wilfred Mott. You may put a nonland permanent card with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
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Will of the All-Hunter
( 2)
Instant
Target creature gets +2/+2 until end of turn. If it's blocking, instead put two +1/+1 counters on it. Cycling (, Discard this card: Draw a card.)
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Will of the Naga
( 6)
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for .) Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
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Will, Scholar of Frost
( 5)
Legendary Planeswalker — Will
(4)
Instant and sorcery spells you cast cost less to cast. +1: Up to one target creature has base power and toughness 0/2 until your next turn. −3: Draw two cards. −7: Exile up to five target permanents. For each permanent exiled this way, its controller creates a 4/4 blue and red Elemental creature token.
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Will, Scion of Peace
( 3)
Legendary Creature — Human Wizard
(2/4)
Vigilance : Spells you cast this turn that are white and/or blue cost less to cast, where X is the amount of life you gained this turn. Activate only as a sorcery.
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Will-Forged Golem
( 6)
Artifact Creature — Golem
(4/4)
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.)
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Wilson, Refined Grizzly
( 2)
Legendary Creature — Bear Warrior
(2/2)
This spell can't be countered. Vigilance, reach, trample Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .) Choose a Background (You can have a Background as a second commander.)
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Wilt-Leaf Liege
( 4)
Creature — Elf Knight
(4/4)
Other green creatures you control get +1/+1. Other white creatures you control get +1/+1. If a spell or ability an opponent controls causes you to discard Wilt-Leaf Liege, put it onto the battlefield instead of putting it into your graveyard.
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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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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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