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Wavebreak Hippocamp
( 3)
Enchantment Creature — Horse Fish
(2/2)
Whenever you cast your first spell during each opponent's turn, draw a card.
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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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Waxmane Baku
( 3)
Creature — Spirit
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Waxmane Baku. , Remove X ki counters from Waxmane Baku: Tap X target creatures.
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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 Rack
( 4)
Artifact
Weapon Rack enters with three +1/+1 counters on it. : Move a +1/+1 counter from Weapon Rack onto target creature. Activate only as a sorcery.
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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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Weatherseed Treefolk
( 5)
Creature — Treefolk
(5/3)
Trample When Weatherseed Treefolk dies, return it to its owner's hand.
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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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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, target creature gets +2/+2 and gains flying until end of turn.
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Welkin Hawk
( 2)
Creature — Bird
(1/1)
Flying When Welkin Hawk dies, you may search your library for a card named Welkin Hawk, reveal that card, put it into your hand, then shuffle.
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Welkin Tern
( 2)
Creature — Bird
(2/1)
Flying (This creature can't be blocked except by creatures with flying or reach.) Welkin Tern can block only creatures with flying.
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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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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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Whack
( 4)
Sorcery
This spell costs less to cast if it targets a white creature. Target creature gets -4/-4 until end of turn.
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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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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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Whipkeeper
( 4)
Creature — Dwarf
(1/1)
: Whipkeeper deals damage to target creature equal to the damage already dealt to it this turn.
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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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Whirlermaker
( 3)
Artifact
, : Create a 1/1 colorless Thopter artifact creature token with flying.
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Whirling Strike
( 2)
Instant
Target creature gets +2/+0 and gains first strike and trample until end of turn.
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Whirlpool Drake
( 4)
Creature — Drake
(2/2)
Flying When Whirlpool Drake enters, 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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Whisk Away
( 3)
Instant
Put target attacking or blocking creature on top of its owner's library.
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Whiskerquill Scribe
( 2)
Creature — Mouse Citizen
(2/2)
Valiant — Whenever Whiskerquill Scribe becomes the target of a spell or ability you control for the first time each turn, you may discard a card. If you do, draw a card.
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Whiskervale Forerunner
( 4)
Creature — Mouse Bard
(3/4)
Valiant — Whenever Whiskervale Forerunner becomes the target of a spell or ability you control for the first time each turn, look at the top five cards of your library. You may reveal a creature card with mana value 3 or less from among them. You may put it onto the battlefield if it's your turn. If you don't put it onto the battlefield, put it into your hand. Put the rest on the bottom of your library in a random order.
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Whispergear Sneak
( 1)
Artifact Creature — Construct
(1/1)
Draft Whispergear Sneak face up. During the draft, you may turn Whispergear Sneak face down. If you do, look at any unopened booster pack in the draft or any booster pack not being looked at by another player.
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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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Whispersilk Cloak
( 3)
Artifact — Equipment
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) Equip
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White Knight
( 2)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
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Wick, the Whorled Mind
( 4)
Legendary Creature — Rat Warlock
(2/4)
Whenever Wick or another Rat you control enters, create a 1/1 black Snail creature token if you don't control a Snail. Otherwise, put a +1/+1 counter on a Snail you control. , Sacrifice a Snail: Wick deals damage equal to the sacrificed creature's power to each opponent. Then draw cards equal to the sacrificed creature's power.
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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, 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, 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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Wicker Warcrawler
( 5)
Artifact Creature — Scarecrow
(6/6)
Whenever Wicker Warcrawler attacks or blocks, put a -1/-1 counter on it at end of combat.
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Wickerbough Elder
( 4)
Creature — Treefolk Shaman
(4/4)
Wickerbough Elder enters with a -1/-1 counter on it. , Remove a -1/-1 counter from Wickerbough Elder: Destroy target artifact or enchantment.
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Wickerfolk Thresher
( 4)
Artifact Creature — Scarecrow
(5/4)
Delirium — Whenever Wickerfolk Thresher attacks, if there are four or more card types among cards in your graveyard, look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.
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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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Wick's Patrol
( 6)
Creature — Rat Warlock
(5/3)
When Wick's Patrol enters, mill three cards. When you do, target creature an opponent controls gets -X/-X until end of turn, where X is the greatest mana value among cards in your graveyard.
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Derelict Attic // Widow's Walk (Widow's Walk)
( 4)
Enchantment — Room
Whenever a creature you control attacks alone, it gets +1/+0 and gains deathtouch until end of turn. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
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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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Wildblood Pack
( 0)
Creature — Werewolf
(5/5)
Trample Attacking creatures you control get +3/+0. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Wildblood Pack.
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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, 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 Wickerfolk
( 2)
Artifact Creature — Scarecrow
(3/2)
Haste Delirium — Wildfire Wickerfolk gets +1/+1 and has trample as long as there are four or more card types among cards in your graveyard.
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Wildgrowth Walker
( 2)
Creature — Elemental
(1/3)
Whenever a creature you control explores, put a +1/+1 counter on Wildgrowth Walker and you gain 3 life.
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Wildheart Invoker
( 4)
Creature — Elf Shaman
(4/3)
: Target creature gets +5/+5 and gains trample until end of turn.
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Wildwood Tracker
( 1)
Creature — Elf Warrior
(1/1)
Whenever Wildwood Tracker attacks or blocks, if you control another non-Human creature, Wildwood Tracker gets +1/+1 until end of turn.
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Will Kenrith
( 6)
Legendary Planeswalker — Will
(4)
+2: Until your next turn, up to two target creatures each have base power and toughness 0/3 and lose all abilities. −2: Target player draws two cards. Until your next turn, instant, sorcery, and planeswalker spells that player casts cost less to cast. −8: Target player gets an emblem with "Whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy." Partner with Rowan Kenrith Will Kenrith can be your commander.
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Willbreaker
( 5)
Creature — Human Wizard
(2/3)
Whenever a creature an opponent controls becomes the target of a spell or ability you control, gain control of that creature for as long as you control Willbreaker.
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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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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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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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Winds of Rebuke
( 2)
Instant
Return target nonland permanent to its owner's hand. Each player mills two cards.
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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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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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Wishful Merfolk
( 2)
Creature — Merfolk
(3/2)
Defender : Wishful Merfolk loses defender and becomes a Human until end of turn.
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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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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-king of Angmar
( 5)
Legendary Creature — Wraith Noble
(5/3)
Flying Whenever one or more creatures deal combat damage to you, each opponent sacrifices a creature that dealt combat damage to you this turn. The Ring tempts you. Discard a card: Witch-king of Angmar gains indestructible until end of turn. Tap it.
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Witch-king, Bringer of Ruin
( 6)
Legendary Creature — Wraith Noble
(5/3)
Flying Whenever Witch-king, Bringer of Ruin attacks, defending player sacrifices a creature with the least power among creatures they control.
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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 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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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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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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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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Wojek Apothecary
( 4)
Creature — Human Cleric
(1/1)
Radiance — : Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.
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Wojek Bodyguard
( 3)
Creature — Human Soldier
(3/3)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Wojek Bodyguard can't attack or block alone.
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Wojek Embermage
( 4)
Creature — Human Wizard
(1/2)
Radiance — : Wojek Embermage deals 1 damage to target creature and each other creature that shares a color with 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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Wolf Pack
( 8)
Creature — Wolf
(7/6)
You may have Wolf Pack assign its combat damage as though it weren't blocked.
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Wolf Strike
( 3)
Instant
Target creature you control gets +2/+0 until end of turn if it's night. Then it deals damage equal to its power to target creature you don't control.
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Wolfkin Bond
( 5)
Enchantment — Aura
Enchant creature When Wolfkin Bond enters, create a 2/2 green Wolf creature token. Enchanted creature gets +2/+2.
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Wolfkin Outcast
( 6)
Creature — Human Werewolf
(5/4)
This spell costs less to cast if you control a Wolf or Werewolf. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Wolf-Skull Shaman
( 2)
Creature — Elf Shaman
(2/2)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wolf-Skull Shaman, you may reveal it. If you do, create a 2/2 green Wolf creature token.
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Wolverine Pack
( 4)
Creature — Wolverine
(2/4)
Rampage 2 <I>(Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)</I>
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Wooden Stake
( 2)
Artifact — Equipment
Equipped creature gets +1/+0. Whenever equipped creature blocks or becomes blocked by a Vampire, destroy that creature. It can't be regenerated. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Woodlurker Mimic
( 2)
Creature — Shapeshifter
(2/1)
Whenever you cast a spell that's both black and green, Woodlurker Mimic has base power and toughness 4/5 until end of turn and gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)
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Woolly Razorback
( 4)
Creature — Boar Beast
(7/7)
Woolly Razorback enters with three ice counters on it. As long as Woolly Razorback has an ice counter on it, prevent all combat damage it would deal and it has defender. Whenever Woolly Razorback blocks, remove an ice counter from it.
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Work a Double
( 4)
Sorcery
Assemble two Contraptions. (Put the top card of your Contraption deck face up onto one of your sprockets. Then repeat this process.)
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Workhorse
( 6)
Artifact Creature — Horse
(0/0)
Workhorse enters with four +1/+1 counters on it. Remove a +1/+1 counter from Workhorse: Add .
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