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Walker of the Grove
( 8)
Creature — Elemental
(7/7)
When Walker of the Grove leaves the battlefield, create a 4/4 green Elemental creature token. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Walker of the Wastes
( 5)
Creature — Eldrazi
(4/4)
( represents colorless mana.) Trample Walker of the Wastes gets +1/+1 for each land you control named Wastes.
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Walking Archive
( 3)
Artifact Creature — Golem
(1/1)
Defender (This creature can't attack.) Walking Archive enters with a +1/+1 counter on it. At the beginning of each player's upkeep, that player draws a card for each +1/+1 counter on Walking Archive. : Put a +1/+1 counter on Walking Archive.
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Walking Atlas
( 2)
Artifact Creature — Construct
(1/1)
: You may put a land card from your hand onto the battlefield.
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Walking Ballista
( 0)
Artifact Creature — Construct
(0/0)
Walking Ballista enters with X +1/+1 counters on it. : Put a +1/+1 counter on Walking Ballista. Remove a +1/+1 counter from Walking Ballista: It deals 1 damage to any target.
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Walking Bulwark
( 1)
Artifact Creature — Golem
(0/3)
Defender : Until end of turn, target creature with defender gains haste, can attack as though it didn't have defender, and assigns combat damage equal to its toughness rather than its power. Activate only as a sorcery.
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Walking Dead
( 2)
Creature — Zombie
(1/1)
: Regenerate Walking Dead.
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Walking Desecration
( 3)
Creature — Zombie
(1/1)
, : Creatures of the creature type of your choice attack this turn if able.
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Walking Dream
( 4)
Creature — Illusion
(3/3)
Walking Dream can't be blocked. Walking Dream doesn't untap during your untap step if an opponent controls two or more creatures.
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Walking Skyscraper
( 8)
Artifact Creature — Construct
(8/8)
This spell costs less to cast for each modified creature you control. (Equipment, Auras you control, and counters are modifications.) Trample Walking Skyscraper has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)
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Walking Sponge
( 2)
Creature — Sponge
(1/1)
: Target creature loses your choice of flying, first strike, or trample until end of turn.
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Walking Wall
( 4)
Artifact Creature — Wall
(0/6)
Defender : Walking Wall gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Activate only once each turn.
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Wall of Air
( 3)
Creature — Wall
(1/5)
Defender, flying (This creature can't attack, and it can block creatures with flying.)
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Wall of Blood
( 3)
Creature — Wall
(0/2)
Defender (This creature can't attack.) Pay 1 life: Wall of Blood gets +1/+1 until end of turn.
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Wall of Blossoms
( 2)
Creature — Plant Wall
(0/4)
Defender When Wall of Blossoms enters, draw a card.
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Wall of Bone
( 3)
Creature — Skeleton Wall
(1/4)
Defender (This creature can't attack.) : Regenerate Wall of Bone. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Wall of Brambles
( 3)
Creature — Plant Wall
(2/3)
Defender (This creature can't attack.) : Regenerate Wall of Brambles.
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Wall of Caltrops
( 2)
Creature — Wall
(2/1)
Defender (This creature can't attack.) Whenever Wall of Caltrops blocks a creature, if at least one other Wall creature is blocking that creature and no non-Wall creatures are blocking that creature, Wall of Caltrops gains banding until end of turn. (If any creatures with banding you control are blocking a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by.)
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Wall of Corpses
( 2)
Creature — Wall
(0/2)
Defender (This creature can't attack.) , Sacrifice Wall of Corpses: Destroy target creature Wall of Corpses is blocking.
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Wall of Deceit
( 2)
Creature — Wall
(0/5)
Defender (This creature can't attack.) : Turn Wall of Deceit face down. 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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Wall of Denial
( 3)
Creature — Wall
(0/8)
Defender, flying Shroud (This creature can't be the target of spells or abilities.)
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Wall of Diffusion
( 2)
Creature — Wall
(0/5)
Defender (This creature can't attack.) Wall of Diffusion can block creatures with shadow as though Wall of Diffusion had shadow.
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Wall of Distortion
( 4)
Creature — Wall
(1/3)
Defender (This creature can't attack.) , : Target player discards a card. Activate only as a sorcery.
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Wall of Dust
( 3)
Creature — Wall
(1/4)
Defender (This creature can't attack.) Whenever Wall of Dust blocks a creature, that creature can't attack during its controller's next turn.
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Wall of Earth
( 2)
Creature — Wall
(0/6)
Defender (This creature can't attack.)
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Wall of Essence
( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) Whenever Wall of Essence is dealt combat damage, you gain that much life.
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Wall of Faith
( 4)
Creature — Wall
(0/5)
Defender (This creature can't attack.) : Wall of Faith gets +0/+1 until end of turn.
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Wall of Fire
( 3)
Creature — Wall
(0/5)
Defender (This creature can't attack.) : Wall of Fire gets +1/+0 until end of turn.
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Wall of Forgotten Pharaohs
( 2)
Artifact Creature — Wall
(0/4)
Defender : Wall of Forgotten Pharaohs deals 1 damage to target player or planeswalker. Activate only if you control a Desert or there is a Desert card in your graveyard.
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Wall of Fortune
( 2)
Artifact Creature — Wall
(0/4)
Defender You may tap an untapped Wall you control to have any player reroll a die that player rolled.
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Wall of Frost
( 3)
Creature — Wall
(0/7)
Defender Whenever Wall of Frost blocks a creature, that creature doesn't untap during its controller's next untap step.
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Wall of Glare
( 2)
Creature — Wall
(0/5)
Defender (This creature can't attack.) Wall of Glare can block any number of creatures.
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Wall of Granite
( 3)
Creature — Wall
(0/7)
Defender (This creature can't attack.)
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Wall of Heat
( 3)
Creature — Wall
(2/6)
Defender (This creature can't attack.)
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Wall of Hope
( 1)
Creature — Wall
(0/3)
Defender (This creature can't attack.) Whenever Wall of Hope is dealt damage, you gain that much life.
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Wall of Ice
( 3)
Creature — Wall
(0/7)
Defender (This creature can't attack.)
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Wall of Junk
( 2)
Artifact Creature — Wall
(0/7)
Defender (This creature can't attack.) When Wall of Junk 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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Wall of Kelp
( 2)
Creature — Plant Wall
(0/3)
Defender (This creature can't attack.) , : Create a 0/1 blue Plant Wall creature token with defender named Kelp.
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Wall of Lava
( 3)
Creature — Wall
(1/3)
Defender (This creature can't attack.) : Wall of Lava gets +1/+1 until end of turn.
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Wall of Light
( 3)
Creature — Wall
(1/5)
Defender (This creature can't attack.) Protection from black
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Wall of Limbs
( 3)
Creature — Zombie Wall
(0/3)
Defender (This creature can't attack.) Whenever you gain life, put a +1/+1 counter on Wall of Limbs. , Sacrifice Wall of Limbs: Target player loses X life, where X is Wall of Limbs's power.
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Wall of Lost Thoughts
( 2)
Creature — Wall
(0/4)
Defender When Wall of Lost Thoughts enters, target player mills four cards.
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Wall of Mourning
( 2)
Creature — Wall
(0/4)
Defender When Wall of Mourning enters, exile a card from the top of your library face down for each opponent you have. Coven — At the beginning of your end step, if you control three or more creatures with different powers, put a card exiled with Wall of Mourning into its owner's hand.
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Wall of Mulch
( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) , Sacrifice a Wall: Draw a card.
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Wall of Nets
( 3)
Creature — Wall
(0/7)
Defender (This creature can't attack.) At end of combat, exile all creatures blocked by Wall of Nets. When Wall of Nets leaves the battlefield, return all cards exiled with Wall of Nets to the battlefield under their owners' control.
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Wall of Omens
( 2)
Creature — Wall
(0/4)
Defender When Wall of Omens enters, draw a card.
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Wall of One Thousand Cuts
( 5)
Creature — Wall
(3/5)
Defender, flying : Wall of One Thousand Cuts can attack this turn as though it didn't have defender.
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Wall of Opposition
( 5)
Creature — Wall
(0/6)
Defender (This creature can't attack.) : Wall of Opposition gets +1/+0 until end of turn.
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Wall of Pine Needles
( 4)
Creature — Plant Wall
(3/3)
Defender (This creature can't attack.) : Regenerate Wall of Pine Needles.
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Wall of Putrid Flesh
( 3)
Creature — Wall
(2/4)
Defender (This creature can't attack.) Protection from white Prevent all damage that would be dealt to Wall of Putrid Flesh by enchanted creatures.
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Wall of Razors
( 2)
Creature — Wall
(4/1)
Defender (This creature can't attack.) First strike
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Wall of Resistance
( 2)
Creature — Wall
(0/3)
Defender (This creature can't attack.) Flying At the beginning of each end step, if Wall of Resistance was dealt damage this turn, put a +0/+1 counter on it.
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Wall of Resurgence
( 3)
Creature — Wall
(0/6)
Defender When Wall of Resurgence enters, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.
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Wall of Reverence
( 4)
Creature — Spirit Wall
(1/6)
Defender, flying At the beginning of your end step, you may gain life equal to the power of target creature you control.
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Wall of Roots
( 2)
Creature — Plant Wall
(0/5)
Defender Put a -0/-1 counter on Wall of Roots: Add . Activate only once each turn.
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Wall of Runes
( 1)
Creature — Wall
(0/4)
Defender (This creature can't attack.) When Wall of Runes enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
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Wall of Shadows
( 3)
Creature — Wall
(0/1)
Defender (This creature can't attack.) Prevent all damage that would be dealt to Wall of Shadows by creatures it's blocking. Wall of Shadows can't be the target of spells that can target only Walls or of abilities that can target only Walls.
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Wall of Shards
( 2)
Snow Creature — Wall
(1/8)
Defender, flying Cumulative upkeep—An opponent gains 1 life. (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.)
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Wall of Shields
( 3)
Artifact Creature — Wall
(0/4)
Defender (This creature can't attack.) Banding (If any creatures with banding you control are blocking a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by.)
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Wall of Souls
( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) Whenever Wall of Souls is dealt combat damage, it deals that much damage to target opponent or planeswalker.
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Wall of Spears
( 3)
Artifact Creature — Wall
(2/3)
Defender (This creature can't attack.) First strike
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Wall of Stolen Identity
( 4)
Creature — Shapeshifter Wall
(0/0)
You may have Wall of Stolen Identity enter as a copy of any creature on the battlefield, except it's a Wall in addition to its other types and has defender. When you do, tap the copied creature and it doesn't untap during its controller's untap step for as long as you control Wall of Stolen Identity.
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Wall of Stone
( 3)
Creature — Wall
(0/8)
Defender (This creature can't attack.)
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Wall of Swords
( 4)
Creature — Wall
(3/5)
Defender (This creature can't attack.) Flying
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Wall of Tanglecord
( 2)
Artifact Creature — Wall
(0/6)
Defender : Wall of Tanglecord gains reach until end of turn. (It can block creatures with flying.)
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Wall of Tears
( 2)
Creature — Wall
(0/4)
Defender (This creature can't attack.) Whenever Wall of Tears blocks a creature, return that creature to its owner's hand at end of combat.
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Wall of Tombstones
( 2)
Creature — Wall
(0/1)
Defender (This creature can't attack.) At the beginning of your upkeep, change Wall of Tombstones's base toughness to 1 plus the number of creature cards in your graveyard. <I>(This effect lasts indefinitely.)</I>
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Wall of Torches
( 2)
Creature — Wall
(4/1)
Defender (This creature can't attack.)
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Wall of Vapor
( 4)
Creature — Wall
(0/1)
Defender (This creature can't attack.) Prevent all damage that would be dealt to Wall of Vapor by creatures it's blocking.
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Wall of Vines
( 1)
Creature — Plant Wall
(0/3)
Defender (This creature can't attack.) Reach (This creature can block creatures with flying.)
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Wall of Vipers
( 3)
Creature — Snake Wall
(2/4)
Defender (This creature can't attack.) : Destroy Wall of Vipers and target creature it's blocking. Any player may activate this ability.
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Wall of Water
( 3)
Creature — Wall
(0/5)
Defender (This creature can't attack.) : Wall of Water gets +1/+0 until end of turn.
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Wall of Wonder
( 4)
Creature — Wall
(1/5)
Defender (This creature can't attack.) : Wall of Wonder gets +4/-4 until end of turn and can attack this turn as though it didn't have defender.
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Wall of Wood
( 1)
Creature — Wall
(0/3)
Defender (This creature can't attack.)
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Wallop
( 2)
Sorcery
Destroy target blue or black creature with flying.
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Waltz of Rage
( 5)
Sorcery
Target creature you control deals damage equal to its power to each other creature. Until end of turn, whenever a creature you control dies, exile the top card of your library. You may play it until the end of your next turn.
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Wand of Denial
( 2)
Artifact
: Look at the top card of target player's library. If it's a nonland card, you may pay 2 life. If you do, put it into that player's graveyard.
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Wand of Ith
( 4)
Artifact
, : Target player reveals a card at random from their hand. If it's a land card, that player discards it unless they pay 1 life. If it isn't a land card, the player discards it unless they pay life equal to its mana value. Activate only during your turn.
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Wand of Orcus
( 3)
Legendary Artifact — Equipment
Whenever equipped creature attacks or blocks, it and Zombies you control gain deathtouch until end of turn. Whenever equipped creature deals combat damage to a player, create that many 2/2 black Zombie creature tokens. Equip
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Wand of the Elements
( 4)
Artifact
, Sacrifice an Island: Create a 2/2 blue Elemental creature token with flying. , Sacrifice a Mountain: Create a 3/3 red Elemental creature token.
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Wand of the Worldsoul
( 3)
Artifact
Wand of the Worldsoul enters tapped. : Add . : The next spell you cast this turn has convoke.
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Wand of Vertebrae
( 1)
Artifact
: Mill a card. , , Exile Wand of Vertebrae: Shuffle up to five target cards from your graveyard into your library.
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Wand of Wonder
( 4)
Artifact
, : Roll a d20. Each opponent exiles cards from the top of their library until they exile an instant or sorcery card, then shuffles the rest into their library. You may cast up to X instant and/or sorcery spells from among cards exiled this way without paying their mana costs. 1–9 | X is one. 10–19 | X is two. 20 | X is three.
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Wander in Death
( 3)
Sorcery
Return up to two target creature cards from your graveyard to your hand. Cycling (, Discard this card: Draw a card.)
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Wanderbrine Rootcutters
( 4)
Creature — Merfolk Rogue
(3/3)
Wanderbrine Rootcutters can't be blocked by green creatures.
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Wanderer's Intervention
( 2)
Instant
Wanderer's Intervention deals 4 damage to target attacking or blocking creature.
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Wanderer's Strike
( 5)
Sorcery
Exile target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
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Wanderer's Twig
( 1)
Artifact
, Sacrifice Wanderer's Twig: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
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Wanderguard Sentry
( 5)
Creature — Drone
(3/3)
When Wanderguard Sentry enters, look at target opponent's hand.
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Wandering Archaic
( 5)
Creature — Avatar
(4/4)
Whenever an opponent casts an instant or sorcery spell, they may pay . If they don't, you may copy that spell. You may choose new targets for the copy.
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Wandering Champion
( 2)
Creature — Human Monk
(3/1)
Whenever Wandering Champion deals combat damage to a player, if you control a blue or red permanent, you may discard a card. If you do, draw a card.
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Wandering Eye
( 3)
Creature — Illusion
(1/3)
Flying Players play with their hands revealed.
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Wandering Goblins
( 3)
Creature — Goblin Warrior
(0/3)
Domain — : Wandering Goblins gets +1/+0 until end of turn for each basic land type among lands you control.
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Wandering Graybeard
( 5)
Creature — Giant Wizard
(4/4)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wandering Graybeard, you may reveal it. If you do, you gain 4 life.
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Wandering Mage
( 3)
Creature — Human Cleric Wizard
(0/3)
, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn. : Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn. , Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player or planeswalker this turn.
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Wandering Mind
( 3)
Creature — Horror
(2/1)
Flying When Wandering Mind enters, look at the top six cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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Wandering Stream
( 3)
Sorcery
Domain — You gain 2 life for each basic land type among lands you control.
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Wandering Troubadour
( 4)
Creature — Dragon Bard
(4/2)
At the beginning of your end step, if you had a land enter the battlefield under your control this turn, venture into the dungeon. (Enter the first room or advance to the next room.)
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