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Vapor Snare
( 5)
Enchantment — Aura
Enchant creature You control enchanted creature. At the beginning of your upkeep, sacrifice Vapor Snare unless you return a land you control to its owner's hand.
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Vassal's Duty
( 4)
Enchantment
: The next 1 damage that would be dealt to target legendary creature you control this turn is dealt to you instead.
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Vastwood Zendikon
( 5)
Enchantment — Aura
Enchant land Enchanted land is a 6/4 green Elemental creature. It's still a land. When enchanted land dies, return that card to its owner's hand.
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Vault 101: Birthday Party
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 1/1 white Human Soldier creature token and a Food token. (A Food token is an artifact with ", , Sacrifice this artifact: You gain 3 life.") II, III — You may put an Aura or Equipment card from your hand or graveyard onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control.
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Vault 11: Voter's Dilemma
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — For each opponent, you create a 1/1 white Human Soldier creature token. II, III — Each player secretly votes for up to one creature, then those votes are revealed. If no creature got votes, each player draws a card. Otherwise, destroy each creature with the most votes or tied for most votes.
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Vault 112: Sadistic Simulation
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Tap up to one target creature and put a stun counter on it. You get (two energy counters). III — Pay any amount of . If you paid one or more this way, shuffle your library, then exile that many cards from the top. You may play one of those cards without paying its mana cost.
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Vault 12: The Necropolis
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each player gets three rad counters. II — Create X 2/2 black Zombie Mutant creature tokens, where X is the total number of rad counters among players. III — Put two +1/+1 counters on each creature you control that's a Zombie or Mutant.
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Vault 13: Dweller's Journey
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — For each player, exile up to one other target enchantment or creature that player controls until Vault 13 leaves the battlefield. II — You gain 2 life and scry 2. III — Return two cards exiled with Vault 13 to the battlefield under their owners' control and put the rest on the bottom of their owners' libraries.
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Vault 21: House Gambit
( 2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Discard a card, then draw a card. III — Reveal up to five nonland cards from your hand. For each of those cards that has the same mana value as another card revealed this way, create a Treasure token.
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Vault 75: Middle School
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile all creatures with power 4 or greater. II, III — Put a +1/+1 counter on each creature you control.
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Vault 87: Forced Evolution
( 5)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of target non-Mutant creature for as long as you control Vault 87. II — Put a +1/+1 counter on target creature you control. It becomes a Mutant in addition to its other types. III — Draw cards equal to the greatest power among Mutants you control.
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Veil of Birds
( 1)
Enchantment
When an opponent casts a spell, if Veil of Birds is an enchantment, Veil of Birds becomes a 1/1 Bird creature with flying.
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Veiled Apparition
( 2)
Enchantment
When an opponent casts a spell, if Veiled Apparition is an enchantment, Veiled Apparition becomes a 3/3 Illusion creature with flying and "At the beginning of your upkeep, sacrifice Veiled Apparition unless you pay ."
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Veiled Ascension
( 4)
Enchantment
When Veiled Ascension enters, put a flying counter on each face-down creature you control. Face-down creatures you control enter with a flying counter on them. At the beginning of your upkeep, you may cloak the top card of your library.
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Veiled Crocodile
( 3)
Enchantment
When a player has no cards in hand, if Veiled Crocodile is an enchantment, Veiled Crocodile becomes a 4/4 Crocodile creature.
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Veiled Sentry
( 1)
Enchantment
When an opponent casts a spell, if Veiled Sentry is an enchantment, Veiled Sentry becomes an Illusion creature with power and toughness each equal to that spell's mana value.
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Veiled Serpent
( 3)
Enchantment
When an opponent casts a spell, if Veiled Serpent is an enchantment, Veiled Serpent becomes a 4/4 Serpent creature with "This creature can't attack unless defending player controls an Island." Cycling (, Discard this card: Draw a card.)
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Venarian Gold
( 2)
Enchantment — Aura
Enchant creature When Venarian Gold enters, tap enchanted creature and put X sleep counters on it. Enchanted creature doesn't untap during its controller's untap step if it has a sleep counter on it. At the beginning of the upkeep of enchanted creature's controller, remove a sleep counter from that creature.
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Venom
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature blocks or becomes blocked by a non-Wall creature, destroy the other creature at end of combat.
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Venomous Fangs
( 3)
Enchantment — Aura
Enchant creature Whenever enchanted creature deals damage to a creature, destroy the other creature.
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Verdant Embrace
( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has "At the beginning of each upkeep, create a 1/1 green Saproling creature token."
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Verdant Field
( 3)
Enchantment — Aura
Enchant land Enchanted land has ": Target creature gets +1/+1 until end of turn."
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Verdant Haven
( 3)
Enchantment — Aura
Enchant land When Verdant Haven enters, you gain 2 life. Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
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Verdant Succession
( 5)
Enchantment
Whenever a green nontoken creature dies, that creature's controller may search their library for a card with the same name as that creature, put it onto the battlefield, then shuffle.
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Verity Circle
( 3)
Enchantment
Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, you may draw a card. : Tap target creature without flying.
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Vernal Bloom
( 4)
Enchantment
Whenever a Forest is tapped for mana, its controller adds an additional .
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Vernal Equinox
( 4)
Enchantment
Any player may cast creature and enchantment spells as though they had flash.
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Vessel of Ephemera
( 2)
Enchantment
, Sacrifice Vessel of Ephemera: Create two 1/1 white Spirit creature tokens with flying.
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Vessel of Malignity
( 2)
Enchantment
, Sacrifice Vessel of Malignity: Target opponent exiles two cards from their hand. Activate only as a sorcery.
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Vessel of Nascency
( 1)
Enchantment
, Sacrifice Vessel of Nascency: Reveal the top four cards of your library. You may put an artifact, creature, enchantment, land, or planeswalker card from among them into your hand. Put the rest into your graveyard.
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Vessel of Paramnesia
( 2)
Enchantment
, Sacrifice Vessel of Paramnesia: Target player mills three cards. Draw a card.
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Vessel of the All-Consuming
( 0)
Enchantment Creature — Ogre Shaman
(3/3)
Trample Whenever Vessel of the All-Consuming deals damage, put a +1/+1 counter on it. Whenever Vessel of the All-Consuming deals damage to a player, if it has dealt 10 or more damage to that player this turn, they lose the game.
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Vesuvan Duplimancy
( 4)
Enchantment
Whenever you cast a spell that targets only a single artifact or creature you control, create a token that's a copy of that artifact or creature, except it's not legendary.
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Veteran Soldier
( 2)
Legendary Enchantment — Background
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, for each opponent, create a 1/1 white Soldier creature token that's tapped and attacking that opponent."
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Veteran's Voice
( 1)
Enchantment — Aura
Enchant creature you control Tap enchanted creature: Target creature other than the creature tapped this way gets +2/+1 until end of turn. Activate only if enchanted creature is untapped.
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Vicious Shadows
( 7)
Enchantment
Whenever a creature dies, you may have Vicious Shadows deal damage to target player equal to the number of cards in that player's hand.
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Vigil for the Lost
( 4)
Enchantment
Whenever a creature you control dies, you may pay . If you do, you gain X life.
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Vigilance
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has vigilance. (Attacking doesn't cause it to tap.)
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Vigilante Justice
( 4)
Enchantment
Whenever a Human you control enters, Vigilante Justice deals 1 damage to any target.
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Vile Consumption
( 3)
Enchantment
All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1 life."
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Vile Requiem
( 4)
Enchantment
At the beginning of your upkeep, you may put a verse counter on Vile Requiem. , Sacrifice Vile Requiem: Destroy up to X target nonblack creatures, where X is the number of verse counters on Vile Requiem. They can't be regenerated.
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Vineweft
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. : Return Vineweft from your graveyard to your hand.
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Viper's Kiss
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets -1/-1, and its activated abilities can't be activated.
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Viridian Harvest
( 1)
Enchantment — Aura
Enchant artifact When enchanted artifact is put into a graveyard, you gain 6 life.
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Viridian Revel
( 3)
Enchantment
Whenever an artifact is put into an opponent's graveyard from the battlefield, you may draw a card.
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Virtue of Courage
( 5)
Enchantment
Whenever a source you control deals noncombat damage to an opponent, you may exile that many cards from the top of your library. You may play those cards this turn.
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Virtue of Knowledge
( 5)
Enchantment
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
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Virtue of Loyalty
( 5)
Enchantment
At the beginning of your end step, put a +1/+1 counter on each creature you control. Untap those creatures.
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Virtue of Persistence
( 7)
Enchantment
At the beginning of your upkeep, put target creature card from a graveyard onto the battlefield under your control.
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Virtue of Strength
( 7)
Enchantment
If you tap a basic land for mana, it produces three times as much of that mana instead.
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Viscerid Armor
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. : Return Viscerid Armor to its owner's hand.
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Vision of the Unspeakable
( 0)
Enchantment Creature — Spirit
(0/0)
Flying, trample Vision of the Unspeakable gets +1/+1 for each card in your hand.
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Visions of Brutality
( 2)
Enchantment — Aura
Devoid (This card has no color.) Enchant creature Enchanted creature can't block. Whenever enchanted creature deals damage, its controller loses that much life.
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Visions of Phyrexia
( 4)
Enchantment
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn. At the beginning of your end step, if you didn't play a card from exile this turn, create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
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Vivien's Talent
( 3)
Enchantment — Aura
Enchant planeswalker Enchanted planeswalker has "+1: Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order." Whenever a nontoken creature you control enters, put a loyalty counter on enchanted planeswalker.
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Volcanic Strength
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has mountainwalk. (It can't be blocked as long as defending player controls a Mountain.)
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Volition Reins
( 6)
Enchantment — Aura
Enchant permanent When Volition Reins enters, if enchanted permanent is tapped, untap it. You control enchanted permanent.
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Volrath's Curse
( 2)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. That creature's controller may sacrifice a permanent for that player to ignore this effect until end of turn. : Return Volrath's Curse to its owner's hand.
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Volrath's Dungeon
( 4)
Enchantment
Pay 5 life: Destroy Volrath's Dungeon. Any player may activate this ability but only during their turn. Discard a card: Target player puts a card from their hand on top of their library. Activate only as a sorcery.
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Volrath's Gardens
( 2)
Enchantment
, Tap an untapped creature you control: You gain 2 life. Activate only as a sorcery.
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Volrath's Motion Sensor
( 1)
Enchantment — Aura
Enchant player As Volrath's Motion Sensor enters, choose one of enchanted player's hands. That player balances Volrath's Motion Sensor on the back of that hand. When Volrath's Motion Sensor falls off the chosen hand, sacrifice Volrath's Motion Sensor and enchanted player loses 3 life.
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Vow of Duty
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has vigilance, and can't attack you or planeswalkers you control.
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Vow of Flight
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has flying, and can't attack you or planeswalkers you control.
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Vow of Lightning
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has first strike, and can't attack you or planeswalkers you control.
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Vow of Malice
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has intimidate, and can't attack you or planeswalkers you control. (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.)
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Vow of Torment
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has menace, and can't attack you or planeswalkers you control. (It can't be blocked except by two or more creatures.)
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Vow of Wildness
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3, has trample, and can't attack you or planeswalkers you control.
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Vraska Joins Up
( 2)
Legendary Enchantment
When Vraska Joins Up enters, put a deathtouch counter on each creature you control. Whenever a legendary creature you control deals combat damage to a player, draw a card.
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Waking the Trolls
( 6)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target land. II — Put target land card from a graveyard onto the battlefield under your control. III — Choose target opponent. If they control fewer lands than you, create a number of 4/4 green Troll Warrior creature tokens with trample equal to the difference.
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Wanderlust
( 3)
Enchantment — Aura
Enchant creature At the beginning of the upkeep of enchanted creature's controller, Wanderlust deals 1 damage to that player.
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War Dance
( 1)
Enchantment
At the beginning of your upkeep, you may put a verse counter on War Dance. Sacrifice War Dance: Target creature gets +X/+X until end of turn, where X is the number of verse counters on War Dance.
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War of the Last Alliance
( 4)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle. III — Creatures you control gain double strike until end of turn. The Ring tempts you.
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War Squeak
( 1)
Enchantment — Aura
Enchant creature When War Squeak enters, target creature an opponent controls can't block this turn. Enchanted creature gets +1/+1 and has haste.
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Warbriar Blessing
( 2)
Enchantment — Aura
Enchant creature you control When Warbriar Blessing enters, enchanted creature fights up to one target creature you don't control. (Each deals damage equal to its power to the other.) Enchanted creature gets +0/+2.
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Ward of Lights
( 2)
Enchantment — Aura
You may cast Ward of Lights as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant creature As Ward of Lights enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Ward of Lights.
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Ward of Piety
( 2)
Enchantment — Aura
Enchant creature : The next 1 damage that would be dealt to enchanted creature this turn is dealt to any target instead.
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Warleader's Call
( 3)
Enchantment
Creatures you control get +1/+1. Whenever a creature you control enters, Warleader's Call deals 1 damage to each opponent.
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Warlock Class
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) At the beginning of your end step, if a creature died this turn, each opponent loses 1 life. : Level 2 //Level_2// When this Class becomes level 2, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. : Level 3 //Level_3// At the beginning of your end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
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Warmth
( 2)
Enchantment
Whenever an opponent casts a red spell, you gain 2 life.
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Warp Artifact
( 2)
Enchantment — Aura
Enchant artifact At the beginning of the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to that player.
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Warped Devotion
( 3)
Enchantment
Whenever a permanent is returned to a player's hand, that player discards a card.
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Charred Foyer // Warped Space (Warped Space)
( 6)
Enchantment — Room
Once each turn, you may pay rather than pay the mana cost for a spell you cast from exile. (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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War's Toll
( 4)
Enchantment
Whenever an opponent taps a land for mana, tap all lands that player controls. If a creature an opponent controls attacks, all creatures that opponent controls attack if able.
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Warstorm Surge
( 6)
Enchantment
Whenever a creature you control enters, it deals damage equal to its power to any target.
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Waste Not
( 2)
Enchantment
Whenever an opponent discards a creature card, create a 2/2 black Zombie creature token. Whenever an opponent discards a land card, add . Whenever an opponent discards a noncreature, nonland card, draw a card.
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Waterknot
( 3)
Enchantment — Aura
Enchant creature When Waterknot enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
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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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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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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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We Ride at Dawn
( 3)
Enchantment
Legendary creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a legendary creature spell pays for or one mana of that creature's color.) Whenever your commander attacks, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
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Weakness
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-1.
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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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Weaponize the Monsters
( 1)
Enchantment
, Sacrifice a creature: Weaponize the Monsters deals 2 damage to any target.
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