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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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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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Web
( 1)
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature gets +0/+2 and has reach. (It can block creatures with flying.)
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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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Wedding Announcement
( 3)
Enchantment
At the beginning of your end step, put an invitation counter on Wedding Announcement. If you attacked with two or more creatures this turn, draw a card. Otherwise, create a 1/1 white Human creature token. Then if Wedding Announcement has three or more invitation counters on it, transform it.
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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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Moldering Gym // Weight Room (Weight Room)
( 6)
Enchantment — Room
When you unlock this door, manifest dread, then put three +1/+1 counters on that creature. (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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Weirding Wood
( 3)
Enchantment — Aura
Enchant land When Weirding Wood enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Enchanted land has ": Add two mana of any one color."
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Welcome to . . .
( 3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter.) I — For each opponent, up to one target noncreature artifact they control becomes a 0/4 Wall artifact creature with defender for as long as you control this Saga. II — Create a 3/3 green Dinosaur creature token with trample. It gains haste until end of turn. III — Destroy all Walls. Exile this Saga, then return it to the battlefield transformed under your control.
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Welcome to Sweettooth
( 2)
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 creature token. II — Create a Food token. III — Put X +1/+1 counters on target creature you control, where X is one plus the number of Foods you control.
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Well of Ideas
( 6)
Enchantment
When Well of Ideas enters, 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 Rested
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature becomes untapped, put two +1/+1 counters on it, then you gain 2 life and draw a card. This ability triggers only once each turn."
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Well-Laid Plans
( 3)
Enchantment
Prevent all damage that would be dealt to a creature by another creature if they share a color.
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Wellspring
( 3)
Enchantment — Aura
Enchant land When Wellspring enters, gain control of enchanted land until end of turn. At the beginning of your upkeep, untap enchanted land. You gain control of that land until end of turn.
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Wheel of Sun and Moon
( 2)
Enchantment — Aura
Enchant player If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.
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Where Ancients Tread
( 5)
Enchantment
Whenever a creature you control with power 5 or greater enters, you may have Where Ancients Tread deal 5 damage to any target.
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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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White Scarab
( 1)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by white creatures. Enchanted creature gets +2/+2 as long as an opponent controls a white permanent.
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White Ward
( 1)
Enchantment — Aura
Enchant creature Enchanted creature has protection from white. This effect doesn't remove White Ward.
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Whitewater Naiads
( 5)
Enchantment Creature — Nymph
(4/4)
Constellation — Whenever Whitewater Naiads or another enchantment you control enters, target creature can't be blocked this turn.
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Widespread Panic
( 3)
Enchantment
Whenever a spell or ability causes its controller to shuffle their library, that player puts a card from their hand on top of their library.
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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 Defiance
( 3)
Enchantment
Whenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn.
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Wild Evocation
( 6)
Enchantment
At the beginning of each player's upkeep, that player reveals a card at random from their hand. If it's a land card, the player puts it onto the battlefield. Otherwise, the player casts it without paying its mana cost if able.
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Wild Growth
( 1)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional .
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Wild Pair
( 6)
Enchantment
Whenever a creature enters, if you cast it from your hand, you may search your library for a creature card with the same total power and toughness, put it onto the battlefield, then shuffle.
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Wild Wasteland
( 3)
Enchantment
Skip your draw step. At the beginning of your upkeep, exile the top two cards of your library. You may play those cards this turn.
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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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Wings of Aesthir
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+0 and has flying and first strike.
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Wings of Hope
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+3 and has flying.
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Winter's Night
( 3)
World Enchantment
Whenever a player taps a snow land for mana, that player adds one mana of any type that land produced. That land doesn't untap during its controller's next untap step.
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Winter's Rest
( 2)
Snow Enchantment — Aura
Enchant creature When Winter's Rest enters, tap enchanted creature. As long as you control another snow permanent, enchanted creature doesn't untap during its controller's untap step.
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Wiretapping
( 5)
Enchantment
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) Whenever you draw your first card during each of your draw steps, draw a card. Then if you have nine or more cards in hand, you may play the exiled card without paying its mana cost.
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Wisedrafter's Will (playtest)
( 1)
Enchantment
Your opponents play with their hands revealed. , Sacrifice Wisedrafter's Will: Draw a card. , Sacrifice Wisedrafter's Will: Counter target spell.
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Witch Hunt
( 5)
Enchantment
Players can't gain life. At the beginning of your upkeep, Witch Hunt deals 4 damage to you. At the beginning of your end step, target opponent chosen at random gains control of Witch Hunt.
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Withercrown
( 2)
Enchantment — Aura
Enchant creature Enchanted creature has base power 0 and has "At the beginning of your upkeep, you lose 1 life unless you sacrifice this creature."
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Withering Hex
( 1)
Enchantment — Aura
Enchant creature Whenever a player cycles a card, put a plague counter on Withering Hex. Enchanted creature gets -1/-1 for each plague counter on Withering Hex.
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Withering Wisps
( 3)
Enchantment
At the beginning of the end step, if no creatures are on the battlefield, sacrifice Withering Wisps. : Withering Wisps deals 1 damage to each creature and each player. Activate no more times each turn than the number of snow Swamps you control.
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Witness Protection
( 1)
Enchantment — Aura
Enchant creature Enchanted creature loses all abilities and is a green and white Citizen creature with base power and toughness 1/1 named Legitimate Businessperson. (It loses all other colors, card types, creature types, and names.)
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Wizard Class
( 1)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) You have no maximum hand size. : Level 2 //Level_2// When this Class becomes level 2, draw two cards. : Level 3 //Level_3// Whenever you draw a card, put a +1/+1 counter on target creature you control.
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Wolfcaller's Howl
( 4)
Enchantment
At the beginning of your upkeep, create X 2/2 green Wolf creature tokens, where X is the number of your opponents with four or more cards in hand.
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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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Wolfwillow Haven
( 2)
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional . , Sacrifice Wolfwillow Haven: Create a 2/2 green Wolf creature token. Activate only during your turn.
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Wordmail
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each word in its name.
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Words of War
( 3)
Enchantment
: The next time you would draw a card this turn, Words of War deals 2 damage to any target instead.
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Words of Waste
( 3)
Enchantment
: The next time you would draw a card this turn, each opponent discards a card instead.
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Words of Wilding
( 3)
Enchantment
: The next time you would draw a card this turn, create a 2/2 green Bear creature token instead.
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Words of Wind
( 3)
Enchantment
: The next time you would draw a card this turn, each player returns a permanent they control to its owner's hand instead.
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Words of Worship
( 3)
Enchantment
: The next time you would draw a card this turn, you gain 5 life instead.
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World-Weary
( 5)
Enchantment — Aura
Enchant creature Enchanted creature gets -4/-4. Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
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Worms of the Earth
( 5)
Enchantment
Players can't play lands. Lands can't enter the battlefield. At the beginning of each upkeep, any player may sacrifice two lands of their choice or have Worms of the Earth deal 5 damage to that player. If a player does either, destroy Worms of the Earth.
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Worship
( 4)
Enchantment
If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.
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Wound Reflection
( 6)
Enchantment
At the beginning of each end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
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Wrath of Marit Lage
( 5)
Enchantment
When Wrath of Marit Lage enters, tap all red creatures. Red creatures don't untap during their controllers' untap steps.
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Wreath of Geists
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +X/+X, where X is the number of creature cards in your graveyard.
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Writ of Passage
( 1)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks, if its power is 2 or less, it can't be blocked this turn. Forecast — , Reveal Writ of Passage from your hand: Target creature with power 2 or less can't be blocked this turn. (Activate only during your upkeep and only once each turn.)
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Wurmweaver Coil
( 6)
Enchantment — Aura
Enchant green creature Enchanted creature gets +6/+6. , Sacrifice Wurmweaver Coil: Create a 6/6 green Wurm creature token.
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Xander's Wake
( 2)
Enchantment
Whenever one or more creatures you control die, draft a card from Xander's Wake's spellbook. This ability triggers only once each turn.
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Xenagos, God of Revels
( 5)
Legendary Enchantment Creature — God
(6/5)
Indestructible As long as your devotion to red and green is less than seven, Xenagos isn't a creature. At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
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Xenograft
( 5)
Enchantment
As Xenograft enters, choose a creature type. Each creature you control is the chosen type in addition to its other types.
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Yavimaya's Embrace
( 8)
Enchantment — Aura
Enchant creature You control enchanted creature. Enchanted creature gets +2/+2 and has trample.
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Yawgmoth's Agenda
( 5)
Enchantment
You can't cast more than one spell each turn. You may play lands and cast spells from your graveyard. If a card would be put into your graveyard from anywhere, exile it instead.
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Yawgmoth's Edict
( 2)
Enchantment
Whenever an opponent casts a white spell, that player loses 1 life and you gain 1 life.
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Yet Another Æther Vortex (Yet Another Aether Vortex)
( 5)
Enchantment
All creatures have haste. Players play with the top card of their libraries revealed. Noninstant, nonsorcery cards on top of a library are on the battlefield under their owner's control in addition to being in that library.
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Yoke of the Damned
( 2)
Enchantment — Aura
Enchant creature When a creature dies, destroy enchanted creature.
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Yotia Declares War
( 2)
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — Create a 0/2 colorless Thopter artifact creature token with flying named Ornithopter. II — Tap any number of untapped artifacts you control. When you do, Yotia Declares War deals that much damage to target creature or planeswalker. III — Up to one target artifact you control becomes an artifact creature with base power and toughness 4/4 until end of turn.
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Zealot's Conviction
( 1)
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +1/+1. Corrupted — As long as an opponent has three or more poison counters, enchanted creature gets an additional +1/+0 and has first strike.
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