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Volo, Itinerant Scholar
( 3)
Legendary Creature — Human Wizard
(2/3)
When Volo enters, create Volo's Journal, a legendary colorless artifact token with hexproof and "Whenever you cast a creature spell, note one of its creature types that hasn't been noted for this artifact." , : Draw a card for each creature type noted for target permanent you control named Volo's Journal. Choose a Background
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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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Vraska, Betrayal's Sting
( 6)
Legendary Planeswalker — Vraska
(6)
Compleated ( can be paid with or 2 life. If life was paid, this planeswalker enters with two fewer loyalty counters.) 0: You draw a card and you lose 1 life. Proliferate. −2: Target creature becomes a Treasure artifact with ", Sacrifice this artifact: Add one mana of any color" and loses all other card types and abilities. −9: If target player has fewer than nine poison counters, they get a number of poison counters equal to the difference.
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Vraska, Golgari Queen
( 4)
Legendary Planeswalker — Vraska
(4)
+2: You may sacrifice another permanent. If you do, you gain 1 life and draw a card. −3: Destroy target nonland permanent with mana value 3 or less. −9: You get an emblem with "Whenever a creature you control deals combat damage to a player, that player loses the game."
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Vulturous Aven
( 4)
Creature — Bird Shaman
(2/3)
Flying Exploit (When this creature enters, you may sacrifice a creature.) When Vulturous Aven exploits a creature, you draw two cards and you lose 2 life.
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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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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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Wall of Blossoms
( 2)
Creature — Plant Wall
(0/4)
Defender When Wall of Blossoms enters, draw a card.
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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 Omens
( 2)
Creature — Wall
(0/4)
Defender When Wall of Omens enters, draw a card.
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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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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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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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Warden of the Woods
( 6)
Creature — Treefolk
(5/7)
Vigilance (Attacking doesn't cause this creature to tap.) Whenever Warden of the Woods becomes the target of a spell or ability an opponent controls, you may draw two cards.
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Warhost's Frenzy
( 3)
Instant
Kicker (You may pay an additional as you cast this spell.) Creatures you control get +2/+0 until end of turn. If this spell was kicked, whenever a creature you control dies this turn, draw a card.
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Warlord's Fury
( 1)
Sorcery
Creatures you control gain first strike until end of turn. Draw a card.
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Warriors' Lesson
( 1)
Instant
Until end of turn, up to two target creatures you control each gain "Whenever this creature deals combat damage to a player, draw a card."
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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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Wasteland Scorpion
( 3)
Creature — Scorpion
(2/2)
Deathtouch Cycling (, Discard this card: Draw a card.)
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Watchful Blisterzoa
( 6)
Creature — Phyrexian Jellyfish
(4/4)
Flying Watchful Blisterzoa enters with an oil counter on it. When Watchful Blisterzoa dies, draw cards equal to the number of oil counters on it.
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Watchful Naga
( 3)
Creature — Snake Wizard
(2/2)
You may exert Watchful Naga as it attacks. When you do, draw a card. (An exerted creature won't untap during your next untap step.)
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Wave of Rats
( 4)
Creature — Rat
(4/2)
Trample When Wave of Rats dies, if it dealt combat damage to a player this turn, return it to the battlefield under its owner's control. Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end 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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Wavesifter
( 5)
Creature — Elemental
(3/2)
Flying When Wavesifter enters, investigate twice. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.") Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
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Wear Down
( 2)
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Destroy target artifact or enchantment. If the gift was promised, instead destroy two target artifacts and/or enchantments.
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Weatherlight Compleated
( 2)
Legendary Artifact — Vehicle
(5/5)
Flying As long as Weatherlight Compleated has four or more phyresis counters on it, it's a Phyrexian creature in addition to its other types. Whenever a creature you control dies, put a phyresis counter on Weatherlight Compleated. Then draw a card if it has seven or more phyresis counters on it. If it doesn't, scry 1.
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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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Wedding Crasher
( 0)
Creature — Werewolf
(6/5)
Whenever Wedding Crasher or another Wolf or Werewolf you control dies, draw a card. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
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Wedding Invitation
( 2)
Artifact
When Wedding Invitation enters, draw a card. , Sacrifice Wedding Invitation: Target creature can't be blocked this turn. If it's a Vampire, it also gains lifelink until end of turn.
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Wedding Ring
( 4)
Artifact
When Wedding Ring enters, if it was cast, target opponent creates a token that's a copy of it. Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card. Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.
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Wedding Security
( 5)
Creature — Vampire Soldier
(4/4)
Whenever Wedding Security attacks, you may sacrifice a Blood token. If you do, put a +1/+1 counter on Wedding Security and draw a card.
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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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Welcoming Vampire
( 3)
Creature — Vampire
(2/3)
Flying Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
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Well of Discovery
( 6)
Artifact
At the beginning of your end step, if you control no untapped lands, draw a card.
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Well of Ideas
( 6)
Enchantment
When Well of Ideas enters, draw two cards. At the beginning of each other player's draw step, that player draws an additional card. At the beginning of your draw step, draw two additional cards.
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Well of Knowledge
( 3)
Artifact
: Draw a card. Any player may activate this ability but only during their draw step.
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Well of Lost Dreams
( 4)
Artifact
Whenever you gain life, you may pay , where X is less than or equal to the amount of life you gained. If you do, draw X cards.
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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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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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Wharf Infiltrator
( 2)
Creature — Human Horror
(1/1)
Skulk (This creature can't be blocked by creatures with greater power.) Whenever Wharf Infiltrator deals combat damage to a player, you may draw a card. If you do, discard a card. Whenever you discard a creature card, you may pay . If you do, create a 3/2 colorless Eldrazi Horror creature token.
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Wheel and Deal
( 4)
Instant
Any number of target opponents each discard their hands, then draw seven cards. Draw a card.
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Wheel of Fortune
( 3)
Sorcery
Each player discards their hand, then draws seven cards.
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Wheel of Misfortune
( 3)
Sorcery
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
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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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Whirlpool Rider
( 2)
Creature — Merfolk
(1/1)
When Whirlpool Rider enters, shuffle the cards from your hand into your library, then draw that many cards.
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Whirlpool Warrior
( 3)
Creature — Merfolk Warrior
(2/2)
When Whirlpool Warrior enters, shuffle the cards from your hand into your library, then draw that many cards. , Sacrifice Whirlpool Warrior: Each player shuffles the cards from their hand into their library, then draws that many cards.
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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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Whispering Madness
( 4)
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
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Whispers of the Muse
( 1)
Instant
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Draw a card.
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Wibbly-wobbly, Timey-wimey
( 2)
Sorcery
Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.) Draw a card.
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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 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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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 Dogs
( 1)
Creature — Dog
(2/1)
At the beginning of your upkeep, if a player has more life than each other player, the player with the most life gains control of Wild Dogs. Cycling (, Discard this card: Draw a card.)
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Wild Guess
( 2)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards.
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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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Wildfire Howl
( 3)
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Wildfire Howl deals 2 damage to each creature. If the gift was promised, instead Wildfire Howl deals 1 damage to any target and 2 damage to each creature.
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Wildsize
( 3)
Instant
Target creature gets +2/+2 and gains trample until end of turn. Draw a card.
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Wilhelt, the Rotcleaver
( 4)
Legendary Creature — Zombie Warrior
(3/3)
Whenever another Zombie you control dies, if it didn't have decayed, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.) At the beginning of your end step, you may sacrifice a Zombie. If you do, draw a card.
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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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Will of the All-Hunter
( 2)
Instant
Target creature gets +2/+2 until end of turn. If it's blocking, instead put two +1/+1 counters on it. Cycling (, Discard this card: Draw a card.)
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Will, Scholar of Frost
( 5)
Legendary Planeswalker — Will
(4)
Instant and sorcery spells you cast cost less to cast. +1: Up to one target creature has base power and toughness 0/2 until your next turn. −3: Draw two cards. −7: Exile up to five target permanents. For each permanent exiled this way, its controller creates a 4/4 blue and red Elemental creature token.
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Wilt
( 2)
Instant
Destroy target artifact or enchantment. Cycling (, Discard this card: Draw a card.)
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Windcaller Aven
( 6)
Creature — Bird Wizard
(4/3)
Flying Cycling (, Discard this card: Draw a card.) When you cycle Windcaller Aven, target creature gains flying until end of turn.
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Windfall
( 3)
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
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Windreader Sphinx
( 7)
Creature — Sphinx
(3/7)
Flying Whenever a creature with flying attacks, you may draw a card.
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Windrider Wizard
( 3)
Creature — Human Wizard
(2/2)
Flying Whenever you cast an instant, sorcery, or Wizard spell, you may draw a card. If you do, discard a card.
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Winds of Change
( 1)
Sorcery
Each player shuffles the cards from their hand into their library, then draws that many cards.
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Winged Portent
( 3)
Instant
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Draw a card for each creature you control with flying.
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Winged Shepherd
( 6)
Creature — Angel
(3/3)
Flying, vigilance Cycling (, Discard this card: Draw a card.)
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Winged Words
( 3)
Sorcery
This spell costs less to cast if you control a creature with flying. Draw two cards.
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Winnow
( 2)
Instant
Destroy target nonland permanent if another permanent with the same name is on the battlefield. Draw a card.
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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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Winter, Misanthropic Guide
( 4)
Legendary Creature — Human Warlock
(3/4)
Ward At the beginning of your upkeep, each player draws two cards. Delirium — As long as there are four or more card types among cards in your graveyard, each opponent's maximum hand size is equal to seven minus the number of those card types.
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Wipe Clean
( 2)
Instant
Exile target enchantment. Cycling (, Discard this card: Draw a card.)
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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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Wirewood Savage
( 3)
Creature — Elf
(2/2)
Whenever a Beast enters, you may draw a card.
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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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Witching Well
( 1)
Artifact
When Witching Well enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) , Sacrifice Witching Well: Draw two cards.
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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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Withering Gaze
( 3)
Sorcery
Target opponent reveals their hand. You draw a card for each Forest and green card in it.
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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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Withstand
( 3)
Instant
Prevent the next 3 damage that would be dealt to any target this turn. Draw a card.
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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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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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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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