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War-Torch Goblin
( 1)
Creature — Goblin Warrior
(1/1)
, Sacrifice War-Torch Goblin: It deals 2 damage to target blocking creature.
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War-Wing Siren
( 3)
Creature — Siren Soldier
(1/3)
Flying Heroic — Whenever you cast a spell that targets War-Wing Siren, put a +1/+1 counter on War-Wing Siren.
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Wash Out
( 4)
Sorcery
Return all permanents of the color of your choice to their owners' hands.
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Waste Away
( 5)
Instant
As an additional cost to cast this spell, discard a card. Target creature gets -5/-5 until end of turn.
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Wasteland
( 0)
Land
: Add . , Sacrifice Wasteland: Destroy target nonbasic land.
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Wasteland Viper
( 1)
Creature — Snake
(1/2)
Deathtouch Bloodrush — , Discard Wasteland Viper: Target attacking creature gets +1/+2 and gains deathtouch until end of turn.
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Watchdog
( 3)
Artifact Creature — Dog
(1/2)
Watchdog blocks each combat if able. As long as Watchdog is untapped, all creatures attacking you get -1/-0.
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Watcher Sliver
( 4)
Creature — Sliver
(2/2)
All Sliver creatures get +0/+2.
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Watchwing Scarecrow
( 4)
Artifact Creature — Scarecrow
(2/4)
Watchwing Scarecrow has vigilance as long as you control a white creature. Watchwing Scarecrow has flying as long as you control a blue creature.
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Water Gun Balloon Game
( 2)
Artifact
As Water Gun Balloon Game enters, each player puts a pop counter on "0." Whenever a player casts a spell, move that player's pop counter up one. Whenever a player's pop counter hits "5," that player creates a 5/5 pink Giant Teddy Bear creature token and resets all pop counters to "0."
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Water Servant
( 4)
Creature — Elemental
(3/4)
: Water Servant gets +1/-1 until end of turn. : Water Servant gets -1/+1 until end of turn.
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Water Wurm
( 1)
Creature — Wurm
(1/1)
Water Wurm gets +0/+1 as long as an opponent controls an Island.
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Watercourser
( 3)
Creature — Elemental
(2/3)
: Watercourser gets +1/-1 until end of turn.
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Waterfront Bouncer
( 2)
Creature — Merfolk Spellshaper
(1/1)
, , Discard a card: Return target creature to its owner's hand.
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Waterspout Djinn
( 4)
Creature — Djinn
(4/4)
Flying At the beginning of your upkeep, sacrifice Waterspout Djinn unless you return an untapped Island you control to its owner's hand.
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Waterspout Elemental
( 5)
Creature — Elemental
(3/4)
Kicker (You may pay an additional as you cast this spell.) Flying When Waterspout Elemental enters, if it was kicked, return all other creatures to their owners' hands and you skip your next turn.
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Waterspout Weavers
( 5)
Creature — Merfolk Wizard
(3/3)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Waterspout Weavers, you may reveal it. If you do, each creature you control gains flying until end of turn.
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Watery Grave
( 0)
Land — Island Swamp
(: Add or .) As Watery Grave enters, you may pay 2 life. If you don't, it enters tapped.
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Wave of Reckoning
( 5)
Sorcery
Each creature deals damage to itself equal to its power.
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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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Wavecrash Triton
( 3)
Creature — Merfolk Wizard
(1/4)
Heroic — Whenever you cast a spell that targets Wavecrash Triton, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
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Waves of Aggression
( 5)
Sorcery
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
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Waveskimmer Aven
( 5)
Creature — Bird Soldier
(2/4)
Flying Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
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Waxmane Baku
( 3)
Creature — Spirit
(2/2)
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on Waxmane Baku. , Remove X ki counters from Waxmane Baku: Tap X target creatures.
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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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Wayfarer's Bauble
( 1)
Artifact
, , Sacrifice Wayfarer's Bauble: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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Wayfaring Giant
( 6)
Creature — Giant
(1/3)
Domain — Wayfaring Giant gets +1/+1 for each basic land type among lands you control.
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Wayfaring Temple
( 3)
Creature — Elemental
(*/*)
Wayfaring Temple's power and toughness are each equal to the number of creatures you control. Whenever Wayfaring Temple deals combat damage to a player, populate. (Create a token that's a copy of a creature token you control.)
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Waylay
( 3)
Instant
Create three 2/2 white Knight creature tokens. Exile them at the beginning of the next cleanup step.
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Wayward Angel
( 6)
Creature — Angel Horror
(4/4)
Flying, vigilance Threshold — As long as seven or more cards are in your graveyard, Wayward Angel gets +3/+3, is black, has trample, and has "At the beginning of your upkeep, sacrifice a creature."
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Wayward Soul
( 4)
Creature — Spirit
(3/2)
Flying : Put Wayward Soul on top of its owner's library.
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Weakness
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-1.
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Weakstone
( 4)
Artifact
Attacking creatures get -1/-0.
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Weapon Surge
( 1)
Instant
Target creature you control gets +1/+0 and gains first strike until end of turn. Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Wear // Tear (Wear)
( 2)
Instant
Destroy target artifact. Fuse (You may cast one or both halves of this card from your hand.)
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Wear Away
( 2)
Instant — Arcane
Destroy target artifact or enchantment. Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Weathered Bodyguards
( 6)
Creature — Human Soldier
(2/5)
As long as Weathered Bodyguards is untapped, all combat damage that would be dealt to you by unblocked creatures is dealt to Weathered Bodyguards instead. 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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Weathered Wayfarer
( 1)
Creature — Human Nomad Cleric
(1/1)
, : Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.
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Weatherseed Elf
( 1)
Creature — Elf
(1/1)
: Target creature gains forestwalk until end of turn. (It can't be blocked as long as defending player controls a Forest.)
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Weatherseed Treefolk
( 5)
Creature — Treefolk
(5/3)
Trample When Weatherseed Treefolk dies, return it to its owner's hand.
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Weaver of Lies
( 7)
Creature — Beast
(4/4)
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When Weaver of Lies is turned face up, turn any number of target creatures with morph abilities other than Weaver of Lies face down.
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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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Wee Dragonauts
( 3)
Creature — Faerie Wizard
(1/3)
Flying Whenever you cast an instant or sorcery spell, Wee Dragonauts gets +2/+0 until end of turn.
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Weed Strangle
( 5)
Sorcery
Destroy target creature. Clash with an opponent. If you win, you gain life equal to that creature's toughness. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
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Weed-Pruner Poplar
( 5)
Creature — Treefolk Assassin
(3/3)
At the beginning of your upkeep, target creature other than Weed-Pruner Poplar gets -1/-1 until end of turn.
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Wei Ambush Force
( 2)
Creature — Human Soldier
(1/1)
Whenever Wei Ambush Force attacks, it gets +2/+0 until end of turn.
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Wei Assassins
( 5)
Creature — Human Soldier Assassin
(3/2)
When Wei Assassins enters, target opponent chooses a creature they control. Destroy that creature.
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Wei Elite Companions
( 5)
Creature — Human Soldier
(3/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Wei Night Raiders
( 4)
Creature — Human Soldier
(2/2)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Whenever Wei Night Raiders deals damage to an opponent, that player discards a card.
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Wei Scout
( 2)
Creature — Human Soldier Scout
(1/1)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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Wei Strike Force
( 3)
Creature — Human Soldier
(2/1)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
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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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Weight of Spires
( 1)
Instant
Weight of Spires deals damage to target creature equal to the number of nonbasic lands that creature's controller controls.
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Weird Harvest
( 2)
Sorcery
Each player may search their library for up to X creature cards, reveal those cards, put them into their hand, then shuffle.
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Weirding Shaman
( 2)
Creature — Goblin Shaman
(2/1)
, Sacrifice a Goblin: Create two 1/1 black Goblin Rogue creature tokens.
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Welding Jar
( 0)
Artifact
Sacrifice Welding Jar: Regenerate target artifact.
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Welkin Guide
( 5)
Creature — Bird Cleric
(2/2)
Flying When Welkin Guide enters, target creature gets +2/+2 and gains flying until end of turn.
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Welkin Hawk
( 2)
Creature — Bird
(1/1)
Flying When Welkin Hawk dies, you may search your library for a card named Welkin Hawk, reveal that card, put it into your hand, then shuffle.
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Welkin Tern
( 2)
Creature — Bird
(2/1)
Flying (This creature can't be blocked except by creatures with flying or reach.) Welkin Tern can block only creatures with flying.
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Alive // Well (Well)
( 1)
Sorcery
You gain 2 life for each creature you control. Fuse (You may cast one or both halves of this card from your hand.)
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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 Knowledge
( 3)
Artifact
: Draw a card. Any player may activate this ability but only during their draw step.
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Well of Life
( 4)
Artifact
At the beginning of your end step, if you control no untapped lands, you gain 2 life.
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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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Wellgabber Apothecary
( 5)
Creature — Merfolk Cleric
(2/3)
: Prevent all damage that would be dealt to target tapped Merfolk or Kithkin creature this 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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Wellwisher
( 2)
Creature — Elf
(1/1)
: You gain 1 life for each Elf on the battlefield.
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Werebear
( 2)
Creature — Human Bear Druid
(1/1)
: Add . Threshold — Werebear gets +3/+3 as long as seven or more cards are in your graveyard.
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Werewolf Ransacker
( 0)
Creature — Werewolf
(5/4)
Whenever this creature transforms into Werewolf Ransacker, you may destroy target artifact. If that artifact is put into a graveyard this way, Werewolf Ransacker deals 3 damage to that artifact's controller. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf Ransacker.
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Whalebone Glider
( 2)
Artifact
, : Target creature with power 3 or less gains flying until end of turn.
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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 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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Wheel of Torture
( 3)
Artifact
At the beginning of each opponent's upkeep, Wheel of Torture deals X damage to that player, where X is 3 minus the number of cards in their hand.
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Whelming Wave
( 4)
Sorcery
Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents.
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When Fluffy Bunnies Attack
( 4)
Instant
Target creature gets -X/-X until end of turn, where X is the number of times the letter of your choice appears in that creature's name.
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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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Whetstone
( 3)
Artifact
: Each player mills two cards.
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Whim of Volrath
( 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.) Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn. (For example, you may change "nonred creature" to "nongreen creature" or "plainswalk" to "swampwalk.")
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Whims of the Fates
( 6)
Sorcery
Starting with you, each player separates all permanents they control into three piles. Then each player chooses one of their piles at random and sacrifices those permanents. (Piles can be empty.)
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Whimwader
( 5)
Creature — Elemental
(6/4)
Whimwader can't attack unless defending player controls a blue permanent.
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Whip Sergeant
( 3)
Creature — Human Soldier
(2/1)
: Target creature gains haste until end of turn. (It can attack this turn.)
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