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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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Whip Vine
( 3)
Creature — Plant Wall
(1/4)
Defender; reach (This creature can block creatures with flying.) You may choose not to untap Whip Vine during your untap step. : Tap target creature with flying blocked by Whip Vine. That creature doesn't untap during its controller's untap step for as long as Whip Vine remains tapped.
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Whipcorder
( 2)
Creature — Human Soldier Rebel
(2/2)
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Whipflare
( 2)
Sorcery
Whipflare deals 2 damage to each nonartifact creature.
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Whipkeeper
( 4)
Creature — Dwarf
(1/1)
: Whipkeeper deals damage to target creature equal to the damage already dealt to it this turn.
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Whiplash Trap
( 5)
Instant — Trap
If an opponent had two or more creatures enter the battlefield under their control this turn, you may pay rather than pay this spell's mana cost. Return two target creatures to their owners' hands.
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Whip-Spine Drake
( 5)
Creature — Drake
(3/3)
Flying 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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Whipstitched Zombie
( 2)
Creature — Zombie
(2/2)
At the beginning of your upkeep, sacrifice Whipstitched Zombie unless you pay .
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Whiptail Moloch
( 5)
Creature — Lizard
(6/3)
When Whiptail Moloch enters, it deals 3 damage to target creature you control.
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Whiptongue Frog
( 3)
Creature — Frog
(1/3)
: Whiptongue Frog gains flying until end of turn.
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Whirling Catapult
( 4)
Artifact
, Exile the top two cards of your library: Whirling Catapult deals 1 damage to each creature with flying and each player.
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Whirling Dervish
( 2)
Creature — Human Monk
(1/1)
Protection from black At the beginning of each end step, if Whirling Dervish dealt damage to an opponent this turn, put a +1/+1 counter on it.
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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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Whirlpool Whelm
( 2)
Instant
Clash with an opponent, then return target creature to its owner's hand. If you win, you may put that creature on top of its owner's library instead. (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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Whirlwind
( 4)
Sorcery
Destroy all creatures with flying.
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Whispergear Sneak
( 1)
Artifact Creature — Construct
(1/1)
Draft Whispergear Sneak face up. During the draft, you may turn Whispergear Sneak face down. If you do, look at any unopened booster pack in the draft or any booster pack not being looked at by another player.
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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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Whispering Shade
( 4)
Creature — Shade
(1/1)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) : Whispering Shade gets +1/+1 until end of turn.
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Whispering Specter
( 3)
Creature — Phyrexian Specter
(1/1)
Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever Whispering Specter deals combat damage to a player, you may sacrifice it. If you do, that player discards a card for each poison counter they have.
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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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Whispersilk Cloak
( 3)
Artifact — Equipment
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) Equip
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White Knight
( 2)
Creature — Human Knight
(2/2)
First strike (This creature deals combat damage before creatures without first strike.) Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
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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 Shield Crusader
( 2)
Creature — Human Knight
(2/1)
Protection from black : White Shield Crusader gains flying until end of turn. : White Shield Crusader gets +1/+0 until end of turn.
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White Sun's Zenith
( 3)
Instant
Create X 2/2 white Cat creature tokens. Shuffle White Sun's Zenith into its owner's library.
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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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Whitemane Lion
( 2)
Creature — Cat
(2/2)
Flash When Whitemane Lion enters, return a creature you control to its owner's hand.
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Whiteout
( 2)
Instant
All creatures lose flying until end of turn. Sacrifice a snow land: Return Whiteout from your graveyard to your hand.
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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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Who // What // When // Where // Why
( 0)
Instant
Who oXoW Instant Target player gains X life. // What o2oR Instant Destroy target artifact. // When o2oU Instant Counter target creature spell. // Where o3oB Instant Destroy target land. // Why o1oG Instant Destroy target enchantment.
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Wicked Akuba
( 2)
Creature — Spirit
(2/2)
: Target player dealt damage by Wicked Akuba this turn loses 1 life.
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Wicked Pact
( 3)
Sorcery
Destroy two target nonblack creatures. You lose 5 life.
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Wicked Reward
( 2)
Instant
As an additional cost to cast this spell, sacrifice a creature. Target creature gets +4/+2 until end of turn.
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Wicker Warcrawler
( 5)
Artifact Creature — Scarecrow
(6/6)
Whenever Wicker Warcrawler attacks or blocks, put a -1/-1 counter on it at end of combat.
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Wickerbough Elder
( 4)
Creature — Treefolk Shaman
(4/4)
Wickerbough Elder enters with a -1/-1 counter on it. , Remove a -1/-1 counter from Wickerbough Elder: Destroy target artifact or enchantment.
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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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Wight of Precinct Six
( 2)
Creature — Zombie
(1/1)
Wight of Precinct Six gets +1/+1 for each creature card in your opponents' graveyards.
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Wiitigo
( 6)
Creature — Yeti
(0/0)
Wiitigo enters with six +1/+1 counters on it. At the beginning of your upkeep, put a +1/+1 counter on Wiitigo if it has blocked or been blocked since your last upkeep. Otherwise, remove a +1/+1 counter from it.
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Wild Aesthir
( 3)
Creature — Bird
(1/1)
Flying, first strike : Wild Aesthir gets +2/+0 until end of turn. Activate only once each turn.
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Wild Beastmaster
( 3)
Creature — Human Shaman
(1/1)
Whenever Wild Beastmaster attacks, each other creature you control gets +X/+X until end of turn, where X is Wild Beastmaster's power.
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Wild Cantor
( 1)
Creature — Human Druid
(1/1)
( can be paid with either or .) Sacrifice Wild Cantor: Add one mana of any color.
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Wild Celebrants
( 5)
Creature — Satyr
(5/3)
When Wild Celebrants enters, you may destroy target artifact.
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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 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 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 Guess
( 2)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards.
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Wild Hunger
( 3)
Instant
Target creature gets +3/+1 and gains trample until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Wild Leotau
( 4)
Creature — Cat
(5/4)
At the beginning of your upkeep, sacrifice Wild Leotau unless you pay .
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Wild Mammoth
( 3)
Creature — Elephant
(3/4)
At the beginning of your upkeep, if a player controls more creatures than each other player, the player who controls the most creatures gains control of Wild Mammoth.
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Wild Might
( 2)
Instant
Target creature gets +1/+1 until end of turn. That creature gets an additional +4/+4 until end of turn unless any player pays .
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Wild Mongrel
( 2)
Creature — Dog
(2/2)
Discard a card: Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn.
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Wild Nacatl
( 1)
Creature — Cat Warrior
(1/1)
Wild Nacatl gets +1/+1 as long as you control a Mountain. Wild Nacatl gets +1/+1 as long as you control a Plains.
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Wild Ox
( 4)
Creature — Ox
(3/3)
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
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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 Ricochet
( 4)
Instant
You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.
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Wild Swing
( 4)
Sorcery
Choose three target nonenchantment permanents. Destroy one of them at random.
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Wild Wurm
( 4)
Creature — Wurm
(5/4)
When Wild Wurm enters, flip a coin. If you lose the flip, return Wild Wurm to its owner's hand.
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Wildblood Pack
( 0)
Creature — Werewolf
(5/5)
Trample Attacking creatures you control get +3/+0. At the beginning of each upkeep, if a player cast two or more spells last turn, transform Wildblood Pack.
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Wilderness Elemental
( 3)
Creature — Elemental
(*/3)
Trample Wilderness Elemental's power is equal to the number of nonbasic lands your opponents control.
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Wilderness Hypnotist
( 4)
Creature — Merfolk Wizard
(1/3)
: Target red or green creature gets -2/-0 until end of turn.
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Wildfield Borderpost
( 3)
Artifact
You may pay and return a basic land you control to its owner's hand rather than pay this spell's mana cost. Wildfield Borderpost enters tapped. : Add or .
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Wildfire
( 6)
Sorcery
Each player sacrifices four lands of their choice. Wildfire deals 4 damage to each creature.
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Wildfire Cerberus
( 5)
Creature — Dog
(4/3)
: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.) When Wildfire Cerberus becomes monstrous, it deals 2 damage to each opponent and each creature they control.
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Wildfire Emissary
( 4)
Creature — Efreet
(2/4)
Protection from white : Wildfire Emissary gets +1/+0 until end of turn.
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Wildheart Invoker
( 4)
Creature — Elf Shaman
(4/3)
: Target creature gets +5/+5 and gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
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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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Wildslayer Elves
( 4)
Creature — Elf Warrior
(3/3)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
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Wildwood Geist
( 5)
Creature — Spirit
(3/3)
During your turn, Wildwood Geist gets +2/+2.
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Wildwood Rebirth
( 2)
Instant
Return target creature card from your graveyard to your hand.
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Willbender
( 2)
Creature — Human Wizard
(1/2)
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 Willbender is turned face up, change the target of target spell or ability with a single target.
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Ready // Willing (Willing)
( 3)
Instant
Creatures you control gain deathtouch and lifelink until end of turn. Fuse (You may cast one or both halves of this card from your hand.)
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Will-o'-the-Wisp
( 1)
Creature — Spirit
(0/1)
Flying (This creature can't be blocked except by creatures with flying or reach.) : Regenerate Will-o'-the-Wisp. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
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Willow Dryad
( 1)
Creature — Dryad
(1/1)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
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Willow Priestess
( 4)
Creature — Faerie Druid
(2/2)
: You may put a Faerie permanent card from your hand onto the battlefield. : Target green creature gains protection from black until end of turn.
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Willow Satyr
( 4)
Creature — Satyr
(1/1)
You may choose not to untap Willow Satyr during your untap step. : Gain control of target legendary creature for as long as you control Willow Satyr and Willow Satyr remains tapped.
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Wilt-Leaf Liege
( 4)
Creature — Elf Knight
(4/4)
( can be paid with either or .) Other green creatures you control get +1/+1. Other white creatures you control get +1/+1. If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard.
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Wind Dancer
( 2)
Creature — Faerie
(1/1)
Flying : Target creature gains flying until end of turn.
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Wind Sail
( 2)
Sorcery
One or two target creatures gain flying until end of turn.
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Wind Shear
( 3)
Instant
Attacking creatures with flying get -2/-2 and lose flying until end of turn.
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Wind Spirit
( 5)
Creature — Elemental Spirit
(3/2)
Flying Menace (This creature can't be blocked except by two or more creatures.)
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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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Windborn Muse
( 4)
Creature — Spirit
(2/3)
Flying Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
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