|
Wood Sage
( 2)
Creature — Human Druid
(1/1)
: Choose a creature card name. Reveal the top four cards of your library and put all of them with that name into your hand. Put the rest into your graveyard.
|
|
|
Woodborn Behemoth
( 5)
Creature — Elemental
(4/4)
As long as you control eight or more lands, Woodborn Behemoth gets +4/+4 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
|
|
|
Wooded Foothills
( 0)
Land
, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
|
|
|
Wooden Sphere
( 1)
Artifact
Whenever a player casts a green spell, you may pay . If you do, you gain 1 life.
|
|
|
Wooden Stake
( 2)
Artifact — Equipment
Equipped creature gets +1/+0. Whenever equipped creature blocks or becomes blocked by a Vampire, destroy that creature. It can't be regenerated. Equip (: Attach to target creature you control. Equip only as a sorcery.)
|
|
|
Woodfall Primus
( 8)
Creature — Treefolk Shaman
(6/6)
Trample When Woodfall Primus enters, destroy target noncreature permanent. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
|
|
|
Woodland Cemetery
( 0)
Land
Woodland Cemetery enters tapped unless you control a Swamp or a Forest. : Add or .
|
|
|
Woodland Changeling
( 2)
Creature — Shapeshifter
(2/2)
Changeling (This card is every creature type.)
|
|
|
Woodland Guidance
( 4)
Sorcery
Return target card from your graveyard to your hand. Clash with an opponent. If you win, untap all Forests you control. (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.) Exile Woodland Guidance.
|
|
|
Woodland Sleuth
( 4)
Creature — Human Scout
(2/3)
Morbid — When Woodland Sleuth enters, if a creature died this turn, return a creature card at random from your graveyard to your hand.
|
|
|
Woodlot Crawler
( 2)
Creature — Insect
(2/1)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) Protection from green
|
|
|
Woodlurker Mimic
( 2)
Creature — Shapeshifter
(2/1)
Whenever you cast a spell that's both black and green, Woodlurker Mimic has base power and toughness 4/5 until end of turn and gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)
|
|
|
Woodripper
( 5)
Creature — Beast
(4/6)
Fading 3 (This creature enters with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) , Remove a fade counter from Woodripper: Destroy target artifact.
|
|
|
Woodvine Elemental
( 6)
Creature — Elemental
(4/4)
Trample Parley — Whenever Woodvine Elemental attacks, each player reveals the top card of their library. For each nonland card revealed this way, attacking creatures you control get +1/+1 until end of turn. Then each player draws a card.
|
|
|
Woodwraith Strangler
( 4)
Creature — Plant Zombie
(2/2)
Exile a creature card from your graveyard: Regenerate Woodwraith Strangler.
|
|
|
Woolly Mammoths
( 3)
Creature — Elephant
(3/2)
Woolly Mammoths has trample as long as you control a snow land.
|
|
|
Woolly Razorback
( 4)
Creature — Boar Beast
(7/7)
Woolly Razorback enters with three ice counters on it. As long as Woolly Razorback has an ice counter on it, prevent all combat damage it would deal and it has defender. Whenever Woolly Razorback blocks, remove an ice counter from it.
|
|
|
Woolly Spider
( 3)
Creature — Spider
(2/3)
Reach (This creature can block creatures with flying.) Whenever Woolly Spider blocks a creature with flying, Woolly Spider gets +0/+2 until end of turn.
|
|
|
Word of Blasting
( 2)
Instant
Destroy target Wall. It can't be regenerated. Word of Blasting deals damage equal to that Wall's mana value to the Wall's controller.
|
|
|
Word of Command
( 2)
Instant
Look at target opponent's hand and choose a card from it. You control that player until Word of Command finishes resolving. The player plays that card if able. While doing so, the player can activate mana abilities only if they're from lands that player controls and only if mana they produce is spent to activate other mana abilities of lands the player controls and/or to play that card. If the chosen card is cast as a spell, you control the player while that spell is resolving.
|
|
|
Word of Seizing
( 5)
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Untap target permanent and gain control of it until end of turn. It gains haste until end of turn.
|
|
|
Word of Undoing
( 1)
Instant
Return target creature and all white Auras you own attached to it to their owners' hands.
|
|
|
Wordmail
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each word in its name.
|
|
|
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.
|
|
|
Words of Waste
( 3)
Enchantment
: The next time you would draw a card this turn, each opponent discards a card instead.
|
|
|
Words of Wilding
( 3)
Enchantment
: The next time you would draw a card this turn, create a 2/2 green Bear creature token instead.
|
|
|
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.
|
|
|
Words of Wisdom
( 2)
Instant
You draw two cards, then each other player draws a card.
|
|
|
Words of Worship
( 3)
Enchantment
: The next time you would draw a card this turn, you gain 5 life instead.
|
|
|
Workhorse
( 6)
Artifact Creature — Horse
(0/0)
Workhorse enters with four +1/+1 counters on it. Remove a +1/+1 counter from Workhorse: Add .
|
|
|
Working Stiff
( 2)
Creature — Mummy
(2/2)
As Working Stiff enters, straighten your arms. When you bend an elbow, sacrifice Working Stiff.
|
|
|
World at War
( 5)
Sorcery
After the second main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
|
|
|
World Queller
( 5)
Creature — Avatar
(4/4)
At the beginning of your upkeep, you may choose a card type. If you do, each player sacrifices a permanent of their choice of that type.
|
|
|
World-Bottling Kit
( 5)
Artifact
, Sacrifice World-Bottling Kit: Choose a Magic set. Exile all permanents with that set's expansion symbol except for basic lands.
|
|
|
Worldfire
( 9)
Sorcery
Exile all permanents. Exile all cards from all hands and graveyards. Each player's life total becomes 1.
|
|
|
Worldgorger Dragon
( 6)
Creature — Nightmare Dragon
(7/7)
Flying, trample When Worldgorger Dragon enters, exile all other permanents you control. When Worldgorger Dragon leaves the battlefield, return the exiled cards to the battlefield under their owners' control.
|
|
|
Worldly Counsel
( 2)
Instant
Domain — Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put one of those cards into your hand and the rest on the bottom of your library in any order.
|
|
|
Worldly Tutor
( 1)
Instant
Search your library for a creature card, reveal it, then shuffle and put the card on top.
|
|
|
Worldslayer
( 5)
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, destroy all permanents other than Worldslayer. Equip (: Attach to target creature you control. Equip only as a sorcery.)
|
|
|
Worldspine Wurm
( 11)
Creature — Wurm
(15/15)
Trample When Worldspine Wurm dies, create three 5/5 green Wurm creature tokens with trample. When Worldspine Wurm is put into a graveyard from anywhere, shuffle it into its owner's library.
|
|
|
Worm Harvest
( 5)
Sorcery
Create a 1/1 black and green Worm creature token for each land card in your graveyard. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
|
|
|
Wormfang Behemoth
( 5)
Creature — Nightmare Fish Beast
(5/5)
When Wormfang Behemoth enters, exile all cards from your hand. When Wormfang Behemoth leaves the battlefield, return the exiled cards to their owner's hand.
|
|
|
Wormfang Crab
( 4)
Creature — Nightmare Crab
(3/6)
Wormfang Crab can't be blocked. When Wormfang Crab enters, an opponent chooses a permanent you control other than Wormfang Crab and exiles it. When Wormfang Crab leaves the battlefield, return the exiled card to the battlefield under its owner's control.
|
|
|
Wormfang Drake
( 3)
Creature — Nightmare Drake
(3/4)
Flying When Wormfang Drake enters, sacrifice it unless you exile a creature you control other than Wormfang Drake. When Wormfang Drake leaves the battlefield, return the exiled card to the battlefield under its owner's control.
|
|
|
Wormfang Manta
( 7)
Creature — Nightmare Fish Beast
(6/1)
Flying When Wormfang Manta enters, you skip your next turn. When Wormfang Manta leaves the battlefield, you take an extra turn after this one.
|
|
|
Wormfang Newt
( 2)
Creature — Nightmare Salamander Beast
(2/2)
When Wormfang Newt enters, exile a land you control. When Wormfang Newt leaves the battlefield, return the exiled card to the battlefield under its owner's control.
|
|
|
Wormfang Turtle
( 3)
Creature — Nightmare Turtle Beast
(2/4)
When Wormfang Turtle enters, exile a land you control. When Wormfang Turtle leaves the battlefield, return the exiled card to the battlefield under its owner's control.
|
|
|
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.
|
|
|
Wormwood Dryad
( 3)
Creature — Dryad
(3/1)
: Wormwood Dryad gains forestwalk until end of turn and deals 1 damage to you. (It can't be blocked as long as defending player controls a Forest.) : Wormwood Dryad gains swampwalk until end of turn and deals 1 damage to you. (It can't be blocked as long as defending player controls a Swamp.)
|
|
|
Worry Beads
( 3)
Artifact
At the beginning of each player's upkeep, that player mills a card.
|
|
|
Worship
( 4)
Enchantment
If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.
|
|
|
Worst Fears
( 8)
Sorcery
You control target player during that player's next turn. Exile Worst Fears. (You see all cards that player could see and make all decisions for the player.)
|
|
|
Wort, Boggart Auntie
( 4)
Legendary Creature — Goblin Shaman
(3/3)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, you may return target Goblin card from your graveyard to your hand.
|
|
|
Wort, the Raidmother
( 6)
Legendary Creature — Goblin Shaman
(3/3)
When Wort, the Raidmother enters, create two 1/1 red and green Goblin Warrior creature tokens. Each red or green instant or sorcery spell you cast has conspire. (As you cast the spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for the copy.)
|
|
|
Worthy Cause
( 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.) As an additional cost to cast this spell, sacrifice a creature. You gain life equal to the sacrificed creature's toughness.
|
|
|
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.)
|
|
|
Wrap in Flames
( 4)
Sorcery
Wrap in Flames deals 1 damage to each of up to three target creatures. Those creatures can't block this turn.
|
|
|
Wrath of God
( 4)
Sorcery
Destroy all creatures. They can't be regenerated.
|
|
|
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.
|
|
|
Wreak Havoc
( 4)
Sorcery
This spell can't be countered. Destroy target artifact or land.
|
|
|
Wreath of Geists
( 1)
Enchantment — Aura
Enchant creature Enchanted creature gets +X/+X, where X is the number of creature cards in your graveyard.
|
|
|
Wrecking Ogre
( 5)
Creature — Ogre Warrior
(3/3)
Double strike Bloodrush — , Discard Wrecking Ogre: Target attacking creature gets +3/+3 and gains double strike until end of turn.
|
|
|
Wrench Mind
( 2)
Sorcery
Target player discards two cards unless they discard an artifact card.
|
|
|
Wren's Run Packmaster
( 4)
Creature — Elf Warrior
(5/5)
Champion an Elf (When this creature enters, sacrifice it unless you exile another Elf you control. When this creature leaves the battlefield, that card returns to the battlefield.) : Create a 2/2 green Wolf creature token. Wolves you control have deathtouch.
|
|
|
Wren's Run Vanquisher
( 2)
Creature — Elf Warrior
(3/3)
As an additional cost to cast this spell, reveal an Elf card from your hand or pay . Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
|
|
|
Wretched Anurid
( 2)
Creature — Zombie Frog Beast
(3/3)
Whenever another creature enters, you lose 1 life.
|
|
|
Wretched Banquet
( 1)
Sorcery
Destroy target creature if it has the least power or is tied for least power among creatures on the battlefield.
|
|
|
Wrexial, the Risen Deep
( 6)
Legendary Creature — Kraken
(5/8)
Islandwalk, swampwalk (This creature can't be blocked as long as defending player controls an Island or a Swamp.) Whenever Wrexial, the Risen Deep deals combat damage to a player, you may cast target instant or sorcery card from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
|
|
|
Wring Flesh
( 1)
Instant
Target creature gets -3/-1 until end of turn.
|
|
|
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.)
|
|
|
Wu Admiral
( 5)
Creature — Human Soldier
(3/3)
Wu Admiral gets +1/+1 as long as an opponent controls an Island.
|
|
|
Wu Elite Cavalry
( 4)
Creature — Human Soldier
(2/3)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
|
|
|
Wu Light Cavalry
( 2)
Creature — Human Soldier
(1/2)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
|
|
|
Wu Longbowman
( 3)
Creature — Human Soldier Archer
(1/1)
: Wu Longbowman deals 1 damage to any target. Activate only during your turn, before attackers are declared.
|
|
|
Wu Scout
( 2)
Creature — Human Soldier Scout
(1/1)
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) When Wu Scout enters, look at target opponent's hand.
|
|
|
Wu Spy
( 2)
Creature — Human Soldier Rogue
(1/1)
When Wu Spy enters, look at the top two cards of target player's library. Put one of them into their graveyard.
|
|
|
Wu Warship
( 3)
Creature — Human Soldier
(3/3)
Wu Warship can't attack unless defending player controls an Island.
|
|
|
Wurmcoil Engine
( 6)
Artifact Creature — Phyrexian Wurm
(6/6)
Deathtouch, lifelink When Wurmcoil Engine dies, create a 3/3 colorless Phyrexian Wurm artifact creature token with deathtouch and a 3/3 colorless Phyrexian Wurm artifact creature token with lifelink.
|
|
|
Wurm's Tooth
( 2)
Artifact
Whenever a player casts a green spell, you may gain 1 life.
|
|
|
Wurmskin Forger
( 7)
Creature — Elf Warrior
(2/2)
When Wurmskin Forger enters, distribute three +1/+1 counters among one, two, or three target creatures.
|
|
|
Wurmweaver Coil
( 6)
Enchantment — Aura
Enchant green creature Enchanted creature gets +6/+6. , Sacrifice Wurmweaver Coil: Create a 6/6 green Wurm creature token.
|
|
|
Wydwen, the Biting Gale
( 4)
Legendary Creature — Faerie Wizard
(3/3)
Flash Flying , Pay 1 life: Return Wydwen, the Biting Gale to its owner's hand.
|
|
|
Wyluli Wolf
( 2)
Creature — Wolf
(1/1)
: Target creature gets +1/+1 until end of turn.
|
|
|
Xanthic Statue
( 8)
Artifact
: Until end of turn, Xanthic Statue becomes an 8/8 Golem artifact creature with trample.
|
|
|
Xantid Swarm
( 1)
Creature — Insect
(0/1)
Flying Whenever Xantid Swarm attacks, defending player can't cast spells this turn.
|
|
|