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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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Windborne Charge
( 4)
Sorcery
Two target creatures you control each get +2/+2 and gain 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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Winding Constrictor
( 2)
Creature — Snake
(2/3)
If one or more counters would be put on an artifact or creature you control, that many plus one of each of those kinds of counters are put on that permanent instead. If you would get one or more counters, you get that many plus one of each of those kinds of counters instead.
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Wind-Kin Raiders
( 6)
Creature — Human Artificer
(4/3)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Flying
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Windrider Patrol
( 5)
Creature — Merfolk Wizard
(4/3)
Flying Whenever Windrider Patrol deals combat damage to a player, 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.)
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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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Winds of Qal Sisma
( 2)
Instant
Prevent all combat damage that would be dealt this turn. Ferocious — If you control a creature with power 4 or greater, instead prevent all combat damage that would be dealt this turn by creatures your opponents control.
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Windscouter
( 4)
Creature — Human Scout
(3/3)
Flying When Windscouter attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
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Windstorm
( 1)
Instant
Windstorm deals X damage to each creature with flying.
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Windstorm Drake
( 5)
Creature — Drake
(3/3)
Flying Other creatures you control with flying get +1/+0.
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Wing Shards
( 3)
Instant
Target player sacrifices an attacking creature. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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Wing Snare
( 3)
Sorcery
Destroy target creature with flying.
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Wing Splicer
( 4)
Creature — Phyrexian Human Artificer
(1/1)
When Wing Splicer enters, create a 3/3 colorless Phyrexian Golem artifact creature token. Golem creatures you control have flying.
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Wing Storm
( 3)
Sorcery
Wing Storm deals damage to each player equal to twice the number of creatures that player controls with flying.
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Wingmantle Chaplain
( 4)
Creature — Human Cleric
(0/3)
Defender When Wingmantle Chaplain enters, create a 1/1 white Bird creature token with flying for each creature with defender you control. Whenever another creature you control with defender enters, create a 1/1 white Bird creature token with flying.
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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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Wingshield Agent
( 3)
Creature — Human Soldier
(2/3)
Wingshield Agent enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) Whenever Wingshield Agent attacks, up to one other target creature gains flying until end of turn.
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Wingspan Mentor
( 3)
Creature — Human Wizard
(1/3)
When Wingspan Mentor enters, put a flying counter on target non-Human creature you control. , : Put a +1/+1 counter on each creature you control with flying.
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Wingsteed Trainer
( 4)
Creature — — Human
(2/3)
When Wingsteed Trainer enters the battlefield or attacks, conjure a card named Stormfront Pegasus into your hand.
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Winnowing Forces
( 0)
Creature — Elf Warrior
(*/*)
Winnowing Forces's power and toughness are each equal to the number of lands you control.
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Winter Blast
( 1)
Sorcery
Tap X target creatures. Winter Blast deals 2 damage to each of those creatures with flying.
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Winterflame
( 3)
Instant
Choose one or both — • Tap target creature. • Winterflame deals 2 damage to target creature.
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Wintermoor Commander
( 2)
Creature — Human Knight
(2/*)
Deathtouch Wintermoor Commander's toughness is equal to the number of Knights you control. Whenever Wintermoor Commander attacks, another target Knight you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
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Winterthorn Blessing
( 2)
Sorcery
Put a +1/+1 counter on up to one target creature you control. Tap up to one target creature you don't control, and that creature doesn't untap during its controller's next untap step. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Wipe Away
( 3)
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.) Return target permanent to its owner's hand.
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Wirecat
( 4)
Artifact Creature — Cat
(4/3)
Wirecat can't attack or block if an enchantment is on the battlefield.
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Wirefly Hive
( 3)
Artifact
, : Flip a coin. If you win the flip, create a 2/2 colorless Insect artifact creature token with flying named Wirefly. If you lose the flip, destroy all permanents named Wirefly.
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Wirewood Channeler
( 4)
Creature — Elf Druid
(2/2)
: Add X mana of any one color, where X is the number of Elves on the battlefield.
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Wirewood Hivemaster
( 2)
Creature — Elf
(1/1)
Whenever another nontoken Elf enters, you may create a 1/1 green Insect creature token.
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Wirewood Symbiote
( 1)
Creature — Insect
(1/1)
Return an Elf you control to its owner's hand: Untap target creature. Activate only once each turn.
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Wishmonger
( 4)
Creature — Unicorn Monger
(3/3)
: Target creature gains protection from the color of its controller's choice until end of turn. Any player may activate this ability.
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Wispdrinker Vampire
( 4)
Creature — Vampire Rogue
(2/4)
Flying Whenever another creature you control with power 2 or less enters, each opponent loses 1 life and you gain 1 life. : Creatures you control with power 2 or less gain deathtouch and lifelink until end of turn.
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Wispweaver Angel
( 6)
Creature — Angel
(4/4)
Flying When Wispweaver Angel enters, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
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Wistful Selkie
( 3)
Creature — Merfolk Wizard
(2/2)
When Wistful Selkie enters, draw a card.
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Witch Enchanter
( 4)
Creature — Human Warlock
(2/2)
When Witch Enchanter enters, destroy target artifact or enchantment an opponent controls.
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Witch-Blessed Meadow
( 0)
Land
As Witch-Blessed Meadow enters, you may pay 3 life. If you don't, it enters tapped. : Add .
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Witches' Eye
( 1)
Artifact — Equipment
Equipped creature has ", : Scry 1." (To scry 1, look at the top card of your library, then you may put that card on the bottom.) Equip
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Witchstalker Frenzy
( 4)
Instant
This spell costs less to cast for each creature that attacked this turn. Witchstalker Frenzy deals 5 damage to target creature.
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Witherbloom Apprentice
( 2)
Creature — Human Druid
(2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, each opponent loses 1 life and you gain 1 life.
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Withered Wretch
( 2)
Creature — Zombie Cleric
(2/2)
: Exile target card from a graveyard.
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Withering Boon
( 2)
Instant
As an additional cost to cast this spell, pay 3 life. Counter target creature spell.
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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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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 Torment
( 3)
Instant
Destroy target creature or enchantment. You lose 2 life.
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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 of the Ages
( 6)
Artifact Creature — Golem
(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.)
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Witness the Future
( 3)
Sorcery
Target player shuffles up to four target cards from their graveyard into their library. You look at the top four cards of your library, then put one of those cards into your hand and the rest on the bottom of your library in a random order.
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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 Lightning
( 3)
Instant
This spell costs less to cast if you control a Wizard. Wizard's Lightning deals 3 damage to any target.
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Wizard's Retort
( 3)
Instant
This spell costs less to cast if you control a Wizard. Counter target spell.
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Wizened Cenn
( 2)
Creature — Kithkin Cleric
(2/2)
Other Kithkin creatures you control get +1/+1.
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Wizened Snitches
( 4)
Creature — Faerie Rogue
(1/3)
Flying Players play with the top card of their libraries revealed.
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Woebearer
( 5)
Creature — Zombie
(2/3)
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever Woebearer deals combat damage to a player, you may return target creature card from your graveyard to your hand.
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Woebringer Demon
( 5)
Creature — Demon
(4/4)
Flying At the beginning of each player's upkeep, that player sacrifices a creature. If the player can't, sacrifice Woebringer Demon.
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Wojek Apothecary
( 4)
Creature — Human Cleric
(1/1)
Radiance — : Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.
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Wojek Embermage
( 4)
Creature — Human Wizard
(1/2)
Radiance — : Wojek Embermage deals 1 damage to target creature and each other creature that shares a color with it.
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Wolfhunter's Quiver
( 1)
Artifact — Equipment
Equipped creature has ": This creature deals 1 damage to any target" and ": This creature deals 3 damage to target Werewolf creature." Equip
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Wolfir Avenger
( 3)
Creature — Wolf Warrior
(3/3)
Flash (You may cast this spell any time you could cast an instant.) : Regenerate Wolfir Avenger.
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Wolfkin Outcast
( 6)
Creature — Human Werewolf
(5/4)
This spell costs less to cast if you control a Wolf or Werewolf. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
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Wolfrider's Saddle
( 4)
Artifact — Equipment
When Wolfrider's Saddle enters, create a 2/2 green Wolf creature token, then attach Wolfrider's Saddle to it. Equipped creature gets +1/+1 and can't be blocked by more than one creature. Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Wolf-Skull Shaman
( 2)
Creature — Elf Shaman
(2/2)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wolf-Skull Shaman, you may reveal it. If you do, create a 2/2 green Wolf creature token.
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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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Wolverine Pack
( 4)
Creature — Wolverine
(2/4)
Rampage 2 <I>(Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)</I>
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Wonder
( 4)
Creature — Incarnation
(2/2)
Flying As long as Wonder is in your graveyard and you control an Island, creatures you control have flying.
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Wood Elves
( 3)
Creature — Elf Scout
(1/1)
When Wood Elves enters, search your library for a Forest card, put that card onto the battlefield, then shuffle.
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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.
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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.)
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Wooden Sphere
( 1)
Artifact
Whenever a player casts a green spell, you may pay . If you do, you gain 1 life.
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Woodland Acolyte
( 3)
Creature — Human Cleric
(2/2)
When Woodland Acolyte enters, draw a card.
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Woodland Champion
( 2)
Creature — Elf Scout
(2/2)
Whenever one or more tokens you control enter, put that many +1/+1 counters on Woodland Champion.
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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.
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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
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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.
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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.
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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.
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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.
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Working Stiff
( 2)
Creature — Mummy
(2/2)
As Working Stiff enters, straighten your arms. When you bend an elbow, sacrifice Working Stiff.
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Worldly Tutor
( 1)
Instant
Search your library for a creature card, reveal it, then shuffle and put the card on top.
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Worldsoul Colossus
( 2)
Creature — Elemental
(0/0)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Worldsoul Colossus enters with X +1/+1 counters on it.
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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.)
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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.
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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.
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Wormhole Serpent
( 5)
Creature — Serpent
(3/5)
: Target creature can't be blocked this turn.
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