1992 cards found
Voice of Ambition

Voice of Ambition {1}{B}

Creature - Human
Sacrifice Voice of Ambition: Target creature gets +2/+1 until end of turn.
Being made an example of is little more than a rite of passage to the Gorru.
1/1
  • Novea
Voices Overwhelming

Voices Overwhelming {2}{W}

Sorcery
Target creature gets +X/+X and gains vigilance until your next turn, where X is the number of creatures you control.
“Years of study now proved its worth, Their power, long dormant, surged forth.”
—Villains: The Musical
  • Villains: The Musical
Volarian Sightseer

Volarian Sightseer {2}{W}

Creature - Human Scout
Vigilance
Whenever you make first contact, put a +1/+1 counter on Volarian Sightseer. (You make first contact the first time each turn you cast a spell with a name not in your graveyard or control already.)
2/2
  • Karina's Explorations
Volt Vermin

Volt Vermin {4}{R}

Creature - Elemental Mouse
Haste
When Volt Vermin enters the battlefield, it deals damage to target player or planeswalker equal to the number of creatures with flash and/or haste you control.
“Shocks from the biggest of them can knock out an elephant. I guess that's why they're scared of mice.”
—Karina Oblay, field notes
3/3
  • Monsters of Chikyu
Vulp-o-Wisp

Vulp-o-Wisp {2}{U}

Creature - Fox Spirit
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Whenever you cast a spell during an opponent's turn, tap target nonland permanent.
“...Sorry, I just thought you were someone else.”
—Karina
2/2
  • Karina's Explorations
Wait

Wait {1}{W}

Instant
Put target attacking or blocking creature on top of its owner's library.
Fuse (You may cast one or both halves of this card from your hand.)
Card has other part: See
  • Ophorio
Waking Pollution

Waking Pollution {1}{B}

Creature - Ooze
Deathtouch
When Waking Pollution enters the battlefield, you may move all counters from target permanent onto Waking Pollution.
“First the magnet monsters, now this... thing. Something is wrong, and I'm going to find it.”
—Professor Maple
1/1
  • Monsters of Chikyu
Walk the Seas

Walk the Seas {3}{U}

Enchantment - Aura
Enchant creature
Enchanted creature can't block or be blocked.
{U}: Enchanted creature gets +1/+0 or -1/-0 until end of turn.
  • Ophorio
Walker of Wild Places

Walker of Wild Places {3}{G}{W}

Creature - Human Scout
Vigilance
Other Scouts you control get +1/+1 and have vigilance.
{X}, Tap four untapped Scouts you control: Create an X/X green Beast creature token.
3/3
  • High Noon
Walking Armory

Walking Armory {5}

Artifact Creature - Golem
When Walking Armory enters the battlefield, return all Equipment cards from your graveyard to the battlefield, then attach them to Walking Armory.
3/3
  • Villains: The Musical
Walking with Ancients

Walking with Ancients {2}{G}

Enchantment
Play with the top card of your library revealed.
Spells you cast that share a creature type with the top card of your library cost {1} less to cast.
  • High Noon
Wandering Conqueror

Wandering Conqueror {R}{R}

Creature - Human Warrior
Whenever Wandering Conqueror attacks, it explores. (Reveal the top card of your library. Put it into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then you may mill that card.)
As Wandering Conqueror explores a land, you may put that card into your graveyard. Whenever you do, Wandering Conqueror deals 2 damage to target player or planeswalker.
1/2
  • Karina's Explorations
Wandering Dingo

Wandering Dingo {2}{G}

Creature - Dog
Flash
Whenever a permanent with an Adventure enters the battlefield under your control, put a +1/+1 counter on Wandering Dingo.
A desperate dingo is willing to go very far afield for a good meal.
2/2
  • Karina's Explorations
Wandering Dragonfly

Wandering Dragonfly {3}{U}

Creature - Insect
Flying
Whenever Wandering Dragonfly or another creature enters the battlefield under your control, you may draw a card. If you do, discard a card.
The big-eyed bug flies around wildly, the world a blur of color to enjoy for but a moment.
2/3
  • Monsters of Chikyu
Wandering Hamlet

Wandering Hamlet

Land - Forest Plains
({T}: Add {G} or {W}.)
Wandering Hamlet enters the battlefield tapped unless you control two or more basic lands.
“There are rumors of monsters so big entire towns live on them. I haven't seen it, but I believe it.”
—Karina Oblay, field notes
  • Monsters of Chikyu
Wanted

Wanted {B}

Sorcery
Post a bounty on target creature. (Put a bounty counter on that creature. It has “When it dies, each opponent draws a card” as long as it has a bounty counter on it.)
Draw a card.
War's Sorrow

War's Sorrow {1}{R}

Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — War's Sorrow deals 1 damage to any target.
III — Each player sacrifices another permanent. Put War's Sorrow on top of its owner's library unless a player has it deal 3 damage to them.
  • Villains: The Musical
Warbattered Helm

Warbattered Helm {1}

Artifact - Equipment
Prevent all noncombat damage that would be dealt to equipped creature.
Equipped creature has hexproof as long as it's your turn.
Equip {1}
“The only just forum is the battlefield.”
—Sir Éloi
  • Sparks of a Multiverse
Warden of Lives

Warden of Lives {4}{R}{W}

Legendary Creature - Phoenix Avatar
Flying
Whenever Warden of Lives attacks, you may cast a creature card from your graveyard. If you do, that creature enters the battlefield tapped and attacking.
If Warden of Lives would die, it phases out instead.
4/3
Warden of Seas

Warden of Seas {4}{W}{U}

Legendary Creature - Bird Avatar
Flying, vigilance
When Warden of Seas enters the battlefield, tap all other creatures.
Each opponent can't untap more than one nonland permanent during each of their untap steps.
4/5
  • Monsters of Chikyu
Warden of Time

Warden of Time {G}{U}

Legendary Creature - Faerie
Flash
Flying
If an effect an opponent controls would cause them to take an extra turn, you take an extra turn instead.
{G}{U}: Return another creature you control to its owner's hand. Activate this ability only once each turn.
2/2
  • Monsters of Chikyu
Wardens of the Ulek

Wardens of the Ulek {2}{W}

Creature - Spirit Cleric
Lifelink
{3}{W}: Exile Wardens of the Ulek. Return it to the battlefield under its owner's control at the beginning of the next end step.
2/2
  • High Noon
Warlord's Mantle

Warlord's Mantle {2}

Artifact - Equipment
Equipped creature gets +2/+2 and has haste and trample.
Whenever another creature you control dies, sacrifice equipped creature.
Equip {1}
“Only the lonely are fit to bear such a burden.”
—Lord Pyrus
  • Villains: The Musical
Warning Birds

Warning Birds {2}{B}

Creature - Bird
Flying
“Don't stray any further from the villages than the crows do. In the wilderness beyond them live the true monsters, who will attack you as soon as look at you. Stay to the roads, and you'll be safe.”
—Professor Maple
2/2
  • Monsters of Chikyu
Warning Shot

Warning Shot {W}

Instant
Prevent all damage target attacking creature would deal this turn. If there is a card named Warning Shot in your graveyard, exile that creature.
“Warning shots are for people with more gold than sense.”
—Calamity Rose
  • High Noon