2151 cards found
Voliv Ritualist

Voliv Ritualist {1}{R}

Creature - Human Shaman
When Voliv Ritualist enters the battlefield, choose two different basic land types. Create a tapped colorless land token that's the chosen types. When Voliv Ritualist is no longer on the battlefield, sacrifice a land.
2/1
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
Voltaic Conduit

Voltaic Conduit {3}{R}

Enchantment
When Voltaic Conduit enters the battlefield, it deals 5 damage to target creature or planeswalker you don't control.
Whenever you attack, you may discard a card. If you do, draw a card.
Thunder only happens when it's raining.
  • Animus Vox
Vulpine Cloudchaser

Vulpine Cloudchaser {2}{W}{U}

Creature - Fox Spirit
When Vulpine Cloudchaser enters the battlefield, you gain 1 life and draw a card.
Whenever a creature you control perseveres, you may exile that creature. Return that card to the battlefield under its owner's control at the beginning of the next end step. (A creature perseveres when it survives damage.)
2/4
  • Surging Tide
Wailing Chorus

Wailing Chorus {1}{B}

Creature - Zombie Bard
Tithe (When this creature enters the battlefield, you may tap three other artifacts and/or creatures you control.)
When Wailing Chorus enters the battlefield, each opponent discards a card. If its tithe was paid, each opponent discards two cards instead.
1/1
  • Eralou
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
Walker of the Final Path

Walker of the Final Path {1}{G}

Creature - Human Warrior
Walker of the Final Path gets +3/+3 and has trample as long as you control a Horror.
When Walker of the Final Path enters the battlefield, search your library for a Revelation card, put it into your graveyard, then shuffle.
1/1
  • Beyond Our Ken
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
Wall of Ivy

Wall of Ivy {G}

Creature - Plant Wall
Defender
When Wall of Ivy enters the battlefield, create a Vial token. (It's an artifact with “{1}, Sacrifice this and another permanent: Draw a card. Activate only during your turn.”)
0/3
  • Feanav: The Apothecary's Progress
Wall of Rime

Wall of Rime {2}{U}

Creature - Wall
Defender
When Wall of Rime enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
0/5
  • Feanav: The Apothecary's Progress
Wandering Visionary

Wandering Visionary {2}{U}

Creature - Human Scout
When Wandering Visionary enters the battlefield, draw a card.
{W}{U}{B}{R}{G}: Create a 1/1 blue Elemental creature token with flying.
“Feels like I died days ago, deep in my sleep, and everything since has been a dream.”
2/2
  • Animus Vox
Waning Behemoth

Waning Behemoth {1}{G}{G}

Creature - Elemental Giant
Vanishing 1 (This creature enters the battlefield with a time counter on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When Waning Behemoth enters the battlefield, you may pay {X}. If you do, put X time counters on it.
6/6
  • Aftermath
War of Resources

War of Resources {2}{B}

Enchantment
When War of Resources enters the battlefield, recruit. (Create a 0/0 white Soldier Army creature token, then put a +1/+1 counter on each Army you control.)
Whenever a creature you control dies, each opponent loses 1 life.
  • Alkabah
Warbringer Titan

Warbringer Titan {4}{W}{W}

Creature - Giant Knight
Protection from instants and from sorceries
When Warbringer Titan enters the battlefield or attacks, create two 1/1 white Soldier creature tokens with melee. (Whenever that creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
“A thousand campaigns can't slake my thirst.”
6/6
  • Seasons of War
Ward-Lost Hermit

Ward-Lost Hermit {2}{U}

Creature - Dwarf Crab
When Ward-Lost Hermit enters the battlefield, mill three cards.
{2}, {T}, Sacrifice Ward-Lost Hermit: Return target instant or sorcery card from your graveyard to your hand.
1/4
  • Over the Horizon
Warden of Rehis-Dorahn

Warden of Rehis-Dorahn {3}{B}{G}

Creature - Elf Druid
When Warden of Rehis-Dorahn enters the battlefield, put a -1/-1 counter on each creature.
{2}{B}{G}, {T}: Destroy target creature with a counter on it.
“Now Pandora left us, we are left to protect our home by ourselves.”
4/5
  • Khaliz-Dorahn
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 Silence

Warden of Silence {1}{U}

Creature - Human Wizard
Defender
When Warden of Silence enters the battlefield, draw a card.
Both sides initially agreed to keep the conflict away from temple grounds.
0/4
  • Tales of Old Jidai
Warden of the Archives

Warden of the Archives {1}{U}

Creature - Human Warrior
When Warden of the Archives enters the battlefield, if you cast it, tap up to four target permanents.
While most soldiers were sent to the barricade, an elite few secured the city's more fragile treasures.
2/1
  • The Unraveling
Warden of the Dead

Warden of the Dead {2}{B}{B}

Creature - Demon
When Warden of the Dead enters the battlefield, you draw a card and you lose 1 life.
When Warden of the Dead dies, conjure three cards named Warden of the Dead and shuffle them into your main library. For the rest of the game, you may cast spells named Warden of the Dead without paying their mana costs.
4/4
Warfan of Changing Winds

Warfan of Changing Winds {2}

Artifact
When Warfan of Changing Winds enters the battlefield, draw a card.
Whenever a card you own is exiled from anywhere, you may put it on the bottom of your library.
  • Tales of Old Jidai
Warrior's Discipline

Warrior's Discipline {1}{G}

Enchantment - Aura
Enchant creature
When Warrior's Discipline enters the battlefield, put a +1/+1 counter on enchanted creature.
Whenever enchanted creature deals combat damage to a player, double the number of +1/+1 counters on it.
  • Al Tabaq
Warrior's Perspective

Warrior's Perspective {2}{U}

Enchantment
When Warrior's Perspective enters the battlefield, invigorate 1. (Choose a creature with the least power among creatures you control and put a +1/+1 counter on it.)
Whenever a creature you control with a +1/+1 counter on it becomes tapped, you may draw a card. If you do, discard a card.
  • Goliaths of Nangjiao
Wary Watchkeeper

Wary Watchkeeper {2}{U}{U}

Creature - Human Warrior
Hexproof
When Wary Watchkeeper enters the battlefield, target player mills three cards.
2/4
  • Plagues of Fretport
Wasteland Rabblerousers

Wasteland Rabblerousers {3}{R}{R}

Creature - Orc Nomad Warrior
Haste
When Wasteland Rabblerousers enters the battlefield, creatures your opponents control with power X or less can't block this turn, where X is the number of Deserts you control.
5/5
  • Over the Horizon