15897 cards found
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
Wasting Soul

Wasting Soul {2}{B}

Creature - Yeti Spirit
Whenever Wasting Soul attacks or blocks, sacrifice a creature, then put two +1/+1 counters on Wasting Soul.
“Of the greatest of sins is cannibalism, not for disrespect of your fellow man, but for the beast you will create of yourself.”
— The Judges' Law
2/2
  • High Noon
Wave of Goblins

Wave of Goblins {4}{R}

Creature - Goblin Warrior
Prowess
Whenever you cast a noncreature spell, target creature can't block this turn.
While each one is shorter than the average boot, one should never underestimate goblins in numbers.
3/3
  • High Noon
Weaver of the Winds

Weaver of the Winds {4}{U}

Creature - Elf Shaman
Vision (Whenever this or another creature you control enters, reveal the top card of your library. Then you may put that card into your graveyard.)
Whenever Weaver of the Winds envisions an instant or sorcery card, draw a card.
2/5
  • High Noon
Whirling Thoughts

Whirling Thoughts {2}{U}

Sorcery
Draw two cards, then discard two cards if it's a combat step.
Quickdraw {U} (When a creature you control blocks or becomes blocked, you may cast this spell for {U}.)
  • High Noon
Wild Bounties

Wild Bounties {2}{R}

Enchantment
Whenever one or more creatures you control attack, you may post a bounty on target creature. (Put a bounty counter on that creature. It has “When this creature dies, each opponent draws a card” as long as it has a bounty counter on it.)
Window Shopping

Window Shopping {3}{U}

Sorcery
Exile the top five cards of your library. An opponent separates them into two piles. You may put one pile into your hand or draw two cards. Then put the rest of the piles into your graveyard.
“I just don't quite like the look of any of them, to be honest.”
Winning Hand

Winning Hand {3}{U}{U}

Sorcery
Gain control of target creature if its power is less than or equal to the number of cards in your hand.
Quickdraw {4}{U}{U} (When a creature you control blocks or becomes blocked, you may cast this spell for {4}{U}{U}.)
  • High Noon
Worn Saddle

Worn Saddle {2}

Artifact - Equipment
Whenever equipped creature attacks, it gets +2/+2 and gains trample until end of turn.
Equip {2}
From the horses and giant lizards to harses and drunken centaurs, there are plenty of creatures willing to give you a lift.
Wu, the Shackled

Wu, the Shackled {2}{G}{U}{R}

Legendary Creature - Centaur Druid
When Wu, the Shackled enters, you may have an opponent gain control of it. If you do, draw two cards.
At the beginning of your upkeep, if you don't own Wu, it fights another target creature you control and its owner draws a card.
5/4
  • High Noon
Abscond

Abscond {X}{U}

Sorcery
Gain control of target noncreature, nonland permanent with mana value X.
The Governor's Vault was filled over the course of two centuries. Within a few hours, not a single piece remained.
Aerie's Pillar

Aerie's Pillar

Land - Island Animus
({T}: Add {U}.)
Aerie's Pillar enters tapped.
Flying
{2}{U}{U}: Aerie's Pillar becomes a creature in addition to its other types until end of turn.
3/3
Aether Ascendant

Aether Ascendant {2}{U}

Creature - Human Wizard
Flash
When you cast Aether Ascendant, you may have it become a copy of target instant or sorcery spell. If you do, choose new targets for it. (It won't enter.)
“Mass is just energy waiting to happen.”
2/1
Agent of Long Shadows

Agent of Long Shadows {3}{B}

Creature - Human Rogue
Deception {2}{B} ({2}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever Agent of Long Shadows deals combat damage to a player, you may put a Rogue card from your hand or graveyard onto the battlefield.
2/2
Aguri, Shadow of Doubt

Aguri, Shadow of Doubt {1}{B}{B}

Legendary Creature - Spirit Rogue
Deception {1}{B}
When Aguri, Shadow of Doubt enters, target player reveals their hand. You choose a nonland card from it. That player discards that card. You lose 2 life.
3/1
Akaima Rager

Akaima Rager {R}

Creature - Human Warrior
Haste
Spirited (When this creature enters, you may activate one of its activated abilities without paying its cost.)
{1}{R}: Akaima Rager gets +1/+0 until end of turn.
1/1
Almgrove Champion

Almgrove Champion {W}

Creature - Human Soldier
First strike
Cadence (Whenever you cast a spell, if its mana value is greater than this creature's power, put a +1/+1 counter on this creature.)
Almgrove Champion can only attack or block alone.
1/1
Almgrove Librarian

Almgrove Librarian {1}{W}

Creature - Human Citizen
When Almgrove Librarian enters, look at the top card of each of your libraries, then for each of those cards, put it on the top or bottom of one of your libraries.
To create a plane is no easy task, and a hundred generations of study requires a hundred forms of categorization.
1/3
  • Carpe Arcanum
Almgrove Sentinel

Almgrove Sentinel {1}{U}{R}

Creature - Human Wizard
Defender
Whenever you cast an instant or sorcery spell, you may untap Almgrove Sentinel.
{T}: Almgrove Sentinel deals 1 damage to any target.
0/3
Aokara Redeemer

Aokara Redeemer {1}{W}{U}

Creature - Human Samurai
Flash
When Aokara Redeemer enters, exile another target permanent you control. Return that card to the battlefield under your control at the beginning of the next end step.
2/1
  • Tales of Old Jidai
Arcane Strategist

Arcane Strategist {2}{U}

Creature - Human Wizard
Whenever you cast a spell, draw a card if that spell has the same name as a card in your graveyard.
“Not all of Kinjiru Castle's defenses can be defeated with sword and spear. We will have need of greater powers if we are to reduce it to rubble.”
1/2
  • Tales of Old Jidai
Archive Guardian

Archive Guardian {2}{B}{G}

Creature - Elemental
When Archive Guardian enters, return target card from your graveyard to your hand.
Recite {1}{B}{G} (You may cast this creature from your graveyard for its recite cost. If you do, exile it when it enters or if it would leave the battlefield.)
2/2
Ardy's Invocation

Ardy's Invocation {R}{G}

Sorcery
Create a 1/1 red and green Elemental creature token. Creatures you control get +1/+1 and gain haste until end of turn.
Orchestrate {R}{G} (You may exile this card from your hand anytime you could cast a sorcery for its orchestrate cost. When you next resolve a spell, you may cast this from exile without paying its mana cost.)
  • Carpe Arcanum
Ardy, Youthful Geomancer

Ardy, Youthful Geomancer {R}{G}

Legendary Planeswalker - Ardy
[+1]: Untap target land.
[–1]: Exile the top card of your library. You may play that card until end of turn. If a land card is exiled this way, you gain 2 life.
[–7]: Untap each land you control. Lands you control become 3/3 Elemental creatures with haste until end of turn. They're still lands.
Loyalty:
2
Arpechian Tiger

Arpechian Tiger {2}{R}{R}

Creature - Cat
Haste
Whenever Arpechian Tiger attacks, you may sacrifice a land. If you do, Arpechian Tiger deals 3 damage to target creature or planeswalker.
Rowdy and reckless, the students of the Arpechian Academy are said to be overly inspired by the local wildlife.
4/3
  • Carpe Arcanum