5718 cards found
Witchfinder Artur

Witchfinder Artur {1}{U}{B}{R}

Legendary Creature - Human Inquisitor
Whenever Witchfinder Artur enters the battlefield or attacks, each opponent mills two cards and loses 2 life.
Whenever you cast an instant or sorcery spell, you may exile target instant or sorcery card with mana value less than that spell's mana value from an opponent's graveyard. If you do, cast a copy of the exiled card without paying its mana cost.
4/5
  • MSEM Masters: Legends
Witchseeker Mob

Witchseeker Mob {2}{W}{W}

Creature - Human Peasant
Witchseeker Mob's power and toughness are each equal to twice the number of Citizens and/or Peasants you control.
When Witchseeker Mob enters the battlefield, exile target nonland permanent an opponent controls with mana value less than or equal to Witchseeker Mob's power until Witchseeker Mob leaves the battlefield.
*/*
  • Quest for the Roseblade
Wither

Wither {1}{B}

Instant
Target creature gets -6/-6 until end of turn.
Create a black enchantment token named Blight with “At the beginning of your upkeep, you lose 1 life.”
  • The Unraveling
Withered Elk

Withered Elk {4}{B}

Creature - Zombie Elk
Deathtouch
Whenever Withered Elk deals combat damage to a player, that player loses half their life, rounded down.
Undeath has honed its horns to points that cleanly halt the heart and sever the soul.
1/7
  • Glacia: Hail to the Queen
Withering Husk

Withering Husk {U}{B}

Creature - Zombie Wizard
Whenever Withering Husk enters the battlefield or attacks, you may discard a card and pay 1 life. If you do, draw a card, then each opponent loses 1 life.
Recite {R} (You may cast this creature from your graveyard for its recite cost. If you do, exile it when it enters the battlefield or if it would leave the battlefield.)
2/1
  • Memorium Arcanum
Witness the Divine

Witness the Divine {3}{W}{W}

Sorcery - Revelation
Destroy all non-Horror creatures.
Coalesce {8}{W}{W} (You may cast this from your graveyard for its coalesce cost. If you do, put it onto the battlefield as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.)
7/5
  • Beyond Our Ken
Words Unspoken

Words Unspoken {1}{U}{B}

Sorcery
Search your library for two cards and your graveyard for two cards, each with different names, and reveal them. An opponent exiles two of those cards. Put the rest into your hand. Then shuffle.
Exile Words Unspoken.
  • Animus Vox
Words of Eternity

Words of Eternity {3}{B}{B}

Sorcery
Search your library for a card, put that card into your hand, then shuffle.
Whenever you cast a spell with mana value 5 or greater, you may cast Words of Eternity from your graveyard without paying its mana cost. If you do, exile it instead of putting it into your graveyard as it resolves.
  • Storytime
Working Together

Working Together {1}{U}{U}

Enchantment
If you would draw a card, you may draw two cards and have each opponent draw a card instead.
Spells cost {1} less to cast if a player cast a spell this turn.
  • Monsters of Chikyu
World Made Anew

World Made Anew {G}

Sorcery
As an additional cost to cast this spell, sacrifice a land.
You may put a land card you own from outside the game onto the battlefield.
  • Beyond Our Ken
Worldheart Avatar

Worldheart Avatar {3}{R}

Creature - Elemental Avatar
Double strike
The first spell you cast during each of your turns costs {W}{U}{B}{R}{G} less to cast. This effect reduces only the amount of colored mana you pay.
2/4
Worldly Travels
Edri, Oracle of Caulte

Worldly Travels {2}{U}

Sorcery
Draw two cards.
Memento {5}{U}{U} (You may cast this from your graveyard for {5}{U}{U}. If you do, put it onto the battlefield transformed after it resolves. Exile it if it would leave the battlefield or not resolve.)
Card has other part: Edri, Oracle of Caulte
  • Survive the Night
Worlds Away

Worlds Away {3}{U}{U}

Sorcery
Wanderlust — This spell has flash as long as you control four or more differently named lands.
Draw four cards.
Worlds Colliding

Worlds Colliding {3}{G}{U}{U}

Sorcery - Revelation
Each player shuffles their hand and each non-Revelation card from their graveyard into their library, then draws seven cards. You may put any number of land cards from your hand onto the battlefield.
Coalesce {6}{G}{U}{U}
6/6
Worldsculpt

Worldsculpt {4}{G}{G}

Sorcery
Exile the bottom card of your library, a card from your hand, and a card you own from outside the game. Put them in a face down pile, shuffle that pile, then manifest those cards. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
  • Mious
Worldslayer

Worldslayer {5}

Artifact - Equipment
Whenever equipped creature deals combat damage to a player, destroy all permanents other than Worldslayer.
Equip {5}
  • Villains: The Musical
Worldweary Pangolin

Worldweary Pangolin {2}{G}

Creature - Pangolin
Vigilance
Whenever a creature you control survives damage, 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 put that card in your graveyard.)
Each scale is tempered by its own fight.
1/4
  • Karina's Explorations
Wormwood, the Estranged
Leticia Petrine

Wormwood, the Estranged

Legendary Planeswalker - Lettie
(Color indicator: Wormwood, the Estranged is black and green)
[+2]: Put a -1/-1 counter on or remove a -1/-1 counter from up to one target creature.
[–1]: Draw a card, then each player sacrifices a nonland permanent.
[–10]: Destroy all nonland permanents you don't control.
Loyalty:
5
Card has other part: Leticia Petrine
  • Feanav: The Apothecary's Progress
Worn Study

Worn Study {1}{U}

Artifact
{T}: Scry 1.
{1}{U}, {T}: Draw a card.
What good is sitting alone in your room? Come hear the music play.
Worried Vulpine
Worthy Vulpine

Worried Vulpine {R}

Creature - Fox
Experience (Whenever this creature attacks, if it has fewer than three +1/+1 counters on it, put a +1/+1 counter on it.)
When Worried Vulpine has three or more +1/+1 counters on it, remove them all and transform it.
“I have no desire to fight, but the elders say we must, or we will lose everything worth fighting for.”
0/1
Card has other part: Worthy Vulpine
Worship in Vain

Worship in Vain {2}{R}{R}

Enchantment
Vanishing 4 (This permanent enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever a time counter is removed from Worship in Vain, discard your hand, then draw a card for each time counter on Worship in Vain.
  • Plagues of Fretport
Worship of the Sun

Worship of the Sun {2}{W}{W}

Enchantment - Road
When Worship of the Sun enters the battlefield, draw a card, then choose a card name.
At the beginning of your upkeep, you may tap three untapped creatures you control. If you do, search your library for an enchantment card with the chosen name, put it onto the battlefield, then shuffle.
An interplanar empire can rely on the sun's might.
  • Road to Carü Mapu
Worthy Vulpine
Worried Vulpine

Worthy Vulpine

Creature - Fox
(Color indicator: Worthy Vulpine is red)
When this permanent transforms into Worthy Vulpine or at the beginning of combat on your turn, creatures you control gain haste and trample until end of turn.
Through hardship and bloodshed, the Rakkiri lands were kept safe and sound.
5/5
Card has other part: Worried Vulpine
Woven Network

Woven Network

Land
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast Aura or Aurashaper spells.
  • Worlds Away
Wrath of the Kalku
Disheveled Vagabond

Wrath of the Kalku {3}{B}

Sorcery
Legacy (You may play this side of this card only from your graveyard. Exile it if it would be put into a graveyard or not resolve.)
Each opponent sacrifices a creature for each spite counter they have. If they didn't sacrifice any creatures this way, they discard that many cards instead.
Card has other part: Disheveled Vagabond
  • Road to Carü Mapu