14066 cards found
Worldwide Reach

Worldwide Reach {1}{W}

Enchantment - Project
Whenever one or more creatures you control attack, you may put a progress counter on Worldwide Reach.
[progress 2+] Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn.
[progress 4+] Whenever you cast a noncreature spell, creatures you control gain lifelink until end of turn.
Whenever you cast a noncreature spell, creatures you control gain lifelink until end of turn.
Worldwise Ascetic

Worldwise Ascetic {1}{W}

Creature - Human Cleric Aurashaper
{2}{W}, Exile Worldwise Ascetic from your graveyard: Create a green Aura enchantment token named Years of Experience attached to target creature. The token has enchant creature and “Enchanted creature gets +2/+2.” Activate only as a sorcery.
2/2
  • Over the Horizon
Wormwood's Agent

Wormwood's Agent {1}{B}

Creature - Human Rogue
Flash
When Wormwood's Agent dies, create a Vial token. (It's an artifact with “{1}, Sacrifice this and another permanent: Draw a card. Activate only during your turn.”)
“We have an undeclared enemy, only recognizable by agents who disavow and sabotage allegiances.”
—Xenocrata, to Kanvar and Janneke
2/1
  • The Empty Throne of Feanav
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 Peacekeeper

Worn Peacekeeper {W}

Creature - Human Soldier
Vigilance
When Worn Peacekeeper dies, create a 1/1 white Soldier creature token with vigilance.
“Whatever this world's got in store for us, I know for a fact the next generation can handle it better than we ever could.”
1/1
  • Lovi Awoken
Worn Saddle

Worn Saddle {2}

Artifact - Equipment
Whenever equipped creature attacks, it gets +2/+2 and gains trample until end of turn.
Equip {2}
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.
Worn to Nothing

Worn to Nothing {R}

Sorcery - Revelation
Each opponent sacrifices an artifact.
Scry 1.
Coalesce {6}{R} (You may cast this from your graveyard for {6}{R}. If you do, it enters as a Horror creature after it resolves. Exile it if it would leave the battlefield or not resolve.)
5/4
  • Beyond Our Ken
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 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, 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
Worshipper Whelp

Worshipper Whelp {R}

Creature - Lizard
Ferocious — At the beginning of each combat, if you control a creature with power 4 or greater, Worshipper Whelp gets +2/+0 until end of turn.
Humans aren't the only species that benefits from a good role model.
1/1
  • Surging Tide
Worth of Ruin

Worth of Ruin {3}{R}

Sorcery
Destroy target land. Then, judge target creature you control. (Honor it by putting a +1/+1 counter on it or condemn it by sacrificing it to draw a card.)
“What a shame. So much treasure... so much destruction... and for what?”
—Tyrus, Giver to All
  • Alkabah
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
Worthy of the Name

Worthy of the Name {G}{W}

Instant - Inscription
Target creature you control gets +3/+3 and gains lifelink and trample until end of turn.
Inscribe {3}{G}{W} ({3}{G}{W}: Exile this card from your hand inscribed on a creature you control. Whenever that creature attacks, its controller may cast a copy of the inscribed card without paying its mana cost. Inscribe only as a sorcery.)
Wraith of the Fens

Wraith of the Fens {3}{B}

Creature - Spirit
Wraith of the Fens gets +2/+2 as long as you've gained life this turn.
A master of illusion, the spirit feeds off fear of the nightmares it creates.
3/3
  • Monsters of Chikyu
Wrassle

Wrassle {1}{G}

Sorcery
Choose target creature you control. If it has a +1/+1 counter on it, put an additional +1/+1 counter on it. Then it fights target creature you don't control.
“Oi, no tentacles! That's cheating!”
  • Rail War
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
Wrathful Meditant

Wrathful Meditant {1}{W}

Creature - Fox Monk
At the beginning of your end step, if you cast no spells this turn, you may return Wrathful Meditant to its owner's hand.
1/3
Card has other part: Inner Strength
  • Adventurers of Onora
Wreath of Crows

Wreath of Crows {1}{U}

Enchantment - Aura
Enchant creature you control
Enchanted creature gets +1/+1 and has hexproof and “{T}: Target player mills two cards.”
Whenever you play a land, untap enchanted creature.
  • The Unraveling
Wrestling Practice
Young Weichafe

Wrestling Practice {4}{R}{R}

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.)
For each of up to two target creatures you control, put a +1/+1 counter on it, then you may have it deal damage equal to its power to any target.
“...because I've spent almost all of my life learning how to fight.”
Card has other part: Young Weichafe
  • Road to Carü Mapu
Wretched Catoblepas

Wretched Catoblepas {2}{B}

Creature - Beast
Colossal 2—{4}{B}{B} (You may cast this for its colossal cost to have it enter with two +1/+1 counters; or pay {4}{B}{B} as a sorcery: Put two +1/+1 counters on it if it has none.)
Menace
When Wretched Catoblepas's colossal ability puts one or more counters on it, each opponent sacrifices a creature.
2/3
  • Theros Triumphant
Wretched Lammasu

Wretched Lammasu {4}{B}

Creature - Zombie Lammasu
Flying
Assault {2}{B} (Whenever this attacks, if it has no +1/+1 counters on it, you may pay its assault cost to put a +1/+1 counter on it.)
When Wretched Lammasu assaults, each opponent discards a card.
3/3
  • Scriptures of Urshad
Wretched Merfolk

Wretched Merfolk {3}{R}

Creature - Merfolk Vampire
Haste
When Wretched Merfolk enters, target creature can't block this turn.
Outcasts of mer society often turn to plundering imperial trade routes.
3/2
  • Feanav: The Apothecary's Progress
Wretched Spawn

Wretched Spawn {5}{U}{B}

Creature - Zombie Horror
When Wretched Spawn enters, you may return target permanent to its owner's hand. If you do, that player discards a card.
Unearth {4}{U}{B} ({4}{U}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the end step or if it would leave the battlefield. Unearth only as a sorcery.)
4/4