14678 cards found
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
Wall of Fog

Wall of Fog {U}

Creature - Wall Illusion
Defender (This creature can't attack.)
Mirage {0} (You may cast this spell as though it had flash for its mirage cost. If you do, sacrifice it at the beginning of the next cleanup step.)
0/3
  • Pyramids of Atuum
Wall of Hope

Wall of Hope {W}

Creature - Wall
Defender (This creature can't attack.)
Whenever Wall of Hope is dealt damage, you gain that much life.
Karoia is the gateway to the Heavens, and as such it is surrounded by walls that stand out for their might and beauty.
0/3
  • K15 Core Set
Wall of Ivy

Wall of Ivy {G}

Creature - Plant Wall
Defender
When Wall of Ivy enters, 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 Notes

Wall of Notes {1}{U}

Artifact Creature - Wall
Defender
Whenever one or more creatures you control deal combat damage to a player, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
When Wall of Notes dies, draw a card.
0/3
  • End of Wollensie
Wall of Rime

Wall of Rime {2}{U}

Creature - Wall
Defender
When Wall of Rime enters, 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
Wall of Sand

Wall of Sand {3}{B}

Riddle Artifact Creature - Sand Wall
Defender
Whenever Wall of Sand deals combat damage to an opponent, you may pay 3 life. If you do, draw three cards.
2/5
  • Riddles of Revio
Wall of Seclusion

Wall of Seclusion {W}

Creature - Wall
Defender
Whenever Wall of Seclusion blocks a creature, that creature doesn't untap during its controller's next untap step.
Every resident of Bedlam House had lost their mind—often after arriving.
0/3
  • Feanav: The Apothecary's Progress
Walled Garden

Walled Garden

Land
{T}, Pay 1 life: Add {B} or {G}.
{2}, {T}, Sacrifice Walled Garden and another permanent: Draw a card. Activate only during your turn.
In the final months of the war, Xenocrata's blockade necessitated all forces to live off the land, leaving many ransacked estates.
  • The Empty Throne of Feanav
Walls of Yroncaster

Walls of Yroncaster {2}

Artifact Creature - Wall
Defender, reach
As Bugrund and Esalia's united armies marched on Yroncaster, even the city walls shook beneath their fury.
0/4
  • Quest for the Roseblade
Waltz of the Fallen

Waltz of the Fallen {W}{B}

Enchantment
Angels, Demons, Faeries, and Spirits you control get +1/+1.
{2}{W}{B}, Pay 1 life, Discard a card: Create a tapped 1/1 white Spirit creature token with flying.
The collapse of the Concordance left many angels eager to found new divine regimes.
  • The Empty Throne of Feanav
Waltz on a Nimbus

Waltz on a Nimbus {1}{W}{U}

Enchantment - Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
Exile target nonland permanent you don't control until Waltz on a Nimbus leaves the battlefield.
Create a 1/1 white Soldier creature token with “This creature gets +1/+1 for each enchantment you control.”
Search your library for a non-Saga enchantment card and reveal it. You may cast that card. Then shuffle.
  • The Stage Presents: The Neverending Act
Wand of Endless Spells

Wand of Endless Spells {6}

Artifact
At the beginning of your end step, draw two cards and you lose 2 life.
“Unlimited power! Priced at only 25 gold and a mere fraction of your life force!”
—Tchill, Eclectic Collector
  • Seasons of War
Wander Arpechia

Wander Arpechia {1}{G}

Sorcery
Search your library for a Forest or Academy card, put it onto the battlefield tapped, then shuffle.
The wilderness reserves of Arpechia are vast. One can travel for days, and see no sign of civilization beyond the overgrown cobble path beneath their feet.
  • Arcanum Academia
Wander Ashore

Wander Ashore {2}{U}

Instant
Return target creature to its owner's hand. That player can't cast spells with the same name as that creature during their next turn.
A sense of direction can be a difficult thing to keep in the Flood Realm, where the waters sprawl as far as the eye can see.
  • Goliaths of Nangjiao
Wanderer of Many

Wanderer of Many {U}

Creature - Raccoon Monk
When a creature you control scavenges Wanderer of Many, create a token that's a copy of that creature. Put a +1/+1 counter on the copy.
Scavenge {3}{U} ({3}{U}, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.)
1/1
  • Panxiou
Wanderer of the Wilds

Wanderer of the Wilds {2}{G}

Creature - Dryad
Ferocious — At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.
“When I lost my tree, I almost lost myself along with it. But I'm still here. And I've seen so much since then.”
2/1
Wanderer's Compass

Wanderer's Compass {2}{W}

Artifact - Equipment
Equipped creature gets +2/+1.
Whenever equipped creature attacks, create a 1/1 white Peasant creature token that's tapped and attacking.
Equip {2}
Let it guide you home even in your darkest hour.
—Compass inscription
  • Quest for the Roseblade
Wanderer's Sky

Wanderer's Sky

Land
Wanderer's Sky enters tapped.
As Wanderer's Sky enters, choose a color other than blue.
{T}: Add {U} or one mana of the chosen color.
  • The Unraveling
Wanderer's Talisman

Wanderer's Talisman {3}

Artifact
{3}, {T}, Sacrifice Wanderer's Talisman: Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand, then shuffle.
  • Aftermath
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 put that card in your graveyard.)
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 Devout

Wandering Devout {1}{W}

Creature - Elf Cleric
Angel spells you cast cost {1} less to cast.
Everyone on Mious is expected to worship one of the five gods. Undecided but eager prospective acolytes are a common sight on its roads.
1/3
  • Mious
Wandering Dingo

Wandering Dingo {2}{G}

Creature - Dog
Flash
Whenever a permanent with an Adventure you control enters, 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 Domovoi

Wandering Domovoi {W}

Creature - Spirit Warrior
If Wandering Domovoi would be dealt noncombat damage, prevent that damage and put three +1/+1 counters on Wandering Domovoi instead.
“Every home has a Domovoi spirit that watches over it. We must have taken a little bit of our home with us.”
—Taras, to Lizaveth
1/1
  • The Unraveling
Wandering Doyen

Wandering Doyen {R}

Creature - Human Monk
Whenever Wandering Doyen is dealt damage, it deals that much damage to you.
{4}{R}: Attacking creatures you control get +1/+0 and gain first strike until end of turn.
2/1
  • Rail War