14928 cards found
Wildwood Keeper

Wildwood Keeper {G}

Creature - Human Druid
{3}: Wildwood Keeper gets +3/+2 until end of turn. Activate only once each turn.
Like the trees themselves: steady, unyielding, ever changing.
1/1
  • Zero
Will of the Emperor

Will of the Emperor {2}{W}

Instant
Create two 1/1 colorless Samurai creature token. Those creatures gain first strike until end of turn.
  • Imperial Legacies
Will of the Wilds

Will of the Wilds {G}

Instant
Choose one —
• Target creature gets +1/+1 until end of turn for each creature you control.
• Creatures you control get +1/+1 until end of turn.
Willowing Wisp

Willowing Wisp {1}{U}

Creature - Nymph
Flying
{0}: Willowing Wisp becomes the color of your choice until end of turn.
1/2
  • Novea
Wilting Waif

Wilting Waif {2}{B}{B}

Creature - Elf Cleric
When Wilting Waif dies, each opponent discards a card at random and you scry 1. (To scry 1, look at the top card of your library. You may put that card on the bottom of your library.)
Her blood is as acid, yearning to erode the world.
2/2
  • Mious
Wily Ermine

Wily Ermine {1}{B}

Creature - Weasel
Deathtouch
“Day 13. The illness shows no signs of abating. I only hope I can protect my new companion for as long as it chooses to stay.”
—a pilgrim's journal, found beside an empty pack of supplies
1/2
  • Glacia: Hail to the Queen
Wimbledon's Herald

Wimbledon's Herald {2}{G}

Creature - Badger Soldier
“For the honor of mine noble house Wimbledon, I do humbly claim this heretofore quiet beach- henceforth it shall run by the following commandments...”
3/3
Card has other part: Stake a Claim
  • Adventurers of Onora
Wimbledon's Squire

Wimbledon's Squire {1}{R}

Creature - Hamster Knight
Whenever you cast a Knight spell or an Adventure spell, Wimbledon's Squire gets +1/+1 until end of turn.
“But, sire— To venture into Bleakrealm is madness! You can't be seri— Yes, sire, I will pack plenty of tartberries.”
2/2
  • Adventurers of Onora
Wimbledon's Summons

Wimbledon's Summons {1}{W}

Sorcery
Create a 1/1 green and white Mouse Soldier creature token with vigilance and a 1/1 white and black Badger Cleric creature token with lifelink.
Sir Roger Wimbledon keeps legions of attendants on demand in case he ever needs to make a stylish entrance on short notice.
  • Adventurers of Onora
Wind Drake

Wind Drake {2}{U}

Creature - Drake
Flying
The drakes act as the eyes in the skies for the Flood Realm, surveying the bordering realms for any enemy activity that could be perceived as a threat.
2/2
  • Surging Tide
Wind Savant

Wind Savant {1}{W}

Creature - Human Bard
Flying
Whenever Wind Savant attacks, harmonize. (Trigger up to one harmony of a permanent you control.)
Harmony — Wind Savant gets +1/+1 until end of turn.
1/1
  • Arcanum Academia
Wind Ward

Wind Ward {1}{U}

Instant
Counter target spell that targets you or a permanent you control. If that spell targeted a creature, put a +1/+1 counter on that creature.
“They lunge forward, expecting us to dodge back. Instead, we go up.”
  • Kahembo: Olde Dawn
Wind-Blessed Guardian

Wind-Blessed Guardian {1}{U}

Creature - Human Warrior
Flash (You may cast this spell any time you could cast an instant.)
When Wind-Blessed Guardian enters, you may return target permanent you control to its owner's hand.
“Bet you thought no one was gonna be around to defend some hobo? Think again.”
2/1
  • Lovi Awoken
Wind-Scarred Crag

Wind-Scarred Crag

Land
Wind-Scarred Crag enters tapped.
When Wind-Scarred Crag enters, you gain 1 life.
{T}: Add {R} or {W}.
Windcaller Capuchin

Windcaller Capuchin {2}{U}

Creature - Monkey
{2}{U}: Return Windcaller Capuchin to its owner's hand.
A friendly monkey is a happy monkey.
2/2
  • Novea
Winding Snake
Mother Snake

Winding Snake {1}{G}

Creature - Snake
Experience (Whenever this creature attacks, if it has fewer than three +1/+1 counters on it, put a +1/+1 counter on it.)
When Winding Snake has three or more +1/+1 counters on it, remove them all and transform it.
1/1
Card has other part: Mother Snake
  • Monsters of Chikyu
Windrider Elemental

Windrider Elemental {4}{U}

Creature - Elemental Shaman
Flying
When Windrider Elemental enters, target creature gains flying until end of turn.
“Bond with one, and your limits will be unbound.”
—Lafterii Elementalist
3/3
  • Khaliz-Dorahn
Windshaper

Windshaper {2}{U}

Creature - Human Wizard
Flying
Spirited (When this creature enters, you may activate one of its activated abilities without paying its cost.)
{3}{U}: Target creature you control gains flying until end of turn.
2/2
  • Tales of Old Jidai
Windwatch Eagle

Windwatch Eagle {2}{W}

Creature - Bird
Flying
Windwatch Eagle has vigilance as long as it has a +1/+1 counter on it.
Each beat of its great wings creates the very winds through which it flies.
2/2
  • Kahembo: Olde Dawn
Windwhip

Windwhip {X}{U}

Instant
Attacking creatures get -X/-0 until end of turn.
Fighting in the Glacian winter runs the risk of leaving any combatant winded.
  • Glacia: Hail to the Queen
Windwielder

Windwielder {1}{U}

Creature - Human Wizard
Flying
When Windwielder enters, you may return target Inscription card from your graveyard to your hand.
1/3
  • Imperial Legacies
Windwise Courier

Windwise Courier {2}{W}

Creature - Rabbit Griffin
Flying
Windwise Courier has indestructible as long as you've revealed a card from your hand this turn.
Lagogryphs are messengers of the oracles. To harm one risks the wrath of fate itself.
2/2
  • Descent from the Highlands
Windwise Mentor

Windwise Mentor {2}{U}

Creature - Cat Spirit
Flying
{3}{W}: Scry 2. You gain 2 life.
Unfettered by reality, the inhabitants of the Aurora share their wisdom with those brave enough to visit them.
1/4
  • Descent from the Highlands
Winged Envoy

Winged Envoy {1}{U}

Creature - Sphinx
Flying
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
1/1
Winged Guardian

Winged Guardian {4}{U}

Creature - Elemental
Flying
When Winged Guardian enters, return up to one target nonland permanent to its owner's hand.
2/2