26884 cards found
Wake of Vultures

Wake of Vultures {3}{B}

Creature - Bird
Flying
{1}{B}, Sacrifice a creature: Regenerate Wake of Vultures.
"So the vulture said to the griffin, 'You gonna eat that?'"
—Azeworai, "The Ugly Bird"
3/1
Wake the Dead

Wake the Dead {X}{B}{B}

Instant
Cast this spell only during combat on an opponent's turn.
Return X target creature cards from your graveyard to the battlefield. Sacrifice those creatures at the beginning of the next end step.
Wake the Dragon

Wake the Dragon {4}{B}{R}

Sorcery
Create a 6/6 black and red Dragon creature token with flying, menace, and "Whenever this creature deals combat damage to a player, gain control of target artifact that player controls."
Flashback {6}{B}{R}
  • Tales of Middle-earth Commander 74 154 484
Wake the Past

Wake the Past {5}{R}{W}

Sorcery
Return all artifact cards from your graveyard to the battlefield. They gain haste until end of turn.
Everyone thought RobCo's Assaultron reserves were decimated in the Great War. In reality, they were merely dormant.
Wake the Reflections

Wake the Reflections {W}

Sorcery
Populate.
"You see a bird, an oak, a packbeast. I see the potential for an army."
—Lalia, Selesnya dryad
Wake to Slaughter

Wake to Slaughter {3}{B}{R}

Sorcery
Choose up to two target creature cards in your graveyard. An opponent chooses one of them. Return that card to your hand. Return the other to the battlefield under your control. It gains haste. Exile it at the beginning of the next end step.
Flashback {4}{B}{R}
Wakedancer

Wakedancer {2}{B}

Creature - Human Shaman
Morbid — When Wakedancer enters, if a creature died this turn, create a 2/2 black Zombie creature token.
Hers is an ancient form of necromancy, steeped in shamanic trance and ritual that few skaberen or ghoulcallers comprehend.
2/2
Wakening Sun's Avatar

Wakening Sun's Avatar {5}{W}{W}{W}

Creature - Dinosaur Avatar
When Wakening Sun's Avatar enters, if you cast it from your hand, destroy all non-Dinosaur creatures.
"Kinjalli's encompassing rays herald new life in the moment of the sun's dawning."
—Chitlati, Lightning Rider
7/7
Waker of Waves

Waker of Waves {5}{U}{U}

Creature - Whale
Creatures your opponents control get -1/-0.
{1}{U}, Discard Waker of Waves: Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
On the open sea, there is nowhere to hide.
7/7
Waker of the Wilds

Waker of the Wilds {2}{G}{G}

Creature - Merfolk Shaman
{X}{G}{G}: Put X +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It's still a land.
"Our foes are many and mighty, but not as many as the trees or as mighty as the sea."
3/3
Wakeroot Elemental

Wakeroot Elemental {4}{G}{G}

Creature - Elemental
{G}{G}{G}{G}{G}: Untap target land you control. It becomes a 5/5 Elemental creature with haste. It's still a land.
"When the forest walks, it's too late to run."
—Horent, Khalni druid
5/5
  • Core Set 2020 Promos 202p 202s
  • Core Set 2020
Wakestone Gargoyle

Wakestone Gargoyle {3}{W}

Creature - Gargoyle
Defender, flying
{1}{W}: Creatures you control with defender can attack this turn as though they didn't have defender.
Its pulsating cry shatters bonds of iron, granite, and servitude.
3/4
Waking Nightmare

Waking Nightmare {2}{B}

Sorcery - Arcane
Target player discards two cards.
"Once each year, the oni and other evil spirits paraded through villages to disturb mortals' sleep. During the war, this parade became a nightly event."
—Observations of the Kami War
Waking the Trolls

Waking the Trolls {4}{R}{G}

Enchantment - Saga
I — Destroy target land.
II — Put target land card from a graveyard onto the battlefield under your control.
III — Choose target opponent. If they control fewer lands than you, create a number of 4/4 green Troll Warrior creature tokens with trample equal to the difference.
Walk the Aeons

Walk the Aeons {4}{U}{U}

Sorcery
Buyback—Sacrifice three Islands.
Target player takes an extra turn after this one.
Walk the Plank

Walk the Plank {B}{B}

Sorcery
Destroy target non-Merfolk creature.
When Captain Thorn adds a new ship to his fleet, he gives the crew a simple choice: follow me, or fall in the sea.
Walk with the Ancestors

Walk with the Ancestors {4}{G}

Sorcery
Return up to one target permanent card from your graveyard to your hand. Discover 4.
  • The Lost Caverns of Ixalan
Walk-In Closet

Walk-In Closet {2}{G}

Enchantment - Room
You may play lands from your graveyard.
Card has other part: Forgotten Cellar
  • Duskmourn: House of Horror 205a 341a
Walker of Secret Ways

Walker of Secret Ways {2}{U}

Creature - Human Ninja
Ninjutsu {1}{U}
Whenever Walker of Secret Ways deals combat damage to a player, look at that player's hand.
{1}{U}: Return target Ninja you control to its owner's hand. Activate only during your turn.
1/2
Walker of the Grove

Walker of the Grove {6}{G}{G}

Creature - Elemental
When Walker of the Grove leaves the battlefield, create a 4/4 green Elemental creature token.
Evoke {4}{G}
7/7
Walker of the Wastes

Walker of the Wastes {4}{C}

Creature - Eldrazi
Trample
Walker of the Wastes gets +1/+1 for each land you control named Wastes.
In the absence of life, something yet grows.
4/4
Related card: Wastes
  • Oath of the Gatewatch
Walking Archive

Walking Archive {3}

Artifact Creature - Golem
Defender
Walking Archive enters with a +1/+1 counter on it.
At the beginning of each player's upkeep, that player draws a card for each +1/+1 counter on Walking Archive.
{2}{W}{U}: Put a +1/+1 counter on Walking Archive.
1/1
Walking Atlas

Walking Atlas {2}

Artifact Creature - Construct
{T}: You may put a land card from your hand onto the battlefield.
Crafted by lullmages and bound to the land, it alters itself to match the tumultuous terrain.
1/1
  • Worldwake
Walking Ballista

Walking Ballista {X}{X}

Artifact Creature - Construct
Walking Ballista enters with X +1/+1 counters on it.
{4}: Put a +1/+1 counter on Walking Ballista.
Remove a +1/+1 counter from Walking Ballista: It deals 1 damage to any target.
0/0
Walking Bulwark

Walking Bulwark {1}

Artifact Creature - Golem
Defender
{2}: Until end of turn, target creature with defender gains haste, can attack as though it didn't have defender, and assigns combat damage equal to its toughness rather than its power. Activate only as a sorcery.
0/3
  • Dominaria United