28175 cards found
Weirding Shaman

Weirding Shaman {1}{B}

Creature - Goblin Shaman
{3}{B}, Sacrifice a Goblin: Create two 1/1 black Goblin Rogue creature tokens.
All boggarts have an auntie, but they don't all have a mum.
2/1
  • Morningtide
Weirding Wood

Weirding Wood {2}{G}

Enchantment - Aura
Enchant land
When Weirding Wood enters, investigate.
Enchanted land has "{T}: Add two mana of any one color."
Welcome Home

Welcome Home {5}{G}{G}

Sorcery - Adventure
Create three 2/2 green Bear creature tokens.
The middle blade was just right.
Card has other part: Flaxen Intruder
Welcome to Sweettooth

Welcome to Sweettooth {1}{G}

Enchantment - Saga
I — Create a 1/1 white Human creature token.
II — Create a Food token.
III — Put X +1/+1 counters on target creature you control, where X is one plus the number of Foods you control.
  • Wilds of Eldraine
Welcome to the Fold

Welcome to the Fold {2}{U}{U}

Sorcery
Madness {X}{U}{U}
Gain control of target creature if its toughness is 2 or less. If this spell's madness cost was paid, instead gain control of that creature if its toughness is X or less.
Welcoming Vampire

Welcoming Vampire {2}{W}

Creature - Vampire
Flying
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
From the moment they arrived, wedding guests were met with a pageant of wealth and excess.
2/3
Welder Automaton

Welder Automaton {2}

Artifact Creature - Construct
{3}{R}: Welder Automaton deals 1 damage to each opponent.
Most of the constructs the renegades used against the Consulate weren't originally intended for combat. But some didn't require much modification.
2/1
Weldfast Engineer

Weldfast Engineer {1}{B}{R}

Creature - Human Artificer
At the beginning of combat on your turn, target artifact creature you control gets +2/+0 until end of turn.
"Let's err on the side of glorious mayhem."
3/3
Weldfast Monitor

Weldfast Monitor {3}

Artifact Creature - Lizard
{R}: Weldfast Monitor gains menace until end of turn.
The avant-garde among Ghirapur's inventors disregard the Consulate's safety standards completely.
3/2
Weldfast Wingsmith

Weldfast Wingsmith {3}{U}

Creature - Human Artificer
Whenever an artifact you control enters, Weldfast Wingsmith gains flying until end of turn.
"Airships are too confining. If I'm in the sky, I want to feel the wind in my hair and taste the aether."
3/3
Welding Jar

Welding Jar {0}

Artifact
Sacrifice Welding Jar: Regenerate target artifact.
The wires crawl over broken metal and heat themselves to melting, filling cracks quickly and efficiently.
Welding Sparks

Welding Sparks {2}{R}

Instant
Welding Sparks deals X damage to target creature, where X is 3 plus the number of artifacts you control.
"The fires of invention burn in all of us. I fight for the freedom to unleash those flames."
—Pia Nalaar
Welkin Guide

Welkin Guide {4}{W}

Creature - Bird Cleric
Flying
When Welkin Guide enters, target creature gets +2/+2 and gains flying until end of turn.
"Those talons really dig into your skin, but it's better than being dropped."
—Rafiq of the Many
2/2
Welkin Hawk

Welkin Hawk {1}{W}

Creature - Bird
Flying
When Welkin Hawk dies, you may search your library for a card named Welkin Hawk, reveal that card, put it into your hand, then shuffle.
1/1
  • Exodus
Welkin Tern

Welkin Tern {1}{U}

Creature - Bird
Flying
Welkin Tern can block only creatures with flying.
Sailors have come to regard them as bad luck, for they falsely bring hope of land.
2/1
Well

Well {W}

Sorcery
You gain 2 life for each creature you control.
Fuse
Card has other part: Alive
  • Dragon's Maze
Well Done

Well Done {2}{R}{R}

Sorcery
Well Done deals 5 damage to target creature. If that creature is rare or mythic rare, Well Done deals 3 damage to that creature's controller.
"What's the big deal? I've been on fire eighty-one times. Twice just while sleeping."
—Devil K. Nevil, daredevil extraordinaire
  • Unfinity 128 414
Well Rested

Well Rested {1}{G}

Enchantment - Aura
Enchant creature
Enchanted creature has "Whenever this creature becomes untapped, put two +1/+1 counters on it, then you gain 2 life and draw a card. This ability triggers only once each turn."
When you're a deep sleeper, any bed will do.
  • Fallout 88 616
Well of Discovery

Well of Discovery {6}

Artifact
At the beginning of your end step, if you control no untapped lands, draw a card.
When you have given everything, then you are capable of anything.
—Well inscription
  • Prophecy
Well of Ideas

Well of Ideas {5}{U}

Enchantment
When Well of Ideas enters, draw two cards.
At the beginning of each other player's draw step, that player draws an additional card.
At the beginning of your draw step, draw two additional cards.
Well of Knowledge

Well of Knowledge {3}

Artifact
{2}: Draw a card. Any player may activate this ability but only during their draw step.
  • Weatherlight
Well of Life

Well of Life {4}

Artifact
At the beginning of your end step, if you control no untapped lands, you gain 2 life.
When you have given everything, then you have everything to gain.
—Well inscription
  • Prophecy
Well of Lost Dreams

Well of Lost Dreams {4}

Artifact
Whenever you gain life, you may pay {X}, where X is less than or equal to the amount of life you gained. If you do, draw X cards.
Some say the knowledge lost during the Ritual of Rebuking is returned through the well's waters.
Well-Laid Plans

Well-Laid Plans {2}{U}

Enchantment
Prevent all damage that would be dealt to a creature by another creature if they share a color.
"I knew this day would come," said Urza. Looking at the destruction, Barrin sighed, "You don't have to revel in it."
  • Invasion
Wellgabber Apothecary

Wellgabber Apothecary {4}{W}

Creature - Merfolk Cleric
{1}{W}: Prevent all damage that would be dealt to target tapped Merfolk or Kithkin creature this turn.
"You've discovered that boggarts bite, I see. And will the militia be chasing this lot? . . . Ah, you're staying in town to avoid Nath's hunt. Wise. Now this poultice . . ."
2/3
  • Lorwyn