28721 cards found
Wall of Stone

Wall of Stone {1}{R}{R}

Creature - Wall
Defender
The ground itself lends its strength to these walls of living stone, which possess the stability of ancient mountains. These mighty bulwarks thwart ground-based troops, providing welcome relief for weary warriors who defend the land.
0/8
Wall of Swords

Wall of Swords {3}{W}

Creature - Wall
Defender
Flying
"When I said we needed more swords to protect the realm, this was not quite what I had in mind."
—Olander, tactician of the Northern Verge
3/5
Wall of Tanglecord

Wall of Tanglecord {2}

Artifact Creature - Wall
Defender
{G}: Wall of Tanglecord gains reach until end of turn.
Rootlike fibers travel far from Mirrodin's metallic forests, emerging from the crust to drink in the mana-infused sunlight.
0/6
  • Scars of Mirrodin
Wall of Tears

Wall of Tears {1}{U}

Creature - Wall
Defender
Whenever Wall of Tears blocks a creature, return that creature to its owner's hand at end of combat.
"Many have been lost to pity."
—Karn, silver golem
0/4
Wall of Tombstones

Wall of Tombstones {1}{B}

Creature - Wall
Defender
At the beginning of your upkeep, change Wall of Tombstones's base toughness to 1 plus the number of creature cards in your graveyard.
0/1
  • Legends
Wall of Torches

Wall of Torches {1}{R}

Creature - Wall
Defender
The foolish try to leap through the unlit spaces. The arrogant believe the fires harmless. The wise find a different door.
4/1
  • Magic 2012
Wall of Vapor

Wall of Vapor {3}{U}

Creature - Wall
Defender
Prevent all damage that would be dealt to Wall of Vapor by creatures it's blocking.
"Walls of a castle are made out of stone,/ Walls of a house out of bricks or of wood./ My walls are made out of magic alone,/ Stronger than any that ever have stood."
—Chrysoberyl Earthsdaughter, Incantations
0/1
Wall of Vines

Wall of Vines {G}

Creature - Plant Wall
Defender
Reach
Like all jungle plants, the vines must fight and claw for sunlight. Once their place is secured, they grow strong, sharp, and impenetrable.
0/3
Wall of Vipers

Wall of Vipers {2}{B}

Creature - Snake Wall
Defender
{3}: Destroy Wall of Vipers and target creature it's blocking. Any player may activate this ability.
What wall can never be climbed, but is always scaled?
—Nakaya riddle
2/4
  • Prophecy
Wall of Water

Wall of Water {1}{U}{U}

Creature - Wall
Defender
{U}: Wall of Water gets +1/+0 until end of turn.
A deafening roar arose as the fury of an enormous vertical river supplanted our serenity. Eddies turned into whirling geysers, leveling everything in their path.
0/5
Wall of Wonder

Wall of Wonder {2}{U}{U}

Creature - Wall
Defender
{2}{U}{U}: Wall of Wonder gets +4/-4 until end of turn and can attack this turn as though it didn't have defender.
They wondered at the size of it. It wondered which to eat first.
1/5
Wall of Wood

Wall of Wood {G}

Creature - Wall
Defender
Orcish lumberjacks spent the night sharpening their blades and resting for a day of labor. They awoke to find that the forest had been making its own preparations.
0/3
Wallop

Wallop {1}{G}

Sorcery
Destroy target blue or black creature with flying.
In Yavimaya, flying low to join a battle can be a costly mistake.
  • Invasion
Waltz of Rage

Waltz of Rage {3}{R}{R}

Sorcery
Target creature you control deals damage equal to its power to each other creature. Until end of turn, whenever a creature you control dies, exile the top card of your library. You may play it until the end of your next turn.
The melody was all in her head, but she'd always preferred to dance alone.
  • Duskmourn: House of Horror Promos 165p 165s
  • Duskmourn: House of Horror 165 318
Wand of Denial

Wand of Denial {2}

Artifact
{T}: Look at the top card of target player's library. If it's a nonland card, you may pay 2 life. If you do, put it into that player's graveyard.
You'll never miss what you never had.
Wand of Ith

Wand of Ith {4}

Artifact
{3}, {T}: Target player reveals a card at random from their hand. If it's a land card, that player discards it unless they pay 1 life. If it isn't a land card, the player discards it unless they pay life equal to its mana value. Activate only during your turn.
  • The Dark
Wand of Orcus

Wand of Orcus {2}{B}

Legendary Artifact - Equipment
Whenever equipped creature attacks or blocks, it and Zombies you control gain deathtouch until end of turn.
Whenever equipped creature deals combat damage to a player, create that many 2/2 black Zombie creature tokens.
Equip {3}
Wand of Vertebrae

Wand of Vertebrae {1}

Artifact
{T}: Mill a card.
{2}, {T}, Exile Wand of Vertebrae: Shuffle up to five target cards from your graveyard into your library.
Made by the mad for the work of the wicked.
  • Guilds of Ravnica
Wand of Wonder

Wand of Wonder {3}{R}

Artifact
{4}, {T}: Roll a d20. Each opponent exiles cards from the top of their library until they exile an instant or sorcery card, then shuffles the rest into their library. You may cast up to X instant and/or sorcery spells from among cards exiled this way without paying their mana costs.
1—9 | X is one.
10—19 | X is two.
20 | X is three.
  • Battle for Baldur's Gate Promos
  • Commander Legends: Battle for Baldur's Gate 204 584 935
Wand of the Elements

Wand of the Elements {4}

Artifact
{T}, Sacrifice an Island: Create a 2/2 blue Elemental creature token with flying.
{T}, Sacrifice a Mountain: Create a 3/3 red Elemental creature token.
It gives legs to the earth and wings to the sky.
  • Darksteel
Wand of the Worldsoul

Wand of the Worldsoul {2}{W}

Artifact
Wand of the Worldsoul enters tapped.
{T}: Add {W}.
{T}: The next spell you cast this turn has convoke.
"May Mat'Selesnya bind our hearts as one."
—Selesnya prayer
  • March of the Machine Commander 20 107
Wander in Death

Wander in Death {2}{B}

Sorcery
Return up to two target creature cards from your graveyard to your hand.
Cycling {2}
Forever restless. Forever growing in number.
Wanderbrine Rootcutters

Wanderbrine Rootcutters {2}{U/B}{U/B}

Creature - Merfolk Rogue
Wanderbrine Rootcutters can't be blocked by green creatures.
Most dirtwalkers only know of the vicious merrows that dwell in the shallows. They can't begin to fathom the wickedness that skulks in the Dark Meanders.
3/3
  • Shadowmoor
Wanderer's Intervention

Wanderer's Intervention {1}{W}

Instant
Wanderer's Intervention deals 4 damage to target attacking or blocking creature.
Just as Jin-Gitaxias's victory seemed certain, the Wanderer appeared, her blade already in motion. One mighty slash was enough to take the praetor out of the fight.
  • Kamigawa: Neon Dynasty
Wanderer's Strike

Wanderer's Strike {4}{W}

Sorcery
Exile target creature, then proliferate.
"Precise, clean cuts. No one saw anything. Again. Tag the report with my code and file it."
—Lavinia