28721 cards found
Wanderer's Twig

Wanderer's Twig {1}

Artifact
{1}, Sacrifice Wanderer's Twig: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
For every tree who falls, there are countless sprouts waiting to rise.
  • Lorwyn
Wanderguard Sentry

Wanderguard Sentry {4}{U}

Creature - Drone
When Wanderguard Sentry enters, look at target opponent's hand.
It allows those with dangerous weapons to pass. But not those with dangerous thoughts.
3/3
Wandering Archaic
Explore the Vastlands

Wandering Archaic {5}

Creature - Avatar
Whenever an opponent casts an instant or sorcery spell, they may pay {2}. If they don't, you may copy that spell. You may choose new targets for the copy.
"Fly the path of nine birds."
4/4
Card has other part: Explore the Vastlands
Wandering Champion

Wandering Champion {1}{W}

Creature - Human Monk
Whenever Wandering Champion deals combat damage to a player, if you control a blue or red permanent, you may discard a card. If you do, draw a card.
"Learn from your enemies, but do not tolerate them."
3/1
Wandering Eye

Wandering Eye {2}{U}

Creature - Illusion
Flying
Players play with their hands revealed.
The evincar has many ways of keeping track of his subjects.
1/3
  • Nemesis
Wandering Fumarole

Wandering Fumarole

Land
Wandering Fumarole enters tapped.
{T}: Add {U} or {R}.
{2}{U}{R}: Until end of turn, Wandering Fumarole becomes a 1/4 blue and red Elemental creature with "{0}: Switch this creature's power and toughness until end of turn." It's still a land.
Wandering Goblins

Wandering Goblins {2}{R}

Creature - Goblin Warrior
Domain{3}: Wandering Goblins gets +1/+0 until end of turn for each basic land type among lands you control.
Tired of waiting for a dragon to eat them, some hardy goblins struck out to become meals for the unknown.
0/3
  • Conflux
Wandering Graybeard

Wandering Graybeard {3}{W}{W}

Creature - Giant Wizard
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Wandering Graybeard, you may reveal it. If you do, you gain 4 life.
His tales are as tall as he is, and only a giant's life is long enough to listen to them all.
4/4
  • Morningtide
Wandering Mage

Wandering Mage {W}{U}{B}

Creature - Human Cleric Wizard
{W}, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn.
{U}: Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn.
{B}, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player or planeswalker this turn.
0/3
Wandering Mind

Wandering Mind {1}{U}{R}

Creature - Horror
Flying
When Wandering Mind enters, look at the top six cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2/1
Wandering Ones

Wandering Ones {U}

Creature - Spirit
"I saw them once, when I was a child. They led me to my parents' arms when I was lost. Why have they abandoned me now? Why won't they take me home again?"
—Unnamed beggar
1/1
  • Champions of Kamigawa
Wandering Stream

Wandering Stream {2}{G}

Sorcery
Domain — You gain 2 life for each basic land type among lands you control.
"Dominaria touches us all."
—Molimo, maro-sorcerer
  • Invasion
Wandering Tombshell

Wandering Tombshell {3}{B}

Creature - Zombie Turtle
The crumbling temples on the tortoise's back are monuments to the decadence of the ancient Sultai. Though it harkens back to the era of the khans, Silumgar allows it to walk his territory as a warning to those who would oppose him.
1/6
  • Dragons of Tarkir
Wandering Troubadour

Wandering Troubadour {3}{G}

Creature - Dragon Bard
At the beginning of your end step, if you had a land enter the battlefield under your control this turn, venture into the dungeon.
"There's a new ballad waiting to be born around every corner."
4/2
Related cards: Dungeon of the Mad Mage Lost Mine of Phandelver Tomb of Annihilation
  • Adventures in the Forgotten Realms
Wandering Wolf

Wandering Wolf {1}{G}

Creature - Wolf
Creatures with power less than Wandering Wolf's power can't block it.
Humans still feared wolves, though no connection between them and the curse of lycanthropy had ever been proved.
2/1
Wanderlight Spirit

Wanderlight Spirit {2}{U}

Creature - Spirit
Flying
Wanderlight Spirit can block only creatures with flying.
The towers and catwalks of the Voldaren fortress are lit by the lanterns of geists endlessly seeking a way out.
2/3
Wanderlust

Wanderlust {2}{G}

Enchantment - Aura
Enchant creature
At the beginning of the upkeep of enchanted creature's controller, Wanderlust deals 1 damage to that player.
"How terrible to wander wishing only to escape oneself."
—Taysir
Wandermare

Wandermare {1}{G}{W}

Creature - Horse
Whenever you cast a creature spell that has an Adventure, put a +1/+1 counter on Wandermare.
"A good steed will carry you home. A great steed will carry you to glory."
—Syr Alin, the Lion's Claw
3/3
  • Throne of Eldraine
Wandertale Mentor

Wandertale Mentor {R}{G}

Creature - Raccoon Bard
Whenever you expend 4, put a +1/+1 counter on Wandertale Mentor.
{T}: Add {R} or {G}.
"You've all grown so much since I passed through this burrow last! Let's see, where to begin this story?"
2/2
  • Bloomburrow
Wanderwine Hub

Wanderwine Hub

Land
As Wanderwine Hub enters, you may reveal a Merfolk card from your hand. If you don't, Wanderwine Hub enters tapped.
{T}: Add {W} or {U}.
Below the great river, a bustling hub channels the flow of merrow trade.
  • Lorwyn
Wanderwine Prophets

Wanderwine Prophets {4}{U}{U}

Creature - Merfolk Wizard
Champion a Merfolk
Whenever Wanderwine Prophets deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.
4/4
  • Lorwyn
Wane

Wane {W}

Instant
Destroy target enchantment.
Card has other part: Wax
Waning Wurm

Waning Wurm {3}{B}

Creature - Zombie Wurm
Vanishing 2
7/6
  • Planar Chaos
Wanted Griffin

Wanted Griffin {3}{W}

Creature - Griffin
Flying
When Wanted Griffin dies, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Many a would-be captor has gotten close enough to count its feathers, only to be left behind with nothing but regret and a dangling rope.
3/2
  • Outlaws of Thunder Junction
Wanted Scoundrels

Wanted Scoundrels {1}{B}

Creature - Human Pirate
When Wanted Scoundrels dies, target opponent creates two Treasure tokens.
"Trust me. The reward's not worth it."
4/3
  • Ixalan