29693 cards found
Witching Well

Witching Well {U}

Artifact
When Witching Well enters the battlefield, scry 2.
{3}{U}, Sacrifice Witching Well: Draw two cards.
It was built by the Witch of Lochmere. Most of the wishes it grants are its own.
Witchstalker

Witchstalker {1}{G}{G}

Creature - Wolf
Hexproof
Whenever an opponent casts a blue or black spell during your turn, put a +1/+1 counter on Witchstalker.
3/3
Witchstalker Frenzy

Witchstalker Frenzy {3}{R}

Instant
This spell costs {1} less to cast for each creature that attacked this turn.
Witchstalker Frenzy deals 5 damage to target creature.
The witchstalkers circled the armored figure, drawn to the corrupting stink of dark magic. Kellan and Ruby fled to the sound of savage howls and snapping jaws.
  • Wilds of Eldraine
Withdraw

Withdraw {U}{U}

Instant
Return target creature to its owner's hand. Then return another target creature to its owner's hand unless its controller pays {1}.
"We outnumber them! Charge! Charge! Hey, where'd you guys go? Retreat! Retreat!"
  • Prophecy
Withengar Unbound
Elbrus, the Binding Blade

Withengar Unbound

Legendary Creature - Demon
(Color indicator: Withengar Unbound is black)
Flying, intimidate, trample
Whenever a player loses the game, put thirteen +1/+1 counters on Withengar Unbound.
There are not enough lives on Innistrad to satisfy his thirst for retribution.
13/13
Card has other part: Elbrus, the Binding Blade
Witherbloom Apprentice

Witherbloom Apprentice {B}{G}

Creature - Human Druid
Magecraft — Whenever you cast or copy an instant or sorcery spell, each opponent loses 1 life and you gain 1 life.
"All we are—every feeling, every action—powered by a single, delicate little organ. Life is so terrifyingly, beautifully fragile."
2/2
  • Strixhaven: School of Mages
Witherbloom Campus

Witherbloom Campus

Land
Witherbloom Campus enters the battlefield tapped.
{T}: Add {B} or {G}.
{4}, {T}: Scry 1.
Mage-students fascinated by the energies of life and death choose Witherbloom, the college of essence studies.
  • Strixhaven: School of Mages
Witherbloom Command

Witherbloom Command {B}{G}

Sorcery
Choose two —
• Target player mills three cards, then you return a land card from your graveyard to your hand.
• Destroy target noncreature, nonland permanent with mana value 2 or less.
• Target creature gets -3/-1 until end of turn.
• Target opponent loses 2 life and you gain 2 life.
Witherbloom Pledgemage

Witherbloom Pledgemage {3}{B/G}{B/G}

Creature - Treefolk Warlock
Magecraft — Whenever you cast or copy an instant or sorcery spell, you gain 1 life.
"Death is just a transfer of energy. Those pests I harvested have the honor of becoming pure magic. What could be more beautiful?"
5/5
  • Strixhaven: School of Mages
Withercrown

Withercrown {1}{B}

Enchantment - Aura
Enchant creature
Enchanted creature has base power 0 and has "At the beginning of your upkeep, you lose 1 life unless you sacrifice this creature."
"We'll see each other again soon."
—Egon, god of death
  • Kaldheim
Withered Wretch

Withered Wretch {B}{B}

Creature - Zombie Cleric
{1}: Exile target card from a graveyard.
Once it consecrated the dead. Now it desecrates them.
2/2
Withering Boon

Withering Boon {1}{B}

Instant
As an additional cost to cast this spell, pay 3 life.
Counter target creature spell.
"Life for life: this is the immutable law."
—Panya, Granger Guildmage
  • Mirage
Withering Gaze

Withering Gaze {2}{U}

Sorcery
Target opponent reveals their hand. You draw a card for each Forest and green card in it.
"Nature cares not for the knowledge to be gained from its study. Better to bleed it dry, lest its potential be wasted on lizards and leaves."
Withering Hex

Withering Hex {B}

Enchantment - Aura
Enchant creature
Whenever a player cycles a card, put a plague counter on Withering Hex.
Enchanted creature gets -1/-1 for each plague counter on Withering Hex.
  • Onslaught
Withering Wisps

Withering Wisps {1}{B}{B}

Enchantment
At the beginning of the end step, if no creatures are on the battlefield, sacrifice Withering Wisps.
{B}: Withering Wisps deals 1 damage to each creature and each player. Activate no more times each turn than the number of snow Swamps you control.
Witherscale Wurm

Witherscale Wurm {4}{G}{G}

Creature - Wurm
Whenever Witherscale Wurm blocks or becomes blocked by a creature, that creature gains wither until end of turn.
Whenever Witherscale Wurm deals damage to an opponent, remove all -1/-1 counters from it.
9/9
  • Shadowmoor
Without Weakness

Without Weakness {1}{B}

Instant
Target creature you control gains indestructible until end of turn.
Cycling {2}
  • Hour of Devastation
Withstand

Withstand {2}{W}

Instant
Prevent the next 3 damage that would be dealt to any target this turn.
Draw a card.
"Defense is as much a part of war as offense, the shield as important a tool as the sword."
—Alovnek, Boros guildmage
  • Guildpact
Withstand Death

Withstand Death {G}

Instant
Target creature gains indestructible until end of turn.
On Mirrodin, every conflict ends in either death or darksteel.
  • Scars of Mirrodin
Witness Protection

Witness Protection {U}

Enchantment - Aura
Enchant creature
Enchanted creature loses all abilities and is a green and white Citizen creature with base power and toughness 1/1 named Legitimate Businessperson.
  • Streets of New Capenna
Witness of Tomorrows

Witness of Tomorrows {4}{U}

Enchantment Creature - Sphinx
Flying
{3}{U}: Scry 1.
"As the future slips its way into the present, it ceases to be my concern."
3/4
  • Theros Beyond Death
Witness of the Ages

Witness of the Ages {6}

Artifact Creature - Golem
Morph {5}
It strode through the clash of dragons, the fall of Ugin, and the rise of the khans.
4/4
  • Khans of Tarkir
Witness the End

Witness the End {3}{B}

Sorcery
Devoid
Target opponent exiles two cards from their hand and loses 2 life.
"Ulamog stood before us at Sea Gate, ready to succumb . . . and then Kozilek arose. Whatever hope I had for our world died."
—Vandri, Kalastria emissary
  • Oath of the Gatewatch
Witness the Future

Witness the Future {2}{U}

Sorcery
Target player shuffles up to four target cards from their graveyard into their library. You look at the top four cards of your library, then put one of those cards into your hand and the rest on the bottom of your library in a random order.
Witty Demon

Witty Demon {1}{B}{B}

Creature - Demon
Flying
When Witty Demon enters the battlefield, if your starting library had at least 13 cards over the minimum, search your library for a card and put that card into your hand, then shuffle your library. Otherwise, Witty Demon deals 4 damage to you.
4/3