30648 cards found
Watchwing Scarecrow

Watchwing Scarecrow {4}

Artifact Creature - Scarecrow
Watchwing Scarecrow has vigilance as long as you control a white creature.
Watchwing Scarecrow has flying as long as you control a blue creature.
The wings are held in place by wicker rods. The rods are held in place by pure faith.
2/4
  • Shadowmoor
Watchwolf

Watchwolf {G}{W}

Creature - Wolf
Only in Ravnica do the wolves watch the flock.
3/3
Water Elemental

Water Elemental {3}{U}{U}

Creature - Elemental
Unpredictable as the sea itself, Water Elementals shift without warning from tranquility to tempest. Capricious and fickle, they flow restlessly from one shape to another, expressing their moods with their physical forms.
5/4
Water Gun Balloon Game

Water Gun Balloon Game {2}

Artifact
As Water Gun Balloon Game enters, each player puts a pop! counter on "0."
Whenever a player casts a spell, move that player's pop! counter up one.
Whenever a player's pop! counter hits "5," that player creates a 5/5 pink Giant Teddy Bear creature token and resets all pop! counters to "0."
Water Servant

Water Servant {2}{U}{U}

Creature - Elemental
{U}: Water Servant gets +1/-1 until end of turn.
{U}: Water Servant gets -1/+1 until end of turn.
"This creature has innate perceptiveness. It knows when to rise and when to vanish into the tides."
—Jestus Dreya, Of Elements and Eternity
3/4
Water Weird

Water Weird {3}{U}

Creature - Elemental Weird
Whenever Water Weird deals combat damage to a player, put a +1/+1 counter on Water Weird if the top card of your library is a nonland card. Otherwise, you may mill a card.
3/4
  • Alchemy Horizons: Baldur's Gate
Water Wings

Water Wings {1}{U}

Instant
Until end of turn, target creature you control has base power and toughness 4/4 and gains flying and hexproof.
Luckily for the plummeting Johann, the hydroloft spell was one he had actually mastered.
  • Wilds of Eldraine
Water Wurm

Water Wurm {U}

Creature - Wurm
Water Wurm gets +0/+1 as long as an opponent controls an Island.
1/1
  • The Dark
Watercourser

Watercourser {2}{U}

Creature - Elemental
{U}: Watercourser gets +1/-1 until end of turn.
"Beware an eddy where there should be none or a stretch that flows too fast or too slow."
—Old Fishbones, Martyne river guide
2/3
Waterfall Aerialist

Waterfall Aerialist {3}{U}

Creature - Djinn Wizard
Flying
Ward {2}
Form and function in perfect unity.
3/1
  • Strixhaven: School of Mages
Waterfront Bouncer

Waterfront Bouncer {1}{U}

Creature - Merfolk Spellshaper
{U}, {T}, Discard a card: Return target creature to its owner's hand.
Closing time comes earlier to some than to others.
1/1
Waterfront District

Waterfront District

Land
Waterfront District enters tapped.
{T}: Add {U} or {B}.
{2}{U}{B}, {T}, Sacrifice Waterfront District: Draw a card.
The bottom of the dark canals is littered with countless corpses and treasures.
  • Streets of New Capenna 259 357
Waterkin Shaman

Waterkin Shaman {1}{U}

Creature - Elemental Shaman
Whenever a creature you control with flying enters, Waterkin Shaman gets +1/+1 until end of turn.
"They come to drink, to bathe, and—I believe—to play."
2/1
Waterknot

Waterknot {1}{U}{U}

Enchantment - Aura
Enchant creature
When Waterknot enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Waterlogged Grove

Waterlogged Grove

Land
{T}, Pay 1 life: Add {G} or {U}.
{1}, {T}, Sacrifice Waterlogged Grove: Draw a card.
Waterlogged Hulk
Watertight Gondola

Waterlogged Hulk {U}

Artifact
{T}: Mill a card.
Craft with Island {3}{U}
Card has other part: Watertight Gondola
  • The Lost Caverns of Ixalan
Waterlogged Teachings
Inundated Archive

Waterlogged Teachings {3}{U/B}

Instant
Search your library for an instant card or a card with flash, reveal it, put it into your hand, then shuffle.
The long-dead librarians are still on hand to recommend selected titles.
Card has other part: Inundated Archive
  • Modern Horizons 3
Watermarket

Watermarket

Land
{T}: Add {C}{C}. Spend this mana only to cast spells with watermarks.
Shopping List
Lamp-hand attachment
X-ray contact lenses
Discount death ray
Two-headed hammer
Kitten-fish
Waterspout Djinn

Waterspout Djinn {2}{U}{U}

Creature - Djinn
Flying
At the beginning of your upkeep, sacrifice Waterspout Djinn unless you return an untapped Island you control to its owner's hand.
"Fly us higher, out of its storm."
—Sisay, captain of the Weatherlight
4/4
Waterspout Elemental

Waterspout Elemental {3}{U}{U}

Creature - Elemental
Kicker {U}
Flying
When Waterspout Elemental enters, if it was kicked, return all other creatures to their owners' hands and you skip your next turn.
3/4
  • Planeshift
Waterspout Warden

Waterspout Warden {2}{U}

Creature - Frog Soldier
Whenever Waterspout Warden attacks, if another creature entered the battlefield under your control this turn, Waterspout Warden gains flying until end of turn.
The escape route of many a birdfolk thief has been less surefire than they'd thought.
3/2
  • Bloomburrow
Waterspout Weavers

Waterspout Weavers {3}{U}{U}

Creature - Merfolk 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 Waterspout Weavers, you may reveal it. If you do, each creature you control gains flying until end of turn.
3/3
  • Morningtide
Watertrap Weaver

Watertrap Weaver {2}{U}

Creature - Merfolk Wizard
When Watertrap Weaver enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
The river is a powerful friend.
2/2
Waterveil Cavern

Waterveil Cavern

Land
{T}: Add {C}.
{T}: Add {U} or {B}. Waterveil Cavern doesn't untap during your next untap step.
  • Champions of Kamigawa
Waterwhirl

Waterwhirl {4}{U}{U}

Instant
Return up to two target creatures to their owners' hands.
"Be as water: untamed and unheld, yet inexorably flowing toward a greater goal."
—Shensu, Riverwheel mystic
  • Khans of Tarkir