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4161 cards found
Walking Bulwark

Walking Bulwark {1}

Artifact Creature - Golem
Defender
{2}: Until end of turn, target creature with defender gains haste, can attack as though it didn't have defender, and assigns combat damage equal to its toughness rather than its power. Activate only as a sorcery.
0/3
  • Dominaria United
Walking Skyscraper

Walking Skyscraper {8}

Artifact Creature - Construct
This spell costs {1} less to cast for each modified creature you control.
Trample
Walking Skyscraper has hexproof as long as it's untapped.
8/8
  • Kamigawa: Neon Dynasty
Walking Wall

Walking Wall {4}

Artifact Creature - Wall
Defender
{3}: Walking Wall gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Activate only once each turn.
"The fortress is not what it seems."
—Arcum Dagsson, Soldevi Machinist
0/6
Wall of Forgotten Pharaohs

Wall of Forgotten Pharaohs {2}

Artifact Creature - Wall
Defender
{T}: Wall of Forgotten Pharaohs deals 1 damage to target player or planeswalker. Activate only if you control a Desert or there is a Desert card in your graveyard.
0/4
Wall of Junk

Wall of Junk {2}

Artifact Creature - Wall
Defender
When Wall of Junk blocks, return it to its owner's hand at end of combat.
Urza saw the wall and realized that even if he tore every Phyrexian to pieces, they would still resist him.
0/7
Wall of Shields

Wall of Shields {3}

Artifact Creature - Wall
Defender
Banding
"It's the pokey bits that hurt the most."
—Ib Halfheart, Goblin Tactician
0/4
  • Ice Age
Wall of Spears

Wall of Spears {3}

Artifact Creature - Wall
Defender
First strike
"A stick is your friend. A pointed stick is your good friend. An army of pointed sticks is your best friend."
—Onean sergeant
2/3
Related card: Golgothian Sylex
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
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 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 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
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
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 Fumarole

Wandering Fumarole

Land
Wandering Fumarole enters the battlefield 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.
Wanderwine Hub

Wanderwine Hub

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

War Barge {4}

Artifact
{3}: Target creature gains islandwalk until end of turn. When War Barge leaves the battlefield this turn, destroy that creature. A creature destroyed this way can't be regenerated.
War Chariot

War Chariot {3}

Artifact
{3}, {T}: Target creature gains trample until end of turn.
"I wouldn't advise using it with a Woolly Mammoth, but it's quite appropriate for many other beasts."
—Arcum Dagsson, Soldevi Machinist
  • Ice Age
War Horn

War Horn {3}

Artifact
Attacking creatures you control get +1/+0.
The reverberations course through the warriors' veins, beat with their hearts, and pound with their footfalls as they charge into battle.
  • Magic Origins
War Room

War Room

Land
{T}: Add {C}.
{3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
A speech to stir the Brothers of Steel, a speech to bring the Enclave to heel, a speech to rouse a robotic ideal.
Ward of Bones

Ward of Bones {6}

Artifact
Each opponent who controls more creatures than you can't cast creature spells. The same is true for artifacts and enchantments.
Each opponent who controls more lands than you can't play lands.
Mages dare not attempt magic in its grotesque presence.
  • Eventide
Warden of Geometries

Warden of Geometries {4}

Creature - Eldrazi Drone
Vigilance
{T}: Add {C}.
The wastelands disorient even the most experienced scouts, making them easy prey for Kozilek's drones.
2/3
Warden of the Wall

Warden of the Wall {3}

Artifact
Warden of the Wall enters the battlefield tapped.
{T}: Add {C}.
As long as it's not your turn, Warden of the Wall is a 2/3 Gargoyle artifact creature with flying.
  • Dark Ascension
Warlord's Axe

Warlord's Axe {3}

Artifact - Equipment
Equipped creature gets +3/+1.
Equip {4}
To split wood with it would be sacrilege. This tool has but one purpose, and that is war.
  • Magic 2011
Warmonger's Chariot

Warmonger's Chariot {2}

Artifact - Equipment
Equipped creature gets +2/+2.
As long as equipped creature has defender, it can attack as though it didn't have defender.
Equip {3}
The best defense is a good offense.