425 cards found
Vent Sentinel

Vent Sentinel {3}{R}

Creature - Elemental
Defender
{1}{R}, {T}: This creature deals damage to target player or planeswalker equal to the number of creatures you control with defender.
"Zendikar fortifies itself against the Great Threat, making sentries of sky, sea, and stone."
—The War Diaries
2/4
Vertigo Spawn

Vertigo Spawn {1}{U}

Creature - Illusion
Defender
Whenever this creature blocks a creature, tap that creature. That creature doesn't untap during its controller's next untap step.
0/3
Victimize

Victimize {2}{B}

Sorcery
Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.
"Die. But die knowing that your pathetic life will yield a great bounty for me."
—Zul Ashur, lich lord
Volatile Chimera

Volatile Chimera {2}{R}

Creature - Elemental Chimera
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile three or more creature cards you drafted that aren't in your deck.
{1}{R}: Choose a card at random you exiled with cards named Volatile Chimera. This creature becomes a copy of that card, except it has this ability.
3/2
  • Conspiracy: Take the Crown
Volcanic Fallout

Volcanic Fallout {1}{R}{R}

Instant
This spell can't be countered.
Volcanic Fallout deals 2 damage to each creature and each player.
"How can we outrun the sky?"
—Hadran, sunseeder of Naya
Related card: Kayla's Kindling
Vow of Duty

Vow of Duty {2}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2, has vigilance, and can't attack you or planeswalkers you control.
"I prefer loyalty to be a matter of respect, not of magic. But one does what one must."
—Kaalia of the Vast
Voyaging Satyr

Voyaging Satyr {1}{G}

Creature - Satyr Druid
{T}: Untap target land.
"None can own the land's bounty. The gods made this world for all to share its riches. And I'm not just saying that because you caught me stealing your fruit."
1/2
Wakedancer

Wakedancer {2}{B}

Creature - Human Shaman
Morbid — When this creature enters, if a creature died this turn, create a 2/2 black Zombie creature token.
Hers is an ancient form of necromancy, steeped in shamanic trance and ritual that few skaberen or ghoulcallers comprehend.
2/2
Wakestone Gargoyle

Wakestone Gargoyle {3}{W}

Creature - Gargoyle
Defender, flying
{1}{W}: Creatures you control with defender can attack this turn as though they didn't have defender.
Its pulsating cry shatters bonds of iron, granite, and servitude.
3/4
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.
Weight Advantage

Weight Advantage

Conspiracy
Each creature you control assigns combat damage equal to its toughness rather than its power.
When immovable object turns to unstoppable force, it's best to just get out of the way.
  • Conspiracy: Take the Crown
Whispergear Sneak

Whispergear Sneak {1}

Artifact Creature - Construct
Draft this card face up.
During the draft, you may turn this card face down. If you do, look at any unopened booster pack in the draft or any booster pack not being looked at by another player.
Spy for today. Plan for tomorrow.
1/1
  • Conspiracy
Wild Griffin

Wild Griffin {2}{W}

Creature - Griffin
Flying
Farmers typically keep their flocks at thirteen sheep—one to distract the griffins while they take the other twelve to market.
2/2
Wild Pair

Wild Pair {4}{G}{G}

Enchantment
Whenever a creature enters, if you cast it from your hand, you may search your library for a creature card with the same total power and toughness, put it onto the battlefield, then shuffle.
Wind Dancer

Wind Dancer {1}{U}

Creature - Faerie
Flying
{T}: Target creature gains flying until end of turn.
"Take my hand and dance to the music of the winds."
1/1
Windborne Charge

Windborne Charge {2}{W}{W}

Sorcery
Two target creatures you control each get +2/+2 and gain flying until end of turn.
The merfolk call the sky goddess Emeria. The kor call her Kamsa. The two races agree on little except that she offers many blessings to the faithful.
Wings of the Guard

Wings of the Guard {1}{W}

Creature - Bird
Flying
Melee
Within the city walls, Adriana's falcons hunt vermin of all kinds.
1/1
  • Conspiracy: Take the Crown
Wolfbriar Elemental

Wolfbriar Elemental {2}{G}{G}

Creature - Elemental
Multikicker {G}
When this creature enters, create a 2/2 green Wolf creature token for each time it was kicked.
4/4
Wood Sage

Wood Sage {G}{U}

Creature - Human Druid
{T}: Choose a creature card name. Reveal the top four cards of your library and put all of them with that name into your hand. Put the rest into your graveyard.
1/1
Woodvine Elemental

Woodvine Elemental {4}{G}{W}

Creature - Elemental
Trample
Parley — Whenever this creature attacks, each player reveals the top card of their library. For each nonland card revealed this way, attacking creatures you control get +1/+1 until end of turn. Then each player draws a card.
4/4
  • Conspiracy
Worldknit

Worldknit

Conspiracy
As long as every card in your card pool started the game in your library or in the command zone, lands you control have "{T}: Add one mana of any color."
  • Conspiracy
Wrap in Flames

Wrap in Flames {3}{R}

Sorcery
Wrap in Flames deals 1 damage to each of up to three target creatures. Those creatures can't block this turn.
"Our pyromancer's flames may not have killed them, but they bought us the time we needed."
—The War Diaries
Wrap in Vigor

Wrap in Vigor {1}{G}

Instant
Regenerate each creature you control.
Some nature mages unknowingly took advantage of the temporal energies still swirling on Dominaria. What they mistook for healing magic was in fact the manipulation of time.
Zealous Strike

Zealous Strike {1}{W}

Instant
Target creature gets +2/+2 and gains first strike until end of turn.
"Cower, fiend. The night is yours no longer."
Zombie Goliath

Zombie Goliath {4}{B}

Creature - Zombie Giant
"Removing the encumbrance of useless brain tissue grants several advantages: a slight increase in mobility, a response of revulsion and horror from the enemy, and, in the case of large specimens, room for passengers."
—Zul Ashur, lich lord
4/3