646 cards found
Wall of Fire

Wall of Fire {1}{R}{R}

Creature - Wall
Defender
{R}: Wall of Fire gets +1/+0 until end of turn.
Mercy is for those who keep their distance.
0/5
Wall of Heat

Wall of Heat {2}{R}

Creature - Wall
Defender
At a distance, we mistook the sound for a waterfall . . .
2/6
Wall of Ice

Wall of Ice {2}{G}

Creature - Wall
Defender
"And through the drifts the snowy cliffs
Did send a dismal sheen:
Nor shapes of men nor beasts we ken—
The ice was all between."
—Samuel Coleridge, "The Rime of the Ancient Mariner"
0/7
Wall of Light

Wall of Light {2}{W}

Creature - Wall
Defender
Protection from black
As many attackers were dazzled by the wall's beauty as were halted by its force.
1/5
Wall of Opposition

Wall of Opposition {3}{R}{R}

Creature - Wall
Defender
{1}: Wall of Opposition gets +1/+0 until end of turn.
Like so many obstacles in life, the Wall of Opposition is but an illusion, held fast by the focus and belief of the one who creates it.
0/6
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 Stone

Wall of Stone {1}{R}{R}

Creature - Wall
Defender
The ground itself lends its strength to these walls of living stone, which possess the stability of ancient mountains. These mighty bulwarks thwart ground-based troops, providing welcome relief for weary warriors who defend the land.
0/8
Wall of Swords

Wall of Swords {3}{W}

Creature - Wall
Defender
Flying
"When I said we needed more swords to protect the realm, this was not quite what I had in mind."
—Olander, tactician of the Northern Verge
3/5
Wall of Tombstones

Wall of Tombstones {1}{B}

Creature - Wall
Defender
At the beginning of your upkeep, change Wall of Tombstones's base toughness to 1 plus the number of creature cards in your graveyard.
0/1
  • Legends
Wall of Water

Wall of Water {1}{U}{U}

Creature - Wall
Defender
{U}: Wall of Water gets +1/+0 until end of turn.
A deafening roar arose as the fury of an enormous vertical river supplanted our serenity. Eddies turned into whirling geysers, leveling everything in their path.
0/5
Wall of Wonder

Wall of Wonder {2}{U}{U}

Creature - Wall
Defender
{2}{U}{U}: Wall of Wonder gets +4/-4 until end of turn and can attack this turn as though it didn't have defender.
They wondered at the size of it. It wondered which to eat first.
1/5
Wall of Wood

Wall of Wood {G}

Creature - Wall
Defender
Orcish lumberjacks spent the night sharpening their blades and resting for a day of labor. They awoke to find that the forest had been making its own preparations.
0/3
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
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 Elephant

War Elephant {3}{W}

Creature - Elephant
Trample; banding
"When elephants fight it is the grass that suffers."
—Kikuyu Proverb
2/2
Related card: City in a Bottle
War Mammoth

War Mammoth {3}{G}

Creature - Elephant
Trample
I didn't think mammoths could ever hold a candle to a well-trained battle horse. Then one day I turned my back on a drunken soldier. His blow never landed; Mi'cha flung the brute over ten meters.
3/3
Warp Artifact

Warp Artifact {B}{B}

Enchantment - Aura
Enchant artifact
At the beginning of the upkeep of enchanted artifact's controller, Warp Artifact deals 1 damage to that player.
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 Wurm

Water Wurm {U}

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

Weakness {B}

Enchantment - Aura
Enchant creature
Enchanted creature gets -2/-1.
"For strength to have any meaning, there must also be . . . you."
Weakstone

Weakstone {4}

Artifact
Attacking creatures get -1/-0.
During the brothers' childhood, Tocasia took them to explore the sacred cave of Koilos. There, in the Hall of Tagsin, Mishra discovered the mysterious weakstone.
Related card: Golgothian Sylex
Web

Web {G}

Enchantment - Aura
Enchant creature
Enchanted creature gets +0/+2 and has reach.
Wheel of Fortune

Wheel of Fortune {2}{R}

Sorcery
Each player discards their hand, then draws seven cards.
Whimsy

Whimsy {X}{U}{U}

Sorcery
Play X random fast effects.
  • Astral Cards
Whirling Dervish

Whirling Dervish {G}{G}

Creature - Human Monk
Protection from black
At the beginning of each end step, if Whirling Dervish dealt damage to an opponent this turn, put a +1/+1 counter on it.
Amid this whirling hurricane of blades, there is no calm eye in which the hapless can find shelter.
1/1
Related card: Dunerider Outlaw