9386 cards found
Wild Mongrel

Wild Mongrel {1}{G}

Creature - Dog
Discard a card: This creature gets +1/+1 and becomes the color of your choice until end of turn.
It teaches you to play dead.
2/2
Wild Nacatl

Wild Nacatl {G}

Creature - Cat Warrior
This creature gets +1/+1 as long as you control a Mountain.
This creature gets +1/+1 as long as you control a Plains.
"The Cloud Nacatl sit and think, a bunch of soft paws. We are the Claws of Marisi, stalking, pouncing, drawing blood."
1/1
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.
Wild Ricochet

Wild Ricochet {2}{R}{R}

Instant
You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.
"May your day never match your expectations."
—Scriptus Fleen, flectomancer
Wild Swing

Wild Swing {3}{R}

Sorcery
Choose three target nonenchantment permanents. Destroy one of them at random.
Though the shaman rarely got what she wanted, she was never disappointed in the result.
Wildblood Pack
Instigator Gang

Wildblood Pack

Creature - Werewolf
(Color indicator: Wildblood Pack is red)
Trample
Attacking creatures you control get +3/+0.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform this creature.
5/5
Card has other part: Instigator Gang
  • Innistrad
Wilderness Elemental

Wilderness Elemental {1}{R}{G}

Creature - Elemental
Trample
Wilderness Elemental's power is equal to the number of nonbasic lands your opponents control.
"Don't be so quick to reclaim the thawing lands. They might have acquired a taste for freedom."
—Taaveti of Kelsinko, elvish hunter
*/3
Wilderness Hypnotist

Wilderness Hypnotist {2}{U}{U}

Creature - Merfolk Wizard
{T}: Target red or green creature gets -2/-0 until end of turn.
"I felt as if I were moving in brackish water, as if I were drowning, even though I knew I stood on dry land."
—Dindun of Kulrath Mine
1/3
  • Eventide
Wildfield Borderpost

Wildfield Borderpost {1}{G}{W}

Artifact
You may pay {1} and return a basic land you control to its owner's hand rather than pay this spell's mana cost.
This artifact enters tapped.
{T}: Add {G} or {W}.
  • Alara Reborn
Wildfire

Wildfire {4}{R}{R}

Sorcery
Each player sacrifices four lands of their choice. Wildfire deals 4 damage to each creature.
Fire is always at the top of the food chain, and it has a big appetite.
Wildfire Cerberus

Wildfire Cerberus {4}{R}

Creature - Dog
{5}{R}{R}: Monstrosity 1.
When this creature becomes monstrous, it deals 2 damage to each opponent and each creature they control.
4/3
  • Journey into Nyx
Wildheart Invoker

Wildheart Invoker {2}{G}{G}

Creature - Elf Shaman
{8}: Target creature gets +5/+5 and gains trample until end of turn.
"Life as we know it dangles on the brink of extinction. We must show the strength they would steal from us."
—The Invokers' Tales
4/3
Wildsize

Wildsize {2}{G}

Instant
Target creature gets +2/+2 and gains trample until end of turn.
Draw a card.
Two times the size, four times the smell.
Wildslayer Elves

Wildslayer Elves {3}{G}

Creature - Elf Warrior
Wither
Some elves battled too long in the deep shadow, their swords dipped too often in tainted flesh and poisoned blood.
3/3
  • Shadowmoor
Wildwood Geist

Wildwood Geist {4}{G}

Creature - Spirit
During your turn, this creature gets +2/+2.
The geists that dwell in the deep forests of Kessig are as untamable as the woods themselves.
3/3
  • Avacyn Restored
Wildwood Rebirth

Wildwood Rebirth {1}{G}

Instant
Return target creature card from your graveyard to your hand.
In Ravnica, there are maladies far more difficult to treat than death.
  • Gatecrash
Will-o'-the-Wisp

Will-o'-the-Wisp {B}

Creature - Spirit
Flying
{B}: Regenerate this creature.
0/1
Willbender

Willbender {1}{U}

Creature - Human Wizard
Morph {1}{U}
When this creature is turned face up, change the target of target spell or ability with a single target.
1/2
Willing

Willing {1}{W}{B}

Instant
Creatures you control gain deathtouch and lifelink until end of turn.
Fuse
Card has other part: Ready
  • Dragon's Maze
Wilt-Leaf Cavaliers

Wilt-Leaf Cavaliers {G/W}{G/W}{G/W}

Creature - Elf Knight
Vigilance
Every elf in Shadowmoor is charged from birth with a terrible duty: to strike back against the ugliness and darkness, even though they are all around and seemingly without end.
3/4
Wilt-Leaf Liege

Wilt-Leaf Liege {1}{G/W}{G/W}{G/W}

Creature - Elf Knight
Other green creatures you control get +1/+1.
Other white creatures you control get +1/+1.
If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard.
4/4
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
Wind Drake

Wind Drake {2}{U}

Creature - Drake
Flying
Air currents whip through the city corridors, creating wind tunnels that accelerate urban drakes toward their prey.
2/2
Wind Zendikon

Wind Zendikon {U}

Enchantment - Aura
Enchant land
Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land.
When enchanted land dies, return that card to its owner's hand.
  • Worldwake
Windborn Muse

Windborn Muse {3}{W}

Creature - Spirit
Flying
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
"Her voice is justice, clear and relentless."
—Akroma, angelic avenger
2/3