10988 cards found
Welcoming Vampire

Welcoming Vampire {2}{W}

Creature - Vampire
Flying
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
From the moment they arrived, wedding guests were met with a pageant of wealth and excess.
2/3
Well of Discovery

Well of Discovery {6}

Artifact
At the beginning of your end step, if you control no untapped lands, draw a card.
When you have given everything, then you are capable of anything.
—Well inscription
  • Prophecy
Well of Ideas

Well of Ideas {5}{U}

Enchantment
When Well of Ideas enters, draw two cards.
At the beginning of each other player's draw step, that player draws an additional card.
At the beginning of your draw step, draw two additional cards.
Well of Knowledge

Well of Knowledge {3}

Artifact
{2}: Draw a card. Any player may activate this ability but only during their draw step.
  • Weatherlight
Well of Lost Dreams

Well of Lost Dreams {4}

Artifact
Whenever you gain life, you may pay {X}, where X is less than or equal to the amount of life you gained. If you do, draw X cards.
Some say the knowledge lost during the Ritual of Rebuking is returned through the well's waters.
Well-Laid Plans

Well-Laid Plans {2}{U}

Enchantment
Prevent all damage that would be dealt to a creature by another creature if they share a color.
"I knew this day would come," said Urza. Looking at the destruction, Barrin sighed, "You don't have to revel in it."
  • Invasion
Wellspring

Wellspring {1}{G}{W}

Enchantment - Aura
Enchant land
When Wellspring enters, gain control of enchanted land until end of turn.
At the beginning of your upkeep, untap enchanted land. You gain control of that land until end of turn.
  • Mirage
Wellwisher

Wellwisher {1}{G}

Creature - Elf
{T}: You gain 1 life for each Elf on the battlefield.
"Close your ears to the voice of greed, and you can turn a gift for one into a gift for many."
1/1
Werefox Bodyguard

Werefox Bodyguard {1}{W}{W}

Creature - Elf Fox Knight
Flash
When Werefox Bodyguard enters, exile up to one other target non-Fox creature until Werefox Bodyguard leaves the battlefield.
{1}{W}, Sacrifice Werefox Bodyguard: You gain 2 life.
2/2
  • Wilds of Eldraine 39 329
  • Wilds of Eldraine Promos 39p 39s
Werewhat

Werewhat {3}{G}

Creature - Werewolf
Daybound
As Werewhat enters the battlefield, you may exile a creature card from your graveyard or hand. If you do, that card becomes this creature's back face and that back face has nightbound. If you exiled a card from your hand this way, draw a card.
4/3
  • Mystery Booster 2
Werewolf Pack Leader

Werewolf Pack Leader {G}{G}

Creature - Human Werewolf
Pack tactics — Whenever Werewolf Pack Leader attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card.
{3}{G}: Until end of turn, Werewolf Pack Leader has base power and toughness 5/3, gains trample, and isn't a Human.
3/3
Werewolf of Ancient Hunger
Sage of Ancient Lore

Werewolf of Ancient Hunger

Creature - Werewolf
(Color indicator: Werewolf of Ancient Hunger is green)
Vigilance, trample
Werewolf of Ancient Hunger's power and toughness are each equal to the total number of cards in all players' hands.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf of Ancient Hunger.
*/*
Card has other part: Sage of Ancient Lore
Wernog, Rider's Chaplain

Wernog, Rider's Chaplain {W}{B}

Legendary Creature - Human
When Wernog, Rider's Chaplain enters or leaves the battlefield, each opponent may investigate. Each opponent who doesn't loses 1 life. You investigate X times, where X is one plus the number of opponents who investigated this way.
Friends forever
1/2
Western Paladin

Western Paladin {2}{B}{B}

Creature - Phyrexian Zombie Knight
{B}{B}, {T}: Destroy target white creature.
"Expect nothing but scorn, flattery, and lies. And never turn your back on him."
—Northern paladin
3/3
Westgate Regent

Westgate Regent {3}{B}{B}

Creature - Vampire
Flying
Ward—Discard a card.
Whenever Westgate Regent deals combat damage to a player, put that many +1/+1 counters on it.
4/4
  • Adventures in the Forgotten Realms Promos 126a 126p 126s
  • Adventures in the Forgotten Realms 126 315
Westvale Abbey
Ormendahl, Profane Prince

Westvale Abbey

Land
{T}: Add {C}.
{5}, {T}, Pay 1 life: Create a 1/1 white and black Human Cleric creature token.
{5}, {T}, Sacrifice five creatures: Transform Westvale Abbey, then untap it.
Card has other part: Ormendahl, Profane Prince
Westvale Cult Leader
Hanweir Militia Captain

Westvale Cult Leader

Creature - Human Cleric
(Color indicator: Westvale Cult Leader is white)
Westvale Cult Leader's power and toughness are each equal to the number of creatures you control.
At the beginning of your end step, create a 1/1 white and black Human Cleric creature token.
*/*
Card has other part: Hanweir Militia Captain
Whammy Burn

Whammy Burn {R}

Instant
Shuffle your whammy deck, then reveal cards from the top of your whammy deck until you reveal an Island or choose to stop. Then, if no Islands were revealed this way, Whammy Burn deals X damage to any target, where X is the number of cards revealed. (A whammy deck consists of a Plains, Island, Swamp, Mountain, and Forest.)
Wharf Infiltrator

Wharf Infiltrator {1}{U}

Creature - Human Horror
Skulk
Whenever Wharf Infiltrator deals combat damage to a player, you may draw a card. If you do, discard a card.
Whenever you discard a creature card, you may pay {2}. If you do, create a 3/2 colorless Eldrazi Horror creature token.
1/1
What

What {2}{R}

Instant
Destroy target artifact.
Card has other parts: Who When Where Why
What Must Be Done

What Must Be Done {3}{W}{W}

Sorcery
Choose one —
• Let the World Burn — Destroy all artifacts and creatures.
• Release Juno — Return target historic permanent card from your graveyard to the battlefield. It enters with two additional +1/+1 counters on it if it's a creature.
Wheel and Deal

Wheel and Deal {3}{U}

Instant
Any number of target opponents each discard their hands, then draw seven cards.
Draw a card.
Wheel of Fate

Wheel of Fate

Sorcery
(Color indicator: Wheel of Fate is red)
Suspend 4—{1}{R}
Each player discards their hand, then draws seven cards.
Wheel of Fortune

Wheel of Fortune {2}{R}

Sorcery
Each player discards their hand, then draws seven cards.
Wheel of Misfortune

Wheel of Misfortune {2}{R}

Sorcery
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.