1144 cards found
Wakedancer

Wakedancer {2}{B}

Creature - Human Shaman
Morbid — When Wakedancer enters the battlefield, 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
Walking Corpse

Walking Corpse {1}{B}

Creature - Zombie
"Feeding a normal army is a problem of logistics. With zombies, it is an asset. Feeding is why they fight. Feeding is why they are feared."
—Jadar, ghoulcaller of Nephalia
2/2
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
Wandering Wolf

Wandering Wolf {1}{G}

Creature - Wolf
Creatures with power less than Wandering Wolf's power can't block it.
Humans still feared wolves, though no connection between them and the curse of lycanthropy had ever been proved.
2/1
War Falcon

War Falcon {W}

Creature - Bird
Flying
War Falcon can't attack unless you control a Knight or a Soldier.
The falcon is the picture of nobility, maintaining a regal bearing even as it conducts the bloody business of war.
2/1
  • Magic 2013
War Priest of Thune

War Priest of Thune {1}{W}

Creature - Human Cleric
When War Priest of Thune enters the battlefield, you may destroy target enchantment.
"The sacred might of Thune thunders in my soul."
2/2
Warclamp Mastiff

Warclamp Mastiff {W}

Creature - Hound
First strike
"One bite from that dog will send you to the healer's tent for days."
—Watchmaster Finn of An Karras
1/1
  • Magic 2013
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
Watercourser

Watercourser {2}{U}

Creature - Elemental
{U}: Watercourser gets +1/-1 until end of turn.
"Beware an eddy where there should be none or a stretch that flows too fast or too slow."
—Old Fishbones, Martyne river guide
2/3
Wayfaring Temple

Wayfaring Temple {1}{G}{W}

Creature - Elemental
Wayfaring Temple's power and toughness are each equal to the number of creatures you control.
Whenever Wayfaring Temple deals combat damage to a player, populate.
*/*
Welkin Tern

Welkin Tern {1}{U}

Creature - Bird
Flying
Welkin Tern can block only creatures with flying.
"It preys on other birds. And drakelings. And drakes. Pretty much anything that crosses its flight path is fair game."
—Amira, skycaptain of Thune
2/1
Werewolf Ransacker
Afflicted Deserter

Werewolf Ransacker

Creature - Werewolf
(Color indicator: Werewolf Ransacker is red)
Whenever this creature transforms into Werewolf Ransacker, you may destroy target artifact. If that artifact is put into a graveyard this way, Werewolf Ransacker deals 3 damage to that artifact's controller.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Werewolf Ransacker.
5/4
Card has other part: Afflicted Deserter
  • Dark Ascension
Wild Beastmaster

Wild Beastmaster {2}{G}

Creature - Human Shaman
Whenever Wild Beastmaster attacks, each other creature you control gets +X/+X until end of turn, where X is Wild Beastmaster's power.
"When they covered the world in city, all they did was give themselves nowhere to run."
1/1
Wild Defiance

Wild Defiance {2}{G}

Enchantment
Whenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn.
"When civilization reaches out its greedy hand, take it off at the wrist."
—Garruk Wildspeaker
  • Avacyn Restored
Wild Guess

Wild Guess {R}{R}

Sorcery
As an additional cost to cast this spell, discard a card.
Draw two cards.
No guts, no glory.
Wild Hunger

Wild Hunger {2}{G}

Instant
Target creature gets +3/+1 and gains trample until end of turn.
Flashback {3}{R}
Otto the Hunter was filled with many grand ambitions. The snake was filled only with Otto.
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 Wildblood Pack.
5/5
Card has other part: Instigator Gang
  • Innistrad
Wildwood Geist

Wildwood Geist {4}{G}

Creature - Spirit
Wildwood Geist gets +2/+2 as long as it's your turn.
The geists that dwell in the deep forests of Kessig are as untamable as the woods themselves.
3/3
  • Avacyn Restored
Wind Drake

Wind Drake {2}{U}

Creature - Drake
Flying
A smaller cousin to the dragon, drakes are often seen at the side of powerful wizards who use them as airborne eyes and ears.
2/2
Wingcrafter

Wingcrafter {U}

Creature - Human Wizard
Soulbond
As long as Wingcrafter is paired with another creature, both creatures have flying.
1/1
Wit's End

Wit's End {5}{B}{B}

Sorcery
Target player discards their hand.
"Your pathetic ideas lie in shambles, Planeswalker. Where is your arrogant pride now?"
—Nicol Bolas
Witchbane Orb

Witchbane Orb {4}

Artifact
When Witchbane Orb enters the battlefield, destroy all Curses attached to you.
You have hexproof.
  • Innistrad
Withengar Unbound
Elbrus, the Binding Blade

Withengar Unbound

Legendary Creature - Demon
(Color indicator: Withengar Unbound is black)
Flying, intimidate, trample
Whenever a player loses the game, put thirteen +1/+1 counters on Withengar Unbound.
There are not enough lives on Innistrad to satisfy his thirst for retribution.
13/13
Card has other part: Elbrus, the Binding Blade
Wolfbitten Captive
Krallenhorde Killer

Wolfbitten Captive {G}

Creature - Human Werewolf
{1}{G}: Wolfbitten Captive gets +2/+2 until end of turn. Activate this ability only once each turn.
At the beginning of each upkeep, if no spells were cast last turn, transform Wolfbitten Captive.
1/1
Card has other part: Krallenhorde Killer
  • Dark Ascension
Wolfhunter's Quiver

Wolfhunter's Quiver {1}

Artifact - Equipment
Equipped creature has "{T}: This creature deals 1 damage to any target" and "{T}: This creature deals 3 damage to target Werewolf creature."
Equip {5}
"Steel in the heart, silver in the bow."
—Wolfhunter's creed
  • Dark Ascension