15093 cards found
Wormfang Turtle

Wormfang Turtle {2}{U}

Creature - Nightmare Turtle Beast
When Wormfang Turtle enters, exile a land you control.
When Wormfang Turtle leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Chainer's admirers keep his dreams alive.
2/4
  • Judgment
Wormwood Dryad

Wormwood Dryad {2}{G}

Creature - Dryad
{G}: Wormwood Dryad gains forestwalk until end of turn and deals 1 damage to you.
{B}: Wormwood Dryad gains swampwalk until end of turn and deals 1 damage to you.
3/1
  • Time Spiral
Wormwood Treefolk

Wormwood Treefolk {3}{G}{G}

Creature - Treefolk
{G}{G}: Wormwood Treefolk gains forestwalk until end of turn and deals 2 damage to you.
{B}{B}: Wormwood Treefolk gains swampwalk until end of turn and deals 2 damage to you.
4/4
Worship

Worship {3}{W}

Enchantment
If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.
"Believe in the ideal, not the idol."
—Serra
Worst Fears

Worst Fears {7}{B}

Sorcery
You control target player during that player's next turn. Exile Worst Fears.
Elspeth feared that her trespass into Nyx would not go unanswered.
Wort, Boggart Auntie

Wort, Boggart Auntie {2}{B}{R}

Legendary Creature - Goblin Shaman
Fear
At the beginning of your upkeep, you may return target Goblin card from your graveyard to your hand.
Auntie always knows which berries to lick, which kithkin to trick, and what to do when either goes wrong.
3/3
  • Lorwyn
Wort, the Raidmother

Wort, the Raidmother {4}{R/G}{R/G}

Legendary Creature - Goblin Shaman
When Wort, the Raidmother enters, create two 1/1 red and green Goblin Warrior creature tokens.
Each red or green instant or sorcery spell you cast has conspire.
3/3
Worthy Knight

Worthy Knight {1}{W}

Creature - Human Knight
Whenever you cast a Knight spell, create a 1/1 white Human creature token.
Every Ardenvale aspirant must step through the flame. Their honor determines whether they burn or shine.
2/2
Wound Reflection

Wound Reflection {5}{B}

Enchantment
At the beginning of each end step, each opponent loses life equal to the life they lost this turn.
The mission of the Nighthearth, Illulia's cult of murderous cinders, is to intensify every pain suffered in Shadowmoor.
Wrack with Madness

Wrack with Madness {3}{R}

Sorcery
Target creature deals damage to itself equal to its power.
The skathul, spirits consumed by revenge, fester and seethe while looking for weak minds to assault.
  • Dark Ascension
Wrangle

Wrangle {1}{R}

Sorcery
Gain control of target creature with power 4 or less until end of turn. Untap that creature. It gains haste until end of turn.
Gremlins are loyal to nothing but their next meal.
Wrangler of the Damned

Wrangler of the Damned {3}{W}{U}

Creature - Human Soldier
Flash
At the beginning of your end step, if you haven't cast a spell from your hand this turn, create a 2/2 white Spirit creature token with flying.
"Unfinished business goes both ways, pal."
1/4
  • Outlaws of Thunder Junction
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.
Bright flames quell the darkest nightmares.
Wrath of God

Wrath of God {2}{W}{W}

Sorcery
Destroy all creatures. They can't be regenerated.
Related card: Damnation
Wreak Havoc

Wreak Havoc {2}{R}{G}

Sorcery
This spell can't be countered.
Destroy target artifact or land.
"Crush them!"
—Borborygmos
  • Guildpact
Wreath of Geists

Wreath of Geists {G}

Enchantment - Aura
Enchant creature
Enchanted creature gets +X/+X, where X is the number of creature cards in your graveyard.
Before you travel the woods of Kessig, first get permission from those who died trying.
  • Innistrad
Wrecking Ball

Wrecking Ball {2}{B}{R}

Instant
Destroy target creature or land.
Rakdos festivals almost leave enough rubble in their wake to hide the bodies.
Wrecking Crew

Wrecking Crew {4}{R}

Creature - Human Warrior
Reach
Trample
They built the neighborhood. They know its weak points. They know all the hiding places. When they come for you, they'll find you and bring the roof down on your head.
4/5
Wrecking Ogre

Wrecking Ogre {4}{R}

Creature - Ogre Warrior
Double strike
Bloodrush{3}{R}{R}, Discard Wrecking Ogre: Target attacking creature gets +3/+3 and gains double strike until end of turn.
If no opponent can be found, ogres of the Bolrac Clan will often pick fights with buildings.
3/3
  • Gatecrash
Wren's Run Packmaster

Wren's Run Packmaster {3}{G}

Creature - Elf Warrior
Champion an Elf
{2}{G}: Create a 2/2 green Wolf creature token.
Wolves you control have deathtouch.
5/5
Wrench

Wrench {W}

Artifact - Clue Equipment
Equipped creature gets +1/+1 and has vigilance and "{3}, {T}: Tap target creature."
{2}, Sacrifice Wrench: Draw a card.
Equip {2}
Wretched Anurid

Wretched Anurid {1}{B}

Creature - Zombie Frog Beast
Whenever another creature enters, you lose 1 life.
The only prince inside this frog is the one it ate.
3/3
Wretched Banquet

Wretched Banquet {B}

Sorcery
Destroy target creature if it has the least power or is tied for least power among creatures on the battlefield.
"The meek inherit nothing."
—Sedris, the Traitor King
  • Conflux
Wretched Camel

Wretched Camel {1}{B}

Creature - Zombie Camel
When Wretched Camel dies, if you control a Desert or there is a Desert card in your graveyard, target player discards a card.
Perfectly adapted to cross the wastes in life, they bring the wastes with them in death.
2/1
  • Hour of Devastation
Wretched Gryff

Wretched Gryff {7}

Creature - Eldrazi Hippogriff
Emerge {5}{U}
When you cast this spell, draw a card.
Flying
3/4