17332 cards found
The Valeyard

The Valeyard {2}{U}{B}{R}

Legendary Creature - Time Lord Noble
If an opponent would face a villainous choice, they face that choice an additional time.
While voting, you may vote an additional time.
"The most damning is still to come. And when I have finished, this court will demand your life!"
4/5
The Value Knight

The Value Knight {3}{U}

Legendary Creature - Human Knight
When The Value Knight enters the battlefield, create Syr Acha, a 1/1 legendary red artifact creature Food Knight token with "{2}, {T}, Sacrifice this token: You gain 3 life. Until end of turn, if you would draw a card, draw two cards instead."
Whenever you draw a card, put a +1/+1 counter on The Value Knight.
NAME
1/1
  • Unknown Event
The Vanquisher

The Vanquisher

Hero
Your starting hand size is increased by one.
Your maximum hand size is increased by one.
  • Born of the Gods Hero's Path
The Very Soil Shall Shake

The Very Soil Shall Shake

Ongoing Scheme
Creatures you control get +2/+2 and have trample.
When a creature you control dies, abandon this scheme.
  • Archenemy Schemes
The Wanderer

The Wanderer {3}{W}

Legendary Planeswalker
Prevent all noncombat damage that would be dealt to you and other permanents you control.
[–2]: Exile target creature with power 4 or greater.
Loyalty:
5
The Wandering Emperor

The Wandering Emperor {2}{W}{W}

Legendary Planeswalker
Flash
As long as The Wandering Emperor entered this turn, you may activate her loyalty abilities any time you could cast an instant.
[+1]: Put a +1/+1 counter on up to one target creature. It gains first strike until end of turn.
[–1]: Create a 2/2 white Samurai creature token with vigilance.
[–2]: Exile target tapped creature. You gain 2 life.
Loyalty:
3
The Wandering Rescuer

The Wandering Rescuer {3}{W}{W}

Legendary Creature - Human Samurai Noble
Flash
Convoke
Double strike
Other tapped creatures you control have hexproof.
3/4
  • Duskmourn: House of Horror Promos 41p 41s
  • Duskmourn: House of Horror 41 351 406
The War Doctor

The War Doctor {2}{R}{W}

Legendary Creature - Time Lord Doctor
Whenever one or more other permanents phase out and whenever one or more other cards are put into exile from anywhere, put a time counter on The War Doctor.
Whenever The War Doctor attacks, it deals damage equal to the number of time counters on it to any target. If a creature dealt damage this way would die this turn, exile it instead.
3/5
The War Games

The War Games {2}{W}{W}

Enchantment - Saga
I — Each player creates three tapped 1/1 white Warrior creature tokens. The tokens are goaded for as long as The War Games remains on the battlefield.
II, III — Put a +1/+1 counter on each Warrior creature.
IV — You may exile a nontoken creature you control. When you do, exile all Warriors.
  • Doctor Who 30 635
The War in Heaven

The War in Heaven {3}{B}{B}{B}

Enchantment - Saga
I — You draw three cards and you lose 3 life.
II — Mill three cards.
III — Choose up to three target creature cards with total mana value 8 or less in your graveyard. Return each of them to the battlefield with a necrodermis counter on it. They're artifacts in addition to their other types.
  • Warhammer 40,000 Commander 69 69★
The Warmonger

The Warmonger

Hero
Exile The Warmonger: Creatures you control get +2/+0 and gain haste until end of turn.
  • Born of the Gods Hero's Path
The Warrior

The Warrior

Hero
{T}: Target creature you control gains haste until end of turn.
  • Theros Hero's Path
The Watcher in the Water

The Watcher in the Water {3}{U}{U}

Legendary Creature - Kraken
The Watcher in the Water enters tapped with nine stun counters on it.
Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token.
Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.
9/9
The Water Maro

The Water Maro {1}{W}{U}{G}

Legendary Creature - Elemental
When you cast The Water Maro, create a token that's a copy of it, except the copy isn't legendary.
The Water Maro's power and toughness are each equal to the number of permanents you control that are tokens and/or have the word "Maro" in the name.
DESTROY
*/*
  • Unknown Event
The Wedding of River Song

The Wedding of River Song {2}{W}

Sorcery
Draw two cards, then you may exile a nonland card from your hand with a number of time counters on it equal to its mana value. Then target opponent does the same. Cards exiled this way that don't have suspend gain suspend.
Time travel.
The Western Cloud

The Western Cloud

Plane - Gobakhan
Prevent all damage that would be dealt to creatures and planeswalkers you control.
Whenever chaos ensues, create three tapped Treasure tokens. They each deal 1 damage to each creature and each planeswalker.
  • March of the Machine Commander
The Wilds

The Wilds

Plane - Eldraine
When you planeswalk to The Wilds and at the beginning of your upkeep, create a Food token.
Whenever chaos ensues, target player sacrifices a creature. If they do, you create a Food token. You create two Food tokens instead if the sacrificed creature's toughness was 4 or greater.
  • March of the Machine Commander
The Windy City

The Windy City

Plane - Chicago
When you planeswalk here, at the beginning of your upkeep, or whenever chaos ensues, put a flying counter on target creature you control without flying.
When you planeswalk away, exile all creatures with flying until the beginning of the next end step.
  • Unknown Event
The Wise Sable

The Wise Sable {4}{W}{R}{G}

Legendary Creature - Elder Sable Judge
Judge Call! — When The Wise Sable enters the battlefield, choose one of the following six cards at random: Blood Moon; Enraging Licid; Humility; Life and Limb; Opalescence; Yavimaya, Cradle of Growth. Create a token that's a copy of the chosen card. (One easy way to determine is to roll a D6.)
5/5
  • Unknown Event
The World Spell

The World Spell {5}{G}{G}

Enchantment - Saga
Read ahead
I, II — Look at the top seven cards of your library. You may reveal a non-Saga permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Put up to two non-Saga permanent cards from your hand onto the battlefield.
The World Tree

The World Tree

Land
The World Tree enters tapped.
{T}: Add {G}.
As long as you control six or more lands, lands you control have "{T}: Add one mana of any color."
{W}{W}{U}{U}{B}{B}{R}{R}{G}{G}, {T}, Sacrifice The World Tree: Search your library for any number of God cards, put them onto the battlefield, then shuffle.
The Wretched

The Wretched {3}{B}{B}

Creature - Demon
At end of combat, gain control of all creatures blocking The Wretched for as long as you control The Wretched.
Once I had the strength but no wisdom; now I have the wisdom but no strength.
—Persian proverb
2/5
The Zassacre Zirl

The Zassacre Zirl {5}{B}{B}

Legendary Creature - Human Assassin
When The Zassacre Zirl enters the battlefield, if you cast them, destroy target commander an opponent controls. If its owner has two or more commanders, that card stops being a commander.
When another Commander dies, draw a card.
4/4
  • Unknown Event
The Zephyr Maze

The Zephyr Maze

Plane - Kyneth
Creatures with flying get +2/+0.
Creatures without flying get -2/-0.
Whenever chaos ensues, target creature gains flying until end of turn.
Theater of Horrors

Theater of Horrors {1}{B}{R}

Enchantment
At the beginning of your upkeep, exile the top card of your library.
During your turn, if an opponent lost life this turn, you may play lands and cast spells from among cards exiled with Theater of Horrors.
{3}{R}: Theater of Horrors deals 1 damage to target opponent or planeswalker.