16092 cards found
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 Cantor

Wild Cantor {R/G}

Creature - Human Druid
Sacrifice Wild Cantor: Add one mana of any color.
They are the voice of the wild, crying out with nature's fury and bringing forth its primeval might.
1/1
Wild Ceratok

Wild Ceratok {3}{G}

Creature - Rhino
Once part of a wealthy merchant's private zoo, the herd roams feral throughout the Tenth, where it will remain until the guilds can agree to relocate, cull, or befriend it.
4/3
  • Guilds of Ravnica
Wild Colos

Wild Colos {2}{R}

Creature - Goat Beast
Haste
You'll never get a Keldon's goat.
2/2
  • Urza's Destiny
Wild Crocodile

Wild Crocodile {1}{G}

Host Creature - Crocodile
When this creature enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
1/1
Wild Dogs

Wild Dogs {G}

Creature - Dog
At the beginning of your upkeep, if a player has more life than each other player, the player with the most life gains control of Wild Dogs.
Cycling {2}
2/1
Wild Endeavor

Wild Endeavor {4}{G}{G}

Sorcery
Roll two d4 and choose one result. Create a number of 3/3 green Beast creature tokens equal to that result. Then search your library for a number of basic land cards equal to the other result, put them onto the battlefield tapped, then shuffle.
The wilds consume, but they also create.
  • Forgotten Realms Commander 43 312
Wild Griffin

Wild Griffin {2}{W}

Creature - Griffin
Flying
Farmers typically keep their flocks at thirteen sheep—one to distract the griffins while they take the other twelve to market.
2/2
Wild Growth

Wild Growth {G}

Enchantment - Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
"Our researchers noted a sense of euphoria and claimed to hear incomprehensible voices. Extreme measures will need to be taken to cull this organism."
—Strangler vine research notes
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.
Wild Instincts

Wild Instincts {3}{G}

Sorcery
Target creature you control gets +2/+2 until end of turn. It fights target creature an opponent controls.
Nissa had only the space of a heartbeat to react, her instincts steering her blade.
  • Magic Origins
Wild Might

Wild Might {1}{G}

Instant
Target creature gets +1/+1 until end of turn. That creature gets an additional +4/+4 until end of turn unless any player pays {2}.
The hunted can become the fiercest hunters.
  • Prophecy
Wild Mongrel

Wild Mongrel {1}{G}

Creature - Dog
Discard a card: Wild Mongrel 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
Wild Nacatl gets +1/+1 as long as you control a Mountain.
Wild Nacatl 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 Ox

Wild Ox {3}{G}

Creature - Ox
Swampwalk
It has the run of the swamps, and it knows it.
3/3
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 Slash

Wild Slash {R}

Instant
Ferocious — If you control a creature with power 4 or greater, damage can't be prevented this turn.
Wild Slash deals 2 damage to any target.
Never mistake deception for cleverness.
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.
  • Shadowmoor
Wild Wanderer

Wild Wanderer {3}{G}

Creature - Elf Druid
When Wild Wanderer enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
"We all began in nature, and nature is where we belong."
3/2
Wild Wasteland

Wild Wasteland {2}{R}

Enchantment
Skip your draw step.
At the beginning of your upkeep, exile the top two cards of your library. You may play those cards this turn.
Some things in the wasteland are best left unexplained.
Wild Wurm

Wild Wurm {3}{R}

Creature - Wurm
When Wild Wurm enters, flip a coin. If you lose the flip, return Wild Wurm to its owner's hand.
Wurm heads appear
Wild wurm near
Wurm tails you see
Wild wurm flee
5/4
  • Tempest
Wild-Field Scarecrow

Wild-Field Scarecrow {3}

Artifact Creature - Scarecrow
Defender
{2}, Sacrifice Wild-Field Scarecrow: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
1/4
Wild-Magic Sorcerer

Wild-Magic Sorcerer {3}{R}

Creature - Orc Shaman
The first spell you cast from exile each turn has cascade.
4/3