17332 cards found
Wall of Shadows

Wall of Shadows {1}{B}{B}

Creature - Wall
Defender
Prevent all damage that would be dealt to Wall of Shadows by creatures it's blocking.
Wall of Shadows can't be the target of spells that can target only Walls or of abilities that can target only Walls.
0/1
Wall of Shards

Wall of Shards {1}{W}

Snow Creature - Wall
Defender, flying
Cumulative upkeep—An opponent gains 1 life.
1/8
Wall of Shields

Wall of Shields {3}

Artifact Creature - Wall
Defender
Banding
"It's the pokey bits that hurt the most."
—Ib Halfheart, Goblin Tactician
0/4
  • Ice Age
Wall of Spears

Wall of Spears {3}

Artifact Creature - Wall
Defender
First strike
Even the most conservative generals revised their tactics after the Battle of Sarinth, during which a handful of peasant-pikemen held off a trio of rampaging craw wurms.
2/3
Related card: Golgothian Sylex
Wall of Stone

Wall of Stone {1}{R}{R}

Creature - Wall
Defender
The ground itself lends its strength to these walls of living stone, which possess the stability of ancient mountains. These mighty bulwarks thwart ground-based troops, providing welcome relief for weary warriors who defend the land.
0/8
Wall of Swords

Wall of Swords {3}{W}

Creature - Wall
Defender
Flying
Sharper than wind, lighter than air.
3/5
Wall of Tears

Wall of Tears {1}{U}

Creature - Wall
Defender
Whenever Wall of Tears blocks a creature, return that creature to its owner's hand at end of combat.
"Many have been lost to pity."
—Karn, silver golem
0/4
Wall of Tombstones

Wall of Tombstones {1}{B}

Creature - Wall
Defender
At the beginning of your upkeep, change Wall of Tombstones's base toughness to 1 plus the number of creature cards in your graveyard.
0/1
  • Legends
Wall of Vapor

Wall of Vapor {3}{U}

Creature - Wall
Defender
Prevent all damage that would be dealt to Wall of Vapor by creatures it's blocking.
"Walls of a castle are made out of stone,/ Walls of a house out of bricks or of wood./ My walls are made out of magic alone,/ Stronger than any that ever have stood."
—Chrysoberyl Earthsdaughter, Incantations
0/1
Wall of Vines

Wall of Vines {G}

Creature - Plant Wall
Defender
Reach
Like all jungle plants, the vines must fight and claw for sunlight. Once their place is secured, they grow strong, sharp, and impenetrable.
0/3
Wall of Water

Wall of Water {1}{U}{U}

Creature - Wall
Defender
{U}: Wall of Water gets +1/+0 until end of turn.
A deafening roar arose as the fury of an enormous vertical river supplanted our serenity. Eddies turned into whirling geysers, leveling everything in their path.
0/5
Wall of Wonder

Wall of Wonder {2}{U}{U}

Creature - Wall
Defender
{2}{U}{U}: Wall of Wonder gets +4/-4 until end of turn and can attack this turn as though it didn't have defender.
So confusing is the Wall's appearance that few of its victims even see it move.
1/5
Wall of Wood

Wall of Wood {G}

Creature - Wall
Defender
Everybody knows that to ward off trouble, you knock on wood. But usually it's better to make a wall out of the wood and let trouble do the knocking.
0/3
Waltz of Rage

Waltz of Rage {3}{R}{R}

Sorcery
Target creature you control deals damage equal to its power to each other creature. Until end of turn, whenever a creature you control dies, exile the top card of your library. You may play it until the end of your next turn.
The melody was all in her head, but she'd always preferred to dance alone.
  • Duskmourn: House of Horror Promos 165p 165s
  • Duskmourn: House of Horror 165 318
Wand of Denial

Wand of Denial {2}

Artifact
{T}: Look at the top card of target player's library. If it's a nonland card, you may pay 2 life. If you do, put it into that player's graveyard.
You'll never miss what you never had.
Wand of Ith

Wand of Ith {4}

Artifact
{3}, {T}: Target player reveals a card at random from their hand. If it's a land card, that player discards it unless they pay 1 life. If it isn't a land card, the player discards it unless they pay life equal to its mana value. Activate only during your turn.
  • The Dark
Wand of Orcus

Wand of Orcus {2}{B}

Legendary Artifact - Equipment
Whenever equipped creature attacks or blocks, it and Zombies you control gain deathtouch until end of turn.
Whenever equipped creature deals combat damage to a player, create that many 2/2 black Zombie creature tokens.
Equip {3}
Wand of Wonder

Wand of Wonder {3}{R}

Artifact
{4}, {T}: Roll a d20. Each opponent exiles cards from the top of their library until they exile an instant or sorcery card, then shuffles the rest into their library. You may cast up to X instant and/or sorcery spells from among cards exiled this way without paying their mana costs.
1—9 | X is one.
10—19 | X is two.
20 | X is three.
  • Battle for Baldur's Gate Promos
  • Commander Legends: Battle for Baldur's Gate 204 584 935
Wander in Death

Wander in Death {2}{B}

Sorcery
Return up to two target creature cards from your graveyard to your hand.
Cycling {2}
Forever restless. Forever growing in number.
Wanderer's Strike

Wanderer's Strike {4}{W}

Sorcery
Exile target creature, then proliferate.
"Precise, clean cuts. No one saw anything. Again. Tag the report with my code and file it."
—Lavinia
Wandering Archaic
Explore the Vastlands

Wandering Archaic {5}

Creature - Avatar
Whenever an opponent casts an instant or sorcery spell, they may pay {2}. If they don't, you may copy that spell. You may choose new targets for the copy.
"Fly the path of nine birds."
4/4
Card has other part: Explore the Vastlands
Wandering Champion

Wandering Champion {1}{W}

Creature - Human Monk
Whenever Wandering Champion deals combat damage to a player, if you control a blue or red permanent, you may discard a card. If you do, draw a card.
"Learn from your enemies, but do not tolerate them."
3/1
Wandering Fumarole

Wandering Fumarole

Land
Wandering Fumarole enters tapped.
{T}: Add {U} or {R}.
{2}{U}{R}: Until end of turn, Wandering Fumarole becomes a 1/4 blue and red Elemental creature with "{0}: Switch this creature's power and toughness until end of turn." It's still a land.
Wandering Mage

Wandering Mage {W}{U}{B}

Creature - Human Cleric Wizard
{W}, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn.
{U}: Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn.
{B}, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player or planeswalker this turn.
0/3
Wandering Treefolk

Wandering Treefolk {1}{G}

Creature - Treefolk
Vigilance
Domain{7}{G}: Seek a creature card. This ability costs {1} less to activate for each basic land type among lands you control.
2/3
  • Alchemy: Dominaria