17370 cards found
Wind Sail

Wind Sail {1}{U}

Sorcery
One or two target creatures gain flying until end of turn.
It pays to be at home both on the sea and in the sky.
Wind Spirit

Wind Spirit {4}{U}

Creature - Elemental Spirit
Flying
Menace
" . . . When the trees bow down their heads, The wind is passing by."
—Christina Rossetti,
"Who Has Seen the Wind?"
3/2
Wind Strider

Wind Strider {4}{U}

Creature - Merfolk Wizard
Flash
Flying
"Currents are currents, whether in sea or sky."
3/3
Wind-Kin Raiders

Wind-Kin Raiders {4}{U}{U}

Creature - Human Artificer
Improvise
Flying
Small aeronaut societies like the Wind-Kin had little to lose by siding with the renegades, and much to gain.
4/3
Wind-Scarred Crag

Wind-Scarred Crag

Land
Wind-Scarred Crag enters tapped.
When Wind-Scarred Crag enters, you gain 1 life.
{T}: Add {R} or {W}.
Windborn Muse

Windborn Muse {3}{W}

Creature - Spirit
Flying
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
"Her voice is justice, clear and relentless."
—Akroma, angelic avenger
2/3
Windborne Charge

Windborne Charge {2}{W}{W}

Sorcery
Two target creatures you control each get +2/+2 and gain flying until end of turn.
The merfolk call the sky goddess Emeria. The kor call her Kamsa. The two races agree on little except that she offers many blessings to the faithful.
Windbrisk Heights

Windbrisk Heights

Land
Hideaway 4
Windbrisk Heights enters tapped.
{T}: Add {W}.
{W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Windcaller Aven

Windcaller Aven {4}{U}{U}

Creature - Bird Wizard
Flying
Cycling {U}
When you cycle Windcaller Aven, target creature gains flying until end of turn.
Every cry lifts her allies toward the thunder.
4/3
Windfall

Windfall {2}{U}

Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
"To fill your mind with knowledge, we must start by emptying it."
—Barrin, master wizard
Windgrace Acolyte

Windgrace Acolyte {4}{B}

Creature - Cat Warrior
Flying
When Windgrace Acolyte enters, mill three cards and you gain 3 life.
Acolytes of the lost Lord Windgrace fight to keep Urborg relics out of Cabal hands.
3/2
Windgrace's Judgment

Windgrace's Judgment {3}{B}{G}

Instant
For any number of opponents, destroy target nonland permanent that player controls.
Not all who remember Urza do so with fondness.
Winding Constrictor

Winding Constrictor {B}{G}

Creature - Snake
If one or more counters would be put on an artifact or creature you control, that many plus one of each of those kinds of counters are put on that permanent instead.
If you would get one or more counters, you get that many plus one of each of those kinds of counters instead.
2/3
Winding Way

Winding Way {1}{G}

Sorcery
Choose creature or land. Reveal the top four cards of your library. Put all cards of the chosen type revealed this way into your hand and the rest into your graveyard.
Every path leads to discovery.
Windmill Slam

Windmill Slam {7}

Sorcery
Create a 4/4 Windmill artifact creature token with defender. When you do, it deals damage equal to its power to any target.
Miracle {0} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
  • Unknown Event
Windreader Sphinx

Windreader Sphinx {5}{U}{U}

Creature - Sphinx
Flying
Whenever a creature with flying attacks, you may draw a card.
"Your mind is too filled with foolish concerns to hear the subtle whispers that the breeze brings."
3/7
Windreaver

Windreaver {3}{W}{U}

Creature - Elemental
Flying
{W}: Windreaver gains vigilance until end of turn.
{W}: Windreaver gets +0/+1 until end of turn.
{U}: Switch Windreaver's power and toughness until end of turn.
{U}: Return Windreaver to its owner's hand.
1/3
Windriddle Palaces

Windriddle Palaces

Plane - Belenon
Players play with the top card of their libraries revealed.
You may play lands and cast spells from the top of any player's library.
Whenever chaos ensues, each player mills a card.
Windrider Eel

Windrider Eel {3}{U}

Creature - Fish
Flying
Landfall — Whenever a land you control enters, Windrider Eel gets +2/+2 until end of turn.
"The best spot to hook one is right behind the gills."
—Rana Cloudwake, kor skyfisher
2/2
Windrider Patrol

Windrider Patrol {3}{U}{U}

Creature - Merfolk Wizard
Flying
Whenever Windrider Patrol deals combat damage to a player, scry 2.
4/3
Winds of Abandon

Winds of Abandon {1}{W}

Sorcery
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload {4}{W}{W}
Winds of Change

Winds of Change {R}

Sorcery
Each player shuffles the cards from their hand into their library, then draws that many cards.
Winds of Rath

Winds of Rath {3}{W}{W}

Sorcery
Destroy all creatures that aren't enchanted. They can't be regenerated.
"There shall be a vast shout and then a vaster silence."
—Oracle en-Vec
Winds of Rebuke

Winds of Rebuke {1}{U}

Instant
Return target nonland permanent to its owner's hand. Each player mills two cards.
Windseeker Centaur

Windseeker Centaur {1}{R}{R}

Creature - Centaur
Vigilance
Loyal and passionate in battle, the Windseeker tribe roams the Green Lands near the Honeyed Sea.
2/2