22575 cards found
Wiretapping

Wiretapping {4}{U}

Enchantment
Hideaway 5
Whenever you draw your first card during each of your draw steps, draw a card. Then if you have nine or more cards in hand, you may play the exiled card without paying its mana cost.
Wirewood Channeler

Wirewood Channeler {3}{G}

Creature - Elf Druid
{T}: Add X mana of any one color, where X is the number of Elves on the battlefield.
"Your words are meaningless. The rustling of leaves is the only language that makes any sense."
2/2
Wirewood Elf

Wirewood Elf {1}{G}

Creature - Elf Druid
{T}: Add {G}.
"The land belongs to nature as far as our eyes can see. The higher we climb, the more we can see."
1/2
  • Onslaught
Wirewood Guardian

Wirewood Guardian {5}{G}{G}

Creature - Elf Mutant
Forestcycling {2}
Tall as a tree and probably related.
6/6
Wirewood Herald

Wirewood Herald {1}{G}

Creature - Elf
When Wirewood Herald dies, you may search your library for an Elf card, reveal that card, put it into your hand, then shuffle.
The goblins laughed as the elf ran away, until more came back.
1/1
Wirewood Hivemaster

Wirewood Hivemaster {1}{G}

Creature - Elf
Whenever another nontoken Elf enters, you may create a 1/1 green Insect creature token.
"Most insects have been drawn to the Mirari. But all that remain in Wirewood are under my care."
1/1
  • Legions
Wirewood Lodge

Wirewood Lodge

Land
{T}: Add {C}.
{G}, {T}: Untap target Elf.
Wirewood Pride

Wirewood Pride {G}

Instant
Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.
"Though you may leave this haven we have found, may our strength never leave you."
Wirewood Savage

Wirewood Savage {2}{G}

Creature - Elf
Whenever a Beast enters, you may draw a card.
"She is truly Wirewood's child now."
—Elvish refugee
2/2
Wirewood Symbiote

Wirewood Symbiote {G}

Creature - Insect
Return an Elf you control to its owner's hand: Untap target creature. Activate only once each turn.
It drinks fatigue.
1/1
Wish

Wish {2}{R}

Sorcery
You may play a card you own from outside the game this turn.
"If you had just one wish, what would it be? Gold, or angel song? Finding a lost love, or finding your way back home? Let me sing a song about one wish that came true . . ."
—Ellywick Tumblestrum
Wishclaw Talisman

Wishclaw Talisman {1}{B}

Artifact
Wishclaw Talisman enters with three wish counters on it.
{1}, {T}, Remove a wish counter from Wishclaw Talisman: Search your library for a card, put it into your hand, then shuffle. An opponent gains control of Wishclaw Talisman. Activate only during your turn.
Wishcoin Crab

Wishcoin Crab {3}{U}

Creature - Crab
"What wishes do they grant? Mostly pinching-related ones."
—Omik, superintendent of waterworks
2/5
Wishful Merfolk

Wishful Merfolk {1}{U}

Creature - Merfolk
Defender
{1}{U}: Wishful Merfolk loses defender and becomes a Human until end of turn.
She yearned to walk on dry land so she might take her vengeance there.
3/2
Wishing Well

Wishing Well {3}{U}

Artifact
{T}: Put a coin counter on Wishing Well. When you do, you may cast target instant or sorcery card with mana value equal to the number of coin counters on Wishing Well from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. Activate only as a sorcery.
Wishmonger

Wishmonger {3}{W}

Creature - Unicorn Monger
{2}: Target creature gains protection from the color of its controller's choice until end of turn. Any player may activate this ability.
"It's not what you ask for, but how you ask for it."
3/3
  • Mercadian Masques
Wispdrinker Vampire

Wispdrinker Vampire {2}{W}{B}

Creature - Vampire Rogue
Flying
Whenever another creature you control with power 2 or less enters, each opponent loses 1 life and you gain 1 life.
{5}{W}{B}: Creatures you control with power 2 or less gain deathtouch and lifelink until end of turn.
2/4
  • Murders at Karlov Manor 243 374
Wispmare

Wispmare {2}{W}

Creature - Elemental
Flying
When Wispmare enters, destroy target enchantment.
Evoke {W}
1/3
  • Lorwyn
Wispweaver Angel

Wispweaver Angel {4}{W}{W}

Creature - Angel
Flying
When Wispweaver Angel enters, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
4/4
Wistful Selkie

Wistful Selkie {G/U}{G/U}{G/U}

Creature - Merfolk Wizard
When Wistful Selkie enters, draw a card.
Selkies call to a sea they never swam, in a tongue they never spoke, with a song they never learned.
2/2
Wistful Thinking

Wistful Thinking {2}{U}

Sorcery
Target player draws two cards, then discards four cards.
"To probe the wonders of the multiverse, to gaze upon worlds unspoiled by blade or spell . . . it's enough to make one weep for the possibilities denied."
  • Planar Chaos
Wit's End

Wit's End {5}{B}{B}

Sorcery
Target player discards their hand.
"Some images are so powerful that one glance burns them into your mind forever. Come, let us gaze on nothingness."
—Szadek
Witch Engine

Witch Engine {5}{B}

Creature - Horror
Swampwalk
{T}: Add {B}{B}{B}{B}. Target opponent gains control of Witch Engine.
4/4
Witch Hunter

Witch Hunter {2}{W}{W}

Creature - Human Cleric
{T}: Witch Hunter deals 1 damage to target player or planeswalker.
{1}{W}{W}, {T}: Return target creature an opponent controls to its owner's hand.
1/1
Witch's Cottage

Witch's Cottage

Land - Swamp
({T}: Add {B}.)
Witch's Cottage enters tapped unless you control three or more other Swamps.
When Witch's Cottage enters untapped, you may put target creature card from your graveyard on top of your library.
Related card: Cursebound Witch
  • Throne of Eldraine