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495 Results Found. 

Wight of Precinct Six
Creature — Zombie (1/1)
Wight of Precinct Six gets +1/+1 for each creature card in your opponents' graveyards.
JMP

Wildheart Invoker
Creature — Elf Shaman (4/3)
: Target creature gets +5/+5 and gains trample until end of turn.
JMP

Wildsize
Instant
Target creature gets +2/+2 and gains trample until end of turn.
Draw a card.
JMP

Windreader Sphinx
Creature — Sphinx (3/7)
Flying
Whenever a creature with flying attacks, you may draw a card.
JMP

Windstorm Drake
Creature — Drake (3/3)
Flying
Other creatures you control with flying get +1/+0.
JMP

Winged Words
Sorcery
This spell costs less to cast if you control a creature with flying.
Draw two cards.
JMP

Wishful Merfolk
Creature — Merfolk (3/2)
Defender
: Wishful Merfolk loses defender and becomes a Human until end of turn.
JMP

Witch of the Moors
Creature — Human Warlock (4/4)
Deathtouch
At the beginning of your end step, if you gained life this turn, each opponent sacrifices a creature and you return up to one target creature card from your graveyard to your hand.
JMP

Wizard's Retort
Instant
This spell costs less to cast if you control a Wizard.
Counter target spell.
JMP

Woodborn Behemoth
Creature — Elemental (4/4)
As long as you control eight or more lands, Woodborn Behemoth gets +4/+4 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
JMP

Wren's Run Vanquisher
Creature — Elf Warrior (3/3)
As an additional cost to cast this spell, reveal an Elf card from your hand or pay .
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
JMP

Young Pyromancer
Creature — Human Shaman (2/1)
Whenever you cast an instant or sorcery spell, create a 1/1 red Elemental creature token.
JMP

Zendikar's Roil
Enchantment
Whenever a land enters the battlefield under your control, create a 2/2 green Elemental creature token.
JMP

Zombie Infestation
Enchantment
Discard two cards: Create a 2/2 black Zombie creature token.
JMP

Zurzoth, Chaos Rider
Legendary Creature — Devil (2/3)
Whenever an opponent draws their first card each turn, if it's not their turn, you create a 1/1 red Devil creature token with "When this creature dies, it deals 1 damage to any target."
Whenever one or more Devils you control attack one or more players, you and those players each draw a card, then discard a card at random.
JMP

 

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