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1M
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11 values
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stringclasses
19 values
Wingshield Agent
SNC
{2}{U}
3
Creature β€” Human Soldier
Wingshield Agent enters the battlefield with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) Whenever Wingshield Agent attacks, up to one other target creature gains flying until end of turn.
2
3
null
normal
Wingspan Mentor
IKO
{2}{U}
3
Creature β€” Human Wizard
When Wingspan Mentor enters the battlefield, put a flying counter on target non-Human creature you control. {2}{U}, {T}: Put a +1/+1 counter on each creature you control with flying.
1
3
null
normal
Wingsteed Rider
THS
{1}{W}{W}
3
Creature β€” Human Knight
Flying Heroic β€” Whenever you cast a spell that targets Wingsteed Rider, put a +1/+1 counter on Wingsteed Rider.
2
2
null
normal
Wingsteed Trainer
J21
{3}{W}
4
Creature β€” Human
When Wingsteed Trainer enters the battlefield or attacks, conjure a card named Stormfront Pegasus into your hand.
2
3
null
normal
Winnow
INV
{1}{W}
2
Instant
Destroy target nonland permanent if another permanent with the same name is on the battlefield. Draw a card.
null
null
null
normal
Winnower Patrol
MOR
{2}{G}
3
Creature β€” Elf Warrior
Kinship β€” At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Winnower Patrol, you may reveal it. If you do, put a +1/+1 counter on Winnower Patrol.
3
2
null
normal
Winota, Joiner of Forces
IKO
{2}{R}{W}
4
Legendary Creature β€” Human Warrior
Whenever a non-Human creature you control attacks, look at the top six cards of your library. You may put a Human creature card from among them onto the battlefield tapped and attacking. It gains indestructible until end of turn. Put the rest of the cards on the bottom of your library in a random order.
4
4
null
normal
Winter Blast
LEG
{X}{G}
1
Sorcery
Tap X target creatures. Winter Blast deals 2 damage to each of those creatures with flying.
null
null
null
normal
Winter Eladrin
CLB
{2}{U}
3
Creature β€” Faerie Elf Wizard
Gust of Wind β€” When Winter Eladrin enters the battlefield, return up to one other target creature to its owner's hand.
2
2
null
normal
Winter Orb
LEA
{2}
2
Artifact
As long as Winter Orb is untapped, players can't untap more than one land during their untap steps.
null
null
null
normal
Winter Sky
HML
{R}
1
Sorcery
Flip a coin. If you win the flip, Winter Sky deals 1 damage to each creature and each player. If you lose the flip, each player draws a card.
null
null
null
normal
Winter's Chill
ICE
{X}{U}
1
Instant
Cast this spell only during combat before blockers are declared. X can't be greater than the number of snow lands you control. Choose X target attacking creatures. For each of those creatures, its controller may pay {1} or {2}. If that player doesn't, destroy that creature at end of combat. If that player pays only {1}, prevent all combat damage that would be dealt to and dealt by that creature this combat.
null
null
null
normal
Winter's Grasp
POR
{1}{G}{G}
3
Sorcery
Destroy target land.
null
null
null
normal
Winter's Night
ALL
{R}{G}{W}
3
World Enchantment
Whenever a player taps a snow land for mana, that player adds one mana of any type that land produced. That land doesn't untap during its controller's next untap step.
null
null
null
normal
Winter's Rest
MH1
{1}{U}
2
Snow Enchantment β€” Aura
Enchant creature When Winter's Rest enters the battlefield, tap enchanted creature. As long as you control another snow permanent, enchanted creature doesn't untap during its controller's untap step.
null
null
null
normal
Winterflame
KTK
{1}{U}{R}
3
Instant
Choose one or both β€” β€’ Tap target creature. β€’ Winterflame deals 2 damage to target creature.
null
null
null
normal
Wintermoon Mesa
PCY
null
0
Land
Wintermoon Mesa enters the battlefield tapped. {T}: Add {C}. {2}, {T}, Sacrifice Wintermoon Mesa: Tap two target lands.
null
null
null
normal
Wintermoor Commander
ELD
{W}{B}
2
Creature β€” Human Knight
Deathtouch Wintermoor Commander's toughness is equal to the number of Knights you control. Whenever Wintermoor Commander attacks, another target Knight you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
2
*
null
normal
Winterthorn Blessing
MID
{G}{U}
2
Sorcery
Put a +1/+1 counter on up to one target creature you control. Tap up to one target creature you don't control, and that creature doesn't untap during its controller's next untap step. Flashback {1}{G}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
null
null
null
normal
Wipe Away
TSP
{1}{U}{U}
3
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Return target permanent to its owner's hand.
null
null
null
normal
Wipe Clean
SCG
{1}{W}
2
Instant
Exile target enchantment. Cycling {3} ({3}, Discard this card: Draw a card.)
null
null
null
normal
Wire Surgeons
BRC
{4}{B}{B}
6
Creature β€” Human Artificer
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Each artifact creature card in your graveyard has encore. Its encore cost is equal to its mana cost. (Exile it and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
6
5
null
normal
Wirecat
USG
{4}
4
Artifact Creature β€” Cat
Wirecat can't attack or block if an enchantment is on the battlefield.
4
3
null
normal
Wirefly Hive
DST
{3}
3
Artifact
{3}, {T}: Flip a coin. If you win the flip, create a 2/2 colorless Insect artifact creature token with flying named Wirefly. If you lose the flip, destroy all permanents named Wirefly.
null
null
null
normal
Wiretapping
SNC
{4}{U}
5
Enchantment
Hideaway 5 (When this enchantment enters the battlefield, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) 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.
null
null
null
normal
Wirewood Channeler
LGN
{3}{G}
4
Creature β€” Elf Druid
{T}: Add X mana of any one color, where X is the number of Elves on the battlefield.
2
2
null
normal
Wirewood Elf
ONS
{1}{G}
2
Creature β€” Elf Druid
{T}: Add {G}.
1
2
null
normal
Wirewood Guardian
SCG
{5}{G}{G}
7
Creature β€” Elf Mutant
Forestcycling {2} ({2}, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.)
6
6
null
normal
Wirewood Herald
ONS
{1}{G}
2
Creature β€” Elf
When Wirewood Herald dies, you may search your library for an Elf card, reveal that card, put it into your hand, then shuffle.
1
1
null
normal
Wirewood Hivemaster
LGN
{1}{G}
2
Creature β€” Elf
Whenever another nontoken Elf enters the battlefield, you may create a 1/1 green Insect creature token.
1
1
null
normal
Wirewood Lodge
ONS
null
0
Land
{T}: Add {C}. {G}, {T}: Untap target Elf.
null
null
null
normal
Wirewood Pride
ONS
{G}
1
Instant
Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.
null
null
null
normal
Wirewood Savage
ONS
{2}{G}
3
Creature β€” Elf
Whenever a Beast enters the battlefield, you may draw a card.
2
2
null
normal
Wirewood Symbiote
SCG
{G}
1
Creature β€” Insect
Return an Elf you control to its owner's hand: Untap target creature. Activate only once each turn.
1
1
null
normal
Wish
AFR
{2}{R}
3
Sorcery
You may play a card you own from outside the game this turn.
null
null
null
normal
Wishclaw Talisman
ELD
{1}{B}
2
Artifact
Wishclaw Talisman enters the battlefield 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.
null
null
null
normal
Wishcoin Crab
GRN
{3}{U}
4
Creature β€” Crab
null
2
5
null
normal
Wishful Merfolk
ELD
{1}{U}
2
Creature β€” Merfolk
Defender {1}{U}: Wishful Merfolk loses defender and becomes a Human until end of turn.
3
2
null
normal
Wishmonger
MMQ
{3}{W}
4
Creature β€” 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.
3
3
null
normal
Wispmare
LRW
{2}{W}
3
Creature β€” Elemental
Flying When Wispmare enters the battlefield, destroy target enchantment. Evoke {W} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
1
3
null
normal
Wispweaver Angel
KLD
{4}{W}{W}
6
Creature β€” Angel
Flying When Wispweaver Angel enters the battlefield, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
4
4
null
normal
Wistful Selkie
EVE
{G/U}{G/U}{G/U}
3
Creature β€” Merfolk Wizard
When Wistful Selkie enters the battlefield, draw a card.
2
2
null
normal
Wistful Thinking
PLC
{2}{U}
3
Sorcery
Target player draws two cards, then discards four cards.
null
null
null
normal
Wit's End
DIS
{5}{B}{B}
7
Sorcery
Target player discards their hand.
null
null
null
normal
Witch Engine
USG
{5}{B}
6
Creature β€” Horror
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) {T}: Add {B}{B}{B}{B}. Target opponent gains control of Witch Engine. (Activate only as an instant.)
4
4
null
normal
Witch Hunt
C13
{4}{R}
5
Enchantment
Players can't gain life. At the beginning of your upkeep, Witch Hunt deals 4 damage to you. At the beginning of your end step, target opponent chosen at random gains control of Witch Hunt.
null
null
null
normal
Witch Hunter
DRK
{2}{W}{W}
4
Creature β€” 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
null
normal
Witch of the Moors
JMP
{3}{B}{B}
5
Creature β€” Human Warlock
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.
4
4
null
normal
Witch's Cauldron
M21
{B}
1
Artifact
{1}{B}, {T}, Sacrifice a creature: You gain 1 life and draw a card.
null
null
null
normal
Witch's Clinic
C21
null
0
Land
{T}: Add {C}. {2}, {T}: Target commander gains lifelink until end of turn.
null
null
null
normal
Witch's Cottage
ELD
null
0
Land β€” Swamp
({T}: Add {B}.) Witch's Cottage enters the battlefield tapped unless you control three or more other Swamps. When Witch's Cottage enters the battlefield untapped, you may put target creature card from your graveyard on top of your library.
null
null
null
normal
Witch's Familiar
M15
{2}{B}
3
Creature β€” Frog
null
2
3
null
normal
Witch's Mark
WOE
{1}{R}
2
Sorcery
You may discard a card. If you do, draw two cards. Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this Aura is put into a graveyard, each opponent loses 1 life.)
null
null
null
normal
Witch's Mist
FUT
{2}{B}
3
Enchantment
{2}{B}, {T}: Destroy target creature that was dealt damage this turn.
null
null
null
normal
Witch's Oven
ELD
{1}
1
Artifact
{T}, Sacrifice a creature: Create a Food token. If the sacrificed creature's toughness was 4 or greater, create two Food tokens instead. (They're artifacts with "{2}, {T}, Sacrifice this artifact: You gain 3 life.")
null
null
null
normal
Witch's Vengeance
ELD
{1}{B}{B}
3
Sorcery
Creatures of the creature type of your choice get -3/-3 until end of turn.
null
null
null
normal
Witch's Web
VOW
{1}{G}
2
Instant
Target creature gets +3/+3 and gains reach until end of turn. Untap it.
null
null
null
normal
Witch-Maw Nephilim
GPT
{G}{W}{U}{B}
4
Creature β€” Nephilim
Whenever you cast a spell, you may put two +1/+1 counters on Witch-Maw Nephilim. Whenever Witch-Maw Nephilim attacks, it gains trample until end of turn if its power is 10 or greater.
1
1
null
normal
Witch-king of Angmar
LTR
{3}{B}{B}
5
Legendary Creature β€” Wraith Noble
Flying Whenever one or more creatures deal combat damage to you, each opponent sacrifices a creature that dealt combat damage to you this turn. The Ring tempts you. Discard a card: Witch-king of Angmar gains indestructible until end of turn. Tap it.
5
3
null
normal
Witch-king, Bringer of Ruin
LTR
{4}{B}{B}
6
Legendary Creature β€” Wraith Noble
Flying Whenever Witch-king, Bringer of Ruin attacks, defending player sacrifices a creature with the least power among creatures they control.
5
3
null
normal
Witch-king, Sky Scourge
LTC
{5}{B}{R}
7
Legendary Creature β€” Wraith Noble
Flying Whenever you attack with one or more Wraiths, exile the top X cards of your library, where X is their total power. You may play those cards this turn. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
5
5
null
normal
Witchbane Orb
ISD
{4}
4
Artifact
When Witchbane Orb enters the battlefield, destroy all Curses attached to you. You have hexproof. (You can't be the target of spells or abilities your opponents control, including Aura spells.)
null
null
null
normal
Witches' Eye
THS
{1}
1
Artifact β€” Equipment
Equipped creature has "{1}, {T}: Scry 1." (To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.) Equip {1}
null
null
null
normal
Witching Well
ELD
{U}
1
Artifact
When Witching Well enters the battlefield, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) {3}{U}, Sacrifice Witching Well: Draw two cards.
null
null
null
normal
Witchstalker
M14
{1}{G}{G}
3
Creature β€” Wolf
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever an opponent casts a blue or black spell during your turn, put a +1/+1 counter on Witchstalker.
3
3
null
normal
Witchstalker Frenzy
WOE
{3}{R}
4
Instant
This spell costs {1} less to cast for each creature that attacked this turn. Witchstalker Frenzy deals 5 damage to target creature.
null
null
null
normal
Withdraw
PCY
{U}{U}
2
Instant
Return target creature to its owner's hand. Then return another target creature to its owner's hand unless its controller pays {1}.
null
null
null
normal
Witherbloom Apprentice
STX
{B}{G}
2
Creature β€” Human Druid
Magecraft β€” Whenever you cast or copy an instant or sorcery spell, each opponent loses 1 life and you gain 1 life.
2
2
null
normal
Witherbloom Campus
STX
null
0
Land
Witherbloom Campus enters the battlefield tapped. {T}: Add {B} or {G}. {4}, {T}: Scry 1.
null
null
null
normal
Witherbloom Command
STX
{B}{G}
2
Sorcery
Choose two β€” β€’ Target player mills three cards, then you return a land card from your graveyard to your hand. β€’ Destroy target noncreature, nonland permanent with mana value 2 or less. β€’ Target creature gets -3/-1 until end of turn. β€’ Target opponent loses 2 life and you gain 2 life.
null
null
null
normal
Witherbloom Pledgemage
STX
{3}{B/G}{B/G}
5
Creature β€” Treefolk Warlock
Magecraft β€” Whenever you cast or copy an instant or sorcery spell, you gain 1 life.
5
5
null
normal
Withercrown
KHM
{1}{B}
2
Enchantment β€” Aura
Enchant creature Enchanted creature has base power 0 and has "At the beginning of your upkeep, you lose 1 life unless you sacrifice this creature."
null
null
null
normal
Withered Wretch
LGN
{B}{B}
2
Creature β€” Zombie Cleric
{1}: Exile target card from a graveyard.
2
2
null
normal
Withering Boon
MIR
{1}{B}
2
Instant
As an additional cost to cast this spell, pay 3 life. Counter target creature spell.
null
null
null
normal
Withering Gaze
POR
{2}{U}
3
Sorcery
Target opponent reveals their hand. You draw a card for each Forest and green card in it.
null
null
null
normal
Withering Hex
ONS
{B}
1
Enchantment β€” Aura
Enchant creature Whenever a player cycles a card, put a plague counter on Withering Hex. Enchanted creature gets -1/-1 for each plague counter on Withering Hex.
null
null
null
normal
Withering Wisps
ICE
{1}{B}{B}
3
Enchantment
At the beginning of the end step, if no creatures are on the battlefield, sacrifice Withering Wisps. {B}: Withering Wisps deals 1 damage to each creature and each player. Activate no more times each turn than the number of snow Swamps you control.
null
null
null
normal
Witherscale Wurm
SHM
{4}{G}{G}
6
Creature β€” Wurm
Whenever Witherscale Wurm blocks or becomes blocked by a creature, that creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.) Whenever Witherscale Wurm deals damage to an opponent, remove all -1/-1 counters from it.
9
9
null
normal
Without Weakness
HOU
{1}{B}
2
Instant
Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.) Cycling {2} ({2}, Discard this card: Draw a card.)
null
null
null
normal
Withstand
GPT
{2}{W}
3
Instant
Prevent the next 3 damage that would be dealt to any target this turn. Draw a card.
null
null
null
normal
Withstand Death
SOM
{G}
1
Instant
Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)
null
null
null
normal
Witness Protection
SNC
{U}
1
Enchantment β€” Aura
Enchant creature Enchanted creature loses all abilities and is a green and white Citizen creature with base power and toughness 1/1 named Legitimate Businessperson. (It loses all other colors, card types, creature types, and names.)
null
null
null
normal
Witness of Tomorrows
THB
{4}{U}
5
Enchantment Creature β€” Sphinx
Flying {3}{U}: Scry 1.
3
4
null
normal
Witness of the Ages
KTK
{6}
6
Artifact Creature β€” Golem
Morph {5} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
4
4
null
normal
Witness the End
OGW
{3}{B}
4
Sorcery
Devoid (This card has no color.) Target opponent exiles two cards from their hand and loses 2 life.
null
null
null
normal
Witness the Future
VOW
{2}{U}
3
Sorcery
Target player shuffles up to four target cards from their graveyard into their library. You look at the top four cards of your library, then put one of those cards into your hand and the rest on the bottom of your library in a random order.
null
null
null
normal
Witty Demon
CMB1
{1}{B}{B}
3
Creature β€” Demon
Flying When Witty Demon enters the battlefield, if your starting library had at least 13 cards over the minimum, search your library for a card and put that card into your hand, then shuffle your library. Otherwise, Witty Demon deals 4 damage to you.
4
3
null
normal
Witty Roastmaster
SNC
{2}{R}
3
Creature β€” Devil Citizen
Alliance β€” Whenever another creature enters the battlefield under your control, Witty Roastmaster deals 1 damage to each opponent.
3
2
null
normal
Wizard Class
AFR
{U}
1
Enchantment β€” Class
(Gain the next level as a sorcery to add its ability.) You have no maximum hand size. {2}{U}: Level 2 When this Class becomes level 2, draw two cards. {4}{U}: Level 3 Whenever you draw a card, put a +1/+1 counter on target creature you control.
null
null
null
class
Wizard Mentor
USG
{2}{U}
3
Creature β€” Human Wizard
{T}: Return Wizard Mentor and target creature you control to their owner's hand.
2
2
null
normal
Wizard Replica
MRD
{3}
3
Artifact Creature β€” Wizard
Flying {U}, Sacrifice Wizard Replica: Counter target spell unless its controller pays {2}.
1
3
null
normal
Wizard's Lightning
DOM
{2}{R}
3
Instant
This spell costs {2} less to cast if you control a Wizard. Wizard's Lightning deals 3 damage to any target.
null
null
null
normal
Wizard's Retort
DOM
{1}{U}{U}
3
Instant
This spell costs {1} less to cast if you control a Wizard. Counter target spell.
null
null
null
normal
Wizard's Rockets
LTR
{1}
1
Artifact
Wizard's Rockets enters the battlefield tapped. {X}, {T}, Sacrifice Wizard's Rockets: Add X mana in any combination of colors. When Wizard's Rockets is put into a graveyard from the battlefield, draw a card.
null
null
null
normal
Wizard's Spellbook
AFR
{5}{U}{U}
7
Artifact
{T}: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery. 1β€”9 | Copy that card. You may cast the copy. 10β€”19 | Copy that card. You may cast the copy by paying {1} rather than paying its mana cost. 20 | Copy each card exiled with Wizard's Spellbook. You may cast any number of the copies without paying their mana costs.
null
null
null
normal
Wizards of Thay
CLB
{3}{U}
4
Creature β€” Human Wizard
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Instant and sorcery spells you cast cost {1} less to cast. You may cast sorcery spells as though they had flash.
3
3
null
normal
Wizards of the _____
UNF
{2}{U}{U}
4
Creature β€” Human Wizard Performer
When this creature enters the battlefield, you may put a name sticker on it, then look at the top X cards of your library, where X is the number of unique vowels on that sticker. Put one of those cards into your hand and the rest on the bottom of your library in any order. (The vowels are A, E, I, O, U, and Y.)
3
1
null
normal
Wizards' School
HML
null
0
Land
{T}: Add {C}. {1}, {T}: Add {U}. {2}, {T}: Add {W} or {B}.
null
null
null
normal
Wizened Arbiter
CMB1
{W}{W}
2
Creature β€” Human Soldier Wizard
When Wizened Arbiter enters the battlefield, you may reveal a white card you own from outside the game. If you do, exchange that card with a card in your hand.
2
1
null
normal
Wizened Cenn
LRW
{W}{W}
2
Creature β€” Kithkin Cleric
Other Kithkin creatures you control get +1/+1.
2
2
null
normal