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30
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1M
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11 values
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19 values
Wizened Githzerai
HBG
{1}{U}
2
Creature β€” Gith Monk
Psionic Adept β€” Whenever Wizened Githzerai becomes blocked by a creature, that creature perpetually gets -2/-0.
2
1
null
normal
Wizened Snitches
RAV
{3}{U}
4
Creature β€” Faerie Rogue
Flying Players play with the top card of their libraries revealed.
1
3
null
normal
Woe Strider
THB
{2}{B}
3
Creature β€” Horror
When Woe Strider enters the battlefield, create a 0/1 white Goat creature token. Sacrifice another creature: Scry 1. Escapeβ€”{3}{B}{B}, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) Woe Strider escapes with two +1/+1 counters on it.
3
2
null
normal
Woebearer
MRD
{4}{B}
5
Creature β€” Zombie
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever Woebearer deals combat damage to a player, you may return target creature card from your graveyard to your hand.
2
3
null
normal
Woebringer Demon
RAV
{3}{B}{B}
5
Creature β€” Demon
Flying At the beginning of each player's upkeep, that player sacrifices a creature. If the player can't, sacrifice Woebringer Demon.
4
4
null
normal
Woeleecher
SHM
{5}{W}
6
Creature β€” Elemental
{W}, {T}: Remove a -1/-1 counter from target creature. If you do, you gain 2 life.
3
5
null
normal
Wojek Apothecary
RAV
{2}{W}{W}
4
Creature β€” Human Cleric
Radiance β€” {T}: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.
1
1
null
normal
Wojek Bodyguard
GRN
{2}{R}
3
Creature β€” Human Soldier
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Wojek Bodyguard can't attack or block alone.
3
3
null
normal
Wojek Embermage
RAV
{3}{R}
4
Creature β€” Human Wizard
Radiance β€” {T}: Wojek Embermage deals 1 damage to target creature and each other creature that shares a color with it.
1
2
null
normal
Wojek Halberdiers
GTC
{R}{W}
2
Creature β€” Human Soldier
Battalion β€” Whenever Wojek Halberdiers and at least two other creatures attack, Wojek Halberdiers gains first strike until end of turn.
3
2
null
normal
Wojek Siren
RAV
{W}
1
Instant
Radiance β€” Target creature and each other creature that shares a color with it get +1/+1 until end of turn.
null
null
null
normal
Wolf Pack
PTK
{6}{G}{G}
8
Creature β€” Wolf
You may have Wolf Pack assign its combat damage as though it weren't blocked.
7
6
null
normal
Wolf Strike
VOW
{2}{G}
3
Instant
Target creature you control gets +2/+0 until end of turn if it's night. Then it deals damage equal to its power to target creature you don't control.
null
null
null
normal
Wolf in _____ Clothing
UNF
{3}{B}
4
Creature β€” Wolf Guest
When this creature enters the battlefield, you may put a name sticker on it. When you do, up to X target creatures each get -1/-1 until end of turn, where X is the number of unique vowels on that sticker. (The vowels are A, E, I, O, U, and Y.)
2
3
null
normal
Wolf of Devil's Breach
SOI
{3}{R}{R}
5
Creature β€” Elemental Wolf
Whenever Wolf of Devil's Breach attacks, you may pay {1}{R} and discard a card. If you do, Wolf of Devil's Breach deals damage to target creature or planeswalker equal to the discarded card's mana value.
5
5
null
normal
Wolf's Quarry
ELD
{4}{G}{G}
6
Sorcery
Create three 1/1 green Boar creature tokens with "When this creature dies, create a Food token." (A Food token is an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.")
null
null
null
normal
Wolf-Skull Shaman
MOR
{1}{G}
2
Creature β€” Elf Shaman
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 Wolf-Skull Shaman, you may reveal it. If you do, create a 2/2 green Wolf creature token.
2
2
null
normal
Wolfbitten Captive // Krallenhorde Killer
DKA
{G}
1
Creature β€” Human Werewolf
{1}{G}: Wolfbitten Captive gets +2/+2 until end of turn. Activate only once each turn. At the beginning of each upkeep, if no spells were cast last turn, transform Wolfbitten Captive.
1
1
null
transform
Wolfbriar Elemental
WWK
{2}{G}{G}
4
Creature β€” Elemental
Multikicker {G} (You may pay an additional {G} any number of times as you cast this spell.) When Wolfbriar Elemental enters the battlefield, create a 2/2 green Wolf creature token for each time it was kicked.
4
4
null
normal
Wolfcaller's Howl
C14
{3}{G}
4
Enchantment
At the beginning of your upkeep, create X 2/2 green Wolf creature tokens, where X is the number of your opponents with four or more cards in hand.
null
null
null
normal
Wolfhunter's Quiver
DKA
{1}
1
Artifact β€” Equipment
Equipped creature has "{T}: This creature deals 1 damage to any target" and "{T}: This creature deals 3 damage to target Werewolf creature." Equip {5}
null
null
null
normal
Wolfir Avenger
AVR
{1}{G}{G}
3
Creature β€” Wolf Warrior
Flash (You may cast this spell any time you could cast an instant.) {1}{G}: Regenerate Wolfir Avenger.
3
3
null
normal
Wolfir Silverheart
AVR
{3}{G}{G}
5
Creature β€” Wolf Warrior
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.) As long as Wolfir Silverheart is paired with another creature, each of those creatures gets +4/+4.
4
4
null
normal
Wolfkin Bond
EMN
{4}{G}
5
Enchantment β€” Aura
Enchant creature When Wolfkin Bond enters the battlefield, create a 2/2 green Wolf creature token. Enchanted creature gets +2/+2.
null
null
null
normal
Wolfkin Outcast // Wedding Crasher
VOW
{5}{G}
6
Creature β€” Human Werewolf
This spell costs {2} less to cast if you control a Wolf or Werewolf. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
5
4
null
transform
Wolfrider's Saddle
M20
{3}{G}
4
Artifact β€” Equipment
When Wolfrider's Saddle enters the battlefield, create a 2/2 green Wolf creature token, then attach Wolfrider's Saddle to it. Equipped creature gets +1/+1 and can't be blocked by more than one creature. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
null
null
null
normal
Wolfwillow Haven
THB
{1}{G}
2
Enchantment β€” Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional {G}. {4}{G}, Sacrifice Wolfwillow Haven: Create a 2/2 green Wolf creature token. Activate only during your turn.
null
null
null
normal
Wolverine Pack
LEG
{2}{G}{G}
4
Creature β€” Wolverine
Rampage 2 (Whenever this creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)
2
4
null
normal
Wolverine Riders
KHC
{4}{G}{G}
6
Creature β€” Elf Warrior
At the beginning of each upkeep, create a 1/1 green Elf Warrior creature token. Whenever another Elf enters the battlefield under your control, you gain life equal to its toughness.
4
4
null
normal
Wonder
JUD
{3}{U}
4
Creature β€” Incarnation
Flying As long as Wonder is in your graveyard and you control an Island, creatures you control have flying.
2
2
null
normal
Wondrous Crucible
BRC
{7}
7
Artifact
Permanents you control have ward {2}. At the beginning of your end step, mill two cards, then exile a nonland card at random from your graveyard. Copy it. You may cast the copy without paying its mana cost. (A copy of a permanent spell becomes a token.)
null
null
null
normal
Wood Elemental
LEG
{3}{G}
4
Creature β€” Elemental
As Wood Elemental enters the battlefield, sacrifice any number of untapped Forests. Wood Elemental's power and toughness are each equal to the number of Forests sacrificed as it entered the battlefield.
*
*
null
normal
Wood Elves
POR
{2}{G}
3
Creature β€” Elf Scout
When Wood Elves enters the battlefield, search your library for a Forest card, put that card onto the battlefield, then shuffle.
1
1
null
normal
Wood Sage
TMP
{G}{U}
2
Creature β€” Human Druid
{T}: Choose a creature card name. Reveal the top four cards of your library and put all of them with that name into your hand. Put the rest into your graveyard.
1
1
null
normal
Woodborn Behemoth
M14
{3}{G}{G}
5
Creature β€” Elemental
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.)
4
4
null
normal
Woodcaller Automaton
BRO
{10}
10
Artifact Creature β€” Construct
Prototype {2}{G}{G} β€” 3/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) When Woodcaller Automaton enters the battlefield, if you cast it, untap target land you control. It becomes a Treefolk creature with haste and base power and toughness equal to Woodcaller Automaton's power and toughness. It's still a land.
8
8
null
prototype
Woodcloaker
SCG
{5}{G}
6
Creature β€” Elf
Morph {2}{G}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Woodcloaker is turned face up, target creature gains trample until end of turn.
3
3
null
normal
Woodcutter's Grit
EMN
{2}{G}
3
Instant
Target creature you control gets +3/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
null
null
null
normal
Wooded Bastion
SHM
null
0
Land
{T}: Add {C}. {G/W}, {T}: Add {G}{G}, {G}{W}, or {W}{W}.
null
null
null
normal
Wooded Foothills
ONS
null
0
Land
{T}, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
null
null
null
normal
Wooded Ridgeline
DMU
null
0
Land β€” Mountain Forest
({T}: Add {R} or {G}.) Wooded Ridgeline enters the battlefield tapped.
null
null
null
normal
Wooden Sphere
LEA
{1}
1
Artifact
Whenever a player casts a green spell, you may pay {1}. If you do, you gain 1 life.
null
null
null
normal
Wooden Stake
ISD
{2}
2
Artifact β€” Equipment
Equipped creature gets +1/+0. Whenever equipped creature blocks or becomes blocked by a Vampire, destroy that creature. It can't be regenerated. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
null
null
null
normal
Woodfall Primus
SHM
{5}{G}{G}{G}
8
Creature β€” Treefolk Shaman
Trample When Woodfall Primus enters the battlefield, destroy target noncreature permanent. Persist (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.)
6
6
null
normal
Woodland Acolyte // Mend the Wilds
WOE
{2}{W}
3
Creature β€” Human Cleric
When Woodland Acolyte enters the battlefield, draw a card.
2
2
null
adventure
Woodland Bellower
ORI
{4}{G}{G}
6
Creature β€” Beast
When Woodland Bellower enters the battlefield, you may search your library for a nonlegendary green creature card with mana value 3 or less, put it onto the battlefield, then shuffle.
6
5
null
normal
Woodland Cemetery
ISD
null
0
Land
Woodland Cemetery enters the battlefield tapped unless you control a Swamp or a Forest. {T}: Add {B} or {G}.
null
null
null
normal
Woodland Champion
M20
{1}{G}
2
Creature β€” Elf Scout
Whenever one or more tokens enter the battlefield under your control, put that many +1/+1 counters on Woodland Champion.
2
2
null
normal
Woodland Changeling
LRW
{1}{G}
2
Creature β€” Shapeshifter
Changeling (This card is every creature type.)
2
2
null
normal
Woodland Chasm
KHM
null
0
Snow Land β€” Swamp Forest
({T}: Add {B} or {G}.) Woodland Chasm enters the battlefield tapped.
null
null
null
normal
Woodland Druid
ODY
{G}
1
Creature β€” Human Druid
null
1
2
null
normal
Woodland Guidance
LRW
{3}{G}
4
Sorcery
Return target card from your graveyard to your hand. Clash with an opponent. If you win, untap all Forests you control. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.) Exile Woodland Guidance.
null
null
null
normal
Woodland Mystic
M20
{1}{G}
2
Creature β€” Elf Druid
{T}: Add {G}.
1
1
null
normal
Woodland Patrol
EMN
{2}{G}
3
Creature β€” Human Scout
Vigilance
3
2
null
normal
Woodland Sleuth
ISD
{3}{G}
4
Creature β€” Human Scout
Morbid β€” When Woodland Sleuth enters the battlefield, if a creature died this turn, return a creature card at random from your graveyard to your hand.
2
3
null
normal
Woodland Stream
SOI
null
0
Land
Woodland Stream enters the battlefield tapped. {T}: Add {G} or {U}.
null
null
null
normal
Woodland Wanderer
BFZ
{3}{G}
4
Creature β€” Elemental
Vigilance, trample Converge β€” Woodland Wanderer enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.
2
2
null
normal
Woodlot Crawler
DGM
{U}{B}
2
Creature β€” Insect
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) Protection from green
2
1
null
normal
Woodlurker Mimic
EVE
{1}{B/G}
2
Creature β€” Shapeshifter
Whenever you cast a spell that's both black and green, Woodlurker Mimic has base power and toughness 4/5 until end of turn and gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)
2
1
null
normal
Woodripper
NEM
{3}{G}{G}
5
Creature β€” Beast
Fading 3 (This creature enters the battlefield with three fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) {1}, Remove a fade counter from Woodripper: Destroy target artifact.
4
6
null
normal
Woodvine Elemental
CNS
{4}{G}{W}
6
Creature β€” Elemental
Trample Parley β€” Whenever Woodvine Elemental attacks, each player reveals the top card of their library. For each nonland card revealed this way, attacking creatures you control get +1/+1 until end of turn. Then each player draws a card.
4
4
null
normal
Woodweaver's Puzzleknot
KLD
{2}
2
Artifact
When Woodweaver's Puzzleknot enters the battlefield, you gain 3 life and get {E}{E}{E} (three energy counters). {2}{G}, Sacrifice Woodweaver's Puzzleknot: You gain 3 life and get {E}{E}{E}.
null
null
null
normal
Woodwraith Corrupter
RAV
{3}{B}{B}{G}
6
Creature β€” Elemental Horror
{1}{B}{G}, {T}: Target Forest becomes a 4/4 black and green Elemental Horror creature. It's still a land.
3
6
null
normal
Woodwraith Strangler
RAV
{2}{B}{G}
4
Creature β€” Plant Zombie
Exile a creature card from your graveyard: Regenerate Woodwraith Strangler.
2
2
null
normal
Woolly Loxodon
KTK
{5}{G}{G}
7
Creature β€” Elephant Warrior
Morph {5}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
6
7
null
normal
Woolly Mammoths
ICE
{1}{G}{G}
3
Creature β€” Elephant
Woolly Mammoths has trample as long as you control a snow land.
3
2
null
normal
Woolly Razorback
CSP
{2}{W}{W}
4
Creature β€” Boar Beast
Woolly Razorback enters the battlefield with three ice counters on it. As long as Woolly Razorback has an ice counter on it, prevent all combat damage it would deal and it has defender. Whenever Woolly Razorback blocks, remove an ice counter from it.
7
7
null
normal
Woolly Spider
ICE
{1}{G}{G}
3
Creature β€” Spider
Reach (This creature can block creatures with flying.) Whenever Woolly Spider blocks a creature with flying, Woolly Spider gets +0/+2 until end of turn.
2
3
null
normal
Woolly Thoctar
ALA
{R}{G}{W}
3
Creature β€” Beast
null
5
4
null
normal
Word of Binding
DRK
{X}{B}{B}
2
Sorcery
Tap X target creatures.
null
null
null
normal
Word of Blasting
ICE
{1}{R}
2
Instant
Destroy target Wall. It can't be regenerated. Word of Blasting deals damage equal to that Wall's mana value to the Wall's controller.
null
null
null
normal
Word of Command
LEA
{B}{B}
2
Instant
Look at target opponent's hand and choose a card from it. You control that player until Word of Command finishes resolving. The player plays that card if able. While doing so, the player can activate mana abilities only if they're from lands that player controls and only if mana they produce is spent to activate other mana abilities of lands the player controls and/or to play that card. If the chosen card is cast as a spell, you control the player while that spell is resolving.
null
null
null
normal
Word of Seizing
TSP
{3}{R}{R}
5
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.) Untap target permanent and gain control of it until end of turn. It gains haste until end of turn.
null
null
null
normal
Word of Undoing
ICE
{U}
1
Instant
Return target creature and all white Auras you own attached to it to their owners' hands.
null
null
null
normal
Wordmail
UNH
{W}
1
Enchantment β€” Aura
Enchant creature Enchanted creature gets +1/+1 for each word in its name.
null
null
null
normal
Words of War
ONS
{2}{R}
3
Enchantment
{1}: The next time you would draw a card this turn, Words of War deals 2 damage to any target instead.
null
null
null
normal
Words of Waste
ONS
{2}{B}
3
Enchantment
{1}: The next time you would draw a card this turn, each opponent discards a card instead.
null
null
null
normal
Words of Wilding
ONS
{2}{G}
3
Enchantment
{1}: The next time you would draw a card this turn, create a 2/2 green Bear creature token instead.
null
null
null
normal
Words of Wind
ONS
{2}{U}
3
Enchantment
{1}: The next time you would draw a card this turn, each player returns a permanent they control to its owner's hand instead.
null
null
null
normal
Words of Wisdom
ODY
{1}{U}
2
Instant
You draw two cards, then each other player draws a card.
null
null
null
normal
Words of Worship
ONS
{2}{W}
3
Enchantment
{1}: The next time you would draw a card this turn, you gain 5 life instead.
null
null
null
normal
Work a Double
UST
{2}{R}{R}
4
Sorcery
Assemble two Contraptions. (Put the top card of your Contraption deck face up onto one of your sprockets. Then repeat this process.)
null
null
null
normal
Workhorse
EXO
{6}
6
Artifact Creature β€” Horse
Workhorse enters the battlefield with four +1/+1 counters on it. Remove a +1/+1 counter from Workhorse: Add {C}.
0
0
null
normal
Working Stiff
UNH
{1}{B}
2
Creature β€” Mummy
As Working Stiff enters the battlefield, straighten your arms. When you bend an elbow, sacrifice Working Stiff.
2
2
null
normal
Workshop Assistant
KLD
{3}
3
Artifact Creature β€” Construct
When Workshop Assistant dies, return another target artifact card from your graveyard to your hand.
1
2
null
normal
Workshop Elders
ELD
{6}{U}
7
Creature β€” Human Artificer
Artifact creatures you control have flying. At the beginning of combat on your turn, you may have target noncreature artifact you control become a 0/0 artifact creature. If you do, put four +1/+1 counters on it.
4
4
null
normal
Workshop Warchief
SNC
{3}{G}{G}
5
Creature β€” Rhino Warrior
Trample When Workshop Warchief enters the battlefield, you gain 3 life. When Workshop Warchief dies, create a 4/4 green Rhino Warrior creature token. Blitz {4}{G}{G} (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
5
3
null
normal
World Breaker
OGW
{6}{G}
7
Creature β€” Eldrazi
Devoid (This card has no color.) When you cast this spell, exile target artifact, enchantment, or land. Reach {2}{C}, Sacrifice a land: Return World Breaker from your graveyard to your hand. ({C} represents colorless mana.)
5
7
null
normal
World Queller
ZEN
{3}{W}{W}
5
Creature β€” Avatar
At the beginning of your upkeep, you may choose a card type. If you do, each player sacrifices a permanent of that type.
4
4
null
normal
World Shaper
RIX
{3}{G}
4
Creature β€” Merfolk Shaman
Whenever World Shaper attacks, you may mill three cards. When World Shaper dies, return all land cards from your graveyard to the battlefield tapped.
3
3
null
normal
World at War
ROE
{3}{R}{R}
5
Sorcery
After the first postcombat main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
null
null
null
normal
World-Bottling Kit
UNH
{5}
5
Artifact
{5}, Sacrifice World-Bottling Kit: Choose a Magic set. Exile all permanents with that set's expansion symbol except for basic lands.
null
null
null
normal
World-Weary
MH2
{3}{B}{B}
5
Enchantment β€” Aura
Enchant creature Enchanted creature gets -4/-4. Basic landcycling {1}{B} ({1}{B}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
null
null
null
normal
Worldfire
M13
{6}{R}{R}{R}
9
Sorcery
Exile all permanents. Exile all cards from all hands and graveyards. Each player's life total becomes 1.
null
null
null
normal
Worldgorger Dragon
JUD
{3}{R}{R}{R}
6
Creature β€” Nightmare Dragon
Flying, trample When Worldgorger Dragon enters the battlefield, exile all other permanents you control. When Worldgorger Dragon leaves the battlefield, return the exiled cards to the battlefield under their owners' control.
7
7
null
normal
Worldheart Phoenix
CON
{3}{R}
4
Creature β€” Phoenix
Flying You may cast Worldheart Phoenix from your graveyard by paying {W}{U}{B}{R}{G} rather than paying its mana cost. If you do, it enters the battlefield with two +1/+1 counters on it.
2
2
null
normal
Worldknit
CNS
null
0
Conspiracy
(Start the game with this conspiracy face up in the command zone.) As long as every card in your card pool started the game in your library or in the command zone, lands you control have "{T}: Add one mana of any color."
null
null
null
normal
Worldly Counsel
INV
{1}{U}
2
Instant
Domain β€” Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put one of those cards into your hand and the rest on the bottom of your library in any order.
null
null
null
normal
Worldly Tutor
MIR
{G}
1
Instant
Search your library for a creature card, reveal it, then shuffle and put the card on top.
null
null
null
normal
Worldpurge
SHM
{4}{W/U}{W/U}{W/U}{W/U}
8
Sorcery
Return all permanents to their owners' hands. Each player chooses up to seven cards in their hand, then shuffles the rest into their library. Each player loses all unspent mana.
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