541 – 560 of 571 cards where the cards are on the Reserved List

Volrath's Shapeshifter (Vintage Masters #101)

Volrath's Shapeshifter {1}{U}{U}

Creature — Phyrexian Shapeshifter

As long as the top card of your graveyard is a creature card, Volrath’s Shapeshifter has the full text of that card and has the text “{2}: Discard a card.” (Volrath’s Shapeshifter has that card’s name, mana cost, color, types, abilities, power, and toughness.)

{2}: Discard a card.

0/1

Illustrated by Ron Spencer

Part of the Reserved List

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Volrath's Stronghold (Tempest Remastered #248)

Volrath's Stronghold

Legendary Land

{T}: Add {C}.

{1}{B}, {T}: Put target creature card from your graveyard on top of your library.

The seed of a world’s evil.

Illustrated by Kev Walker

Part of the Reserved List

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Wall of Kelp (Masters Edition II #74)

Wall of Kelp {U}{U}

Creature — Plant Wall

Defender (This creature can’t attack.)

{U}{U}, {T}: Create a 0/1 blue Plant Wall creature token with defender named Kelp.

“Ya can eat it or ya can weave it, but ya can’t fight in it.”
—Zeki, reef pirate

0/3

Illustrated by Alan Rabinowitz

Part of the Reserved List

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Wandering Mage (Masters Edition III #186)

Wandering Mage {W}{U}{B}

Creature — Human Cleric Wizard

{W}, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn.

{U}: Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn.

{B}, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player or planeswalker this turn.

0/3

Illustrated by Pete Venters

Part of the Reserved List

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Warping Wurm (Mirage #287)

Warping Wurm {2}{G}{U}

Creature — Wurm

Phasing (This phases in or out before you untap during each of your untap steps. While it’s phased out, it’s treated as though it doesn’t exist.)

At the beginning of your upkeep, Warping Wurm phases out unless you pay {2}{G}{U}.

Whenever Warping Wurm phases in, put a +1/+1 counter on it.

Even wurms start out small.

1/1

Illustrated by Scott M. Fischer

Part of the Reserved List

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Wave of Terror (Weatherlight #86)

Wave of Terror {2}{B}

Enchantment

Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

At the beginning of your draw step, destroy each creature with mana value equal to the number of age counters on Wave of Terror. They can’t be regenerated.

The sea of fear has endless depths.

Illustrated by Adrian Smith

Part of the Reserved List

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Weakstone (Masters Edition IV #239)

Weakstone {4}

Artifact

Attacking creatures get -1/-0.

During the brothers’ childhood, Tocasia took them to explore the sacred cave of Koilos. There, in the Hall of Tagsin, Mishra discovered the mysterious weakstone.

Illustrated by Justin Hampton

Part of the Reserved List

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Weatherseed Treefolk (Urza's Legacy #116)

Weatherseed Treefolk {2}{G}{G}{G}

Creature — Treefolk

Trample

When Weatherseed Treefolk dies, return it to its owner’s hand.

5/3

Illustrated by Heather Hudson

Part of the Reserved List

Standard
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Well of Knowledge (Weatherlight #162)

Well of Knowledge {3}

Artifact

{2}: Draw a card. Any player may activate this ability but only during their draw step.

Illustrated by D. Alexander Gregory

Part of the Reserved List

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Wellspring (Mirage #288)

Wellspring {1}{G}{W}

Enchantment — Aura

Enchant land

When Wellspring enters the battlefield, gain control of enchanted land until end of turn.

At the beginning of your upkeep, untap enchanted land. You gain control of that land until end of turn.

Illustrated by Susan Van Camp

Part of the Reserved List

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Wheel of Fortune (Vintage Masters #192)

Wheel of Fortune {2}{R}

Sorcery

Each player discards their hand, then draws seven cards.

Illustrated by John Matson

Part of the Reserved List

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Willow Priestess (Masters Edition III #138)

Willow Priestess {2}{G}{G}

Creature — Faerie Druid

{T}: You may put a Faerie permanent card from your hand onto the battlefield.

{2}{G}: Target green creature gains protection from black until end of turn.

“Those of faith are those of strength.”
—Autumn Willow

2/2

Illustrated by Susan Van Camp

Part of the Reserved List

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Willow Satyr (Masters Edition III #139)

Willow Satyr {2}{G}{G}

Creature — Satyr

You may choose not to untap Willow Satyr during your untap step.

{T}: Gain control of target legendary creature for as long as you control Willow Satyr and Willow Satyr remains tapped.

1/1

Illustrated by Jeff A. Menges

Part of the Reserved List

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Winding Canyons (Weatherlight #167)

Winding Canyons

Land

{T}: Add {C}.

{2}, {T}: You may cast creature spells this turn as though they had flash.

Illustrated by John Avon

Part of the Reserved List

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Winter's Chill (Ice Age #107)

Winter's Chill {X}{U}

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.

Illustrated by Edward P. Beard, Jr.

Part of the Reserved List

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Winter Sky (Homelands #80)

Winter Sky {R}

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.

Illustrated by Mike Kimble

Part of the Reserved List

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Winter's Night (Masters Edition II #200)

Winter's Night {R}{G}{W}

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.

Illustrated by Rob Alexander

Part of the Reserved List

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Wood Elemental (Masters Edition IV #175)

Wood Elemental {3}{G}

Creature — 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.

*/*

Illustrated by Brian Snõddy

Part of the Reserved List

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Word of Command (Masters Edition IV #103)

Word of Command {B}{B}

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.

Illustrated by Jesper Myrfors

Part of the Reserved List

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Worms of the Earth (The Dark #56)

Worms of the Earth {2}{B}{B}{B}

Enchantment

Players can’t play lands.

Lands can’t enter the battlefield.

At the beginning of each upkeep, any player may sacrifice two lands or have Worms of the Earth deal 5 damage to that player. If a player does either, destroy Worms of the Earth.

The ground collapsed, leaving nothing but the great Worms’ mucous residues.

Illustrated by Anson Maddocks

Part of the Reserved List

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