781 – 800 of 801 cards where the colors is U and the mana value <= 2 and (the card types include “enchantment” or the card types include “instant” or the card types include “land” or the card types include “planeswalker” or the card types include “sorcery” or the card types inc…

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Whirlpool Whelm (Commander 2011 #69)

Whirlpool Whelm {1}{U}

Instant

Clash with an opponent, then return target creature to its owner’s hand. If you win, you may put that creature on top of its owner’s library instead. (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.)

Illustrated by Cyril Van Der Haegen

Standard
Alchemy
Pioneer
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Whispers of the Muse (Tempest Remastered #79)

Whispers of the Muse {U}

Instant

Buyback {5} (You may pay an additional {5} as you cast this spell. If you do, put this card into your hand as it resolves.)

Draw a card.

“I followed her song only to find it was a dirge.”
—Crovax

Illustrated by Quinton Hoover

Standard
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Wibbly-wobbly, Timey-wimey (Doctor Who #62)

Wibbly-wobbly, Timey-wimey {1}{U}

Sorcery

Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)

Draw a card.

“People assume time is a strict progression of cause to effect, but actually, from a non-linear, non-subjective viewpoint, it’s more like a big ball of wibbly-wobbly, timey-wimey stuff.”

Illustrated by Skinnyelbows

Standard
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Wind Sail (Starter 1999 #62)

Wind Sail {1}{U}

Sorcery

One or two target creatures gain flying until end of turn.

It pays to be at home both on the sea and in the sky.

Illustrated by Matt Stawicki

Standard
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Winds of Rebuke (Amonkhet #76)

Winds of Rebuke {1}{U}

Instant

Return target nonland permanent to its owner’s hand. Each player mills two cards.

“I have foreseen that you will not pass my trial.”

Illustrated by Mathias Kollros

Standard
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Wind Zendikon (Worldwake #46)

Wind Zendikon {U}

Enchantment — Aura

Enchant land

Enchanted land is a 2/2 blue Elemental creature with flying. It’s still a land.

When enchanted land dies, return that card to its owner’s hand.

Illustrated by Vincent Proce

Standard
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Wings of Velis Vel (Modern Masters 2015 #70)

Wings of Velis Vel {1}{U}

Tribal Instant — Shapeshifter

Changeling (This card is every creature type.)

Until end of turn, target creature has base power and toughness 4/4, gains all creature types, and gains flying.

Changeling magic grants unusual wishes.

Illustrated by Jim Pavelec

Standard
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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's Rest (Modern Horizons #78)

Winter's Rest {1}{U}

Snow Enchantment — 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.

Illustrated by Mila Pesic

Standard
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Withdraw (Prophecy #54)

Withdraw {U}{U}

Instant

Return target creature to its owner’s hand. Then return another target creature to its owner’s hand unless its controller pays {1}.

“We outnumber them! Charge! Charge! Hey, where’d you guys go? Retreat! Retreat!”

Illustrated by Adam Rex

Standard
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Witness Protection (Streets of New Capenna #66)

Witness Protection {U}

Enchantment — 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.)

Illustrated by Dominik Mayer

Standard
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Wizard Class (Adventures in the Forgotten Realms #81)

Wizard Class {U}

Enchantment — 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.

Illustrated by Marta Nael

Standard
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Word of Undoing (Masters Edition #56)

Word of Undoing {U}

Instant

Return target creature and all white Auras you own attached to it to their owners’ hands.

“It was in Urza’s journals that I finally found the secret at the core of the summonings.”
—Journal, author unknown

Illustrated by Christopher Rush

Standard
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Words of Wisdom (Odyssey #114)

Words of Wisdom {1}{U}

Instant

You draw two cards, then each other player draws a card.

Knowledge can’t be kept in a bottle or sealed in a box. It yearns to be spread and shared.

Illustrated by Eric Peterson

Standard
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Worldly Counsel (Conflux #39)

Worldly Counsel {1}{U}

Instant

Domain — 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.

Every horizon hides a new possibility.

Illustrated by Matt Cavotta

Standard
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Writ of Passage (Dissension #37)

Writ of Passage {U}

Enchantment — Aura

Enchant creature

Whenever enchanted creature attacks, if its power is 2 or less, it can’t be blocked this turn.

Forecast — {1}{U}, Reveal Writ of Passage from your hand: Target creature with power 2 or less can’t be blocked this turn. (Activate only during your upkeep and only once each turn.)

Watermark: Azorius

Illustrated by Luca Zontini

Standard
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You Come to a River (Adventures in the Forgotten Realms #83)

You Come to a River {1}{U}

Instant

Choose one —

Fight the Current — Return target nonland permanent to its owner’s hand.

Find a Crossing — Target creature gets +1/+0 until end of turn and can’t be blocked this turn.

Illustrated by Viko Menezes

Standard
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You See a Guard Approach (Adventures in the Forgotten Realms #85)

You See a Guard Approach {U}

Instant

Choose one —

Distract the Guard — Tap target creature.

Hide — Target creature you control gains hexproof until end of turn. (It can’t be the target of spells or abilities your opponents control.)

“Looks like we’ve got company.”

Illustrated by Mila Pesic

Standard
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Zephyr Charge (Core Set 2020 #82)

Zephyr Charge {1}{U}

Enchantment

{1}{U}: Target creature gains flying until end of turn.

“The knights charged forward on wings of wind, and the necromancer’s horde roared in helpless rage.”
—Krinnea, Siege of the Bone Spire

Illustrated by Steve Prescott

Standard
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Zephyr Net (Lorwyn #98)

Zephyr Net {1}{U}

Enchantment — Aura

Enchant creature

Enchanted creature has defender and flying.

Faeries hang beings that interest them as ornaments in the sky, each clique competing to outshine the prize of the last.

Illustrated by Heather Hudson

Standard
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