10521 – 10540 of 10,949 cards where the card is available on Arena

Walk with the Ancestors (The Lost Caverns of Ixalan #218)

Walk with the Ancestors {4}{G}

Sorcery

Return up to one target permanent card from your graveyard to your hand. Discover 4. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)

Illustrated by Loïc Canavaggia

Standard
Alchemy
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Wall of Blossoms (Jumpstart #442)

Wall of Blossoms {1}{G}

Creature — Plant Wall

Defender

When Wall of Blossoms enters the battlefield, draw a card.

Each flower identical, every leaf and petal disturbingly exact.

0/4

Illustrated by Heather Hudson

Standard
Alchemy
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Wall of Forgotten Pharaohs (Amonkhet Remastered #282)

Wall of Forgotten Pharaohs {2}

Artifact Creature — Wall

Defender

{T}: Wall of Forgotten Pharaohs deals 1 damage to target player or planeswalker. Activate only if you control a Desert or there is a Desert card in your graveyard.

0/4

Illustrated by Igor Kieryluk

Standard
Alchemy
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Wall of Lost Thoughts (Jumpstart #190)

Wall of Lost Thoughts {1}{U}

Creature — Wall

Defender

When Wall of Lost Thoughts enters the battlefield, target player mills four cards.

Those who intrude upon the Dimir seldom remember that they have done so.

0/4

Illustrated by Adam Paquette

Standard
Alchemy
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Wall of Mist (Guilds of Ravnica #58)

Wall of Mist {1}{U}

Creature — Wall

Defender

Fog haunts the streets, rendering the familiar as otherworldly, changing neighbors into shadows, and muffling cries for help.

0/5

Illustrated by Tianhua X

Standard
Alchemy
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Wall of One Thousand Cuts (Jumpstart: Historic Horizons #157)

Wall of One Thousand Cuts {3}{W}{W}

Creature — Wall

Defender, flying

{W}: Wall of One Thousand Cuts can attack this turn as though it didn’t have defender.

3/5

Illustrated by Greg Staples

Standard
Alchemy
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Wall of Runes (Core Set 2021 #85)

Wall of Runes {U}

Creature — Wall

Defender (This creature can’t attack.)

When Wall of Runes enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

0/4

Illustrated by Zezhou Chen

Standard
Alchemy
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Wall of Vines (Jumpstart #443)

Wall of Vines {G}

Creature — Plant Wall

Defender (This creature can’t attack.)

Reach (This creature can block creatures with flying.)

Like all jungle plants, the vines must fight and claw for sunlight. Once their place is secured, they grow strong, sharp, and impenetrable.

0/3

Illustrated by John Stanko

Standard
Alchemy
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Wanderer's Intervention (Kamigawa: Neon Dynasty #41)

Wanderer's Intervention {1}{W}

Instant

Wanderer’s Intervention deals 4 damage to target attacking or blocking creature.

Just as Jin-Gitaxias’s victory seemed certain, the Wanderer appeared, her blade already in motion. One mighty slash was enough to take the praetor out of the fight.

DailyMTG Story Spotlight

Illustrated by Cristi Balanescu

Standard
Alchemy
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Wanderer's Strike (War of the Spark #38)

Wanderer's Strike {4}{W}

Sorcery

Exile target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

“Precise, clean cuts. No one saw anything. Again. Tag the report with my code and file it.”
—Lavinia

Illustrated by Sara Winters

Standard
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Wander in Death (Amonkhet Remastered #133)

Wander in Death {2}{B}

Sorcery

Return up to two target creature cards from your graveyard to your hand.

Cycling {2} ({2}, Discard this card: Draw a card.)

Illustrated by Seb McKinnon

Standard
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Wandering Archaic // Explore the Vastlands (Strixhaven: School of Mages #6)
Wandering Archaic // Explore the Vastlands (Strixhaven: School of Mages #6)

Wandering Archaic {5}

Creature — Avatar

Whenever an opponent casts an instant or sorcery spell, they may pay {2}. If they don’t, you may copy that spell. You may choose new targets for the copy.

“Fly the path of nine birds.”

4/4

Explore the Vastlands {3}

Sorcery

Each player looks at the top five cards of their library and may reveal a land card and/or an instant or sorcery card from among them. Each player puts the cards they revealed this way into their hand and the rest on the bottom of their library in a random order. Each player gains 3 life.

Illustrated by Wayne Reynolds

Standard
Alchemy
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Wandering Mind (Innistrad: Crimson Vow #251)

Wandering Mind {1}{U}{R}

Creature — Horror

Flying

When Wandering Mind enters the battlefield, look at the top six cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

2/1

Illustrated by Simon Dominic

Standard
Alchemy
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Wandering Treefolk (Alchemy: Dominaria #19)

Wandering Treefolk {1}{G}

Creature — Treefolk

Vigilance

Domain{7}{G}: Seek a creature card. This ability costs {1} less to activate for each basic land type among lands you control.

2/3

Illustrated by Iris Compiet

Standard
Alchemy
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Wandering Troubadour (Adventures in the Forgotten Realms #210)

Wandering Troubadour {3}{G}

Creature — Dragon Bard

At the beginning of your end step, if you had a land enter the battlefield under your control this turn, venture into the dungeon. (Enter the first room or advance to the next room.)

“There’s a new ballad waiting to be born around every corner.”

4/2

Illustrated by Rudy Siswanto

Standard
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Wanderlight Spirit (Innistrad: Crimson Vow #86)

Wanderlight Spirit {2}{U}

Creature — Spirit

Flying

Wanderlight Spirit can block only creatures with flying.

The towers and catwalks of the Voldaren fortress are lit by the lanterns of geists endlessly seeking a way out.

2/3

Illustrated by Andrew Mar

Standard
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Wandermare (Throne of Eldraine #204)

Wandermare {1}{G}{W}

Creature — Horse

Whenever you cast a creature spell that has an Adventure, put a +1/+1 counter on Wandermare. (It doesn’t need to have gone on the adventure first.)

“A good steed will carry you home. A great steed will carry you to glory.”
—Syr Alin, the Lion’s Claw

3/3

Illustrated by Kari Christensen

Standard
Alchemy
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Wand of Orcus (Alchemy Horizons: Baldur's Gate #173)

Wand of Orcus {2}{B}

Legendary Artifact — Equipment

Whenever equipped creature attacks or blocks, it and Zombies you control gain deathtouch until end of turn.

Whenever equipped creature deals combat damage to a player, create that many 2/2 black Zombie creature tokens.

Equip {3}

Illustrated by Andrew Mar

Standard
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Wand of Vertebrae (Guilds of Ravnica #242)

Wand of Vertebrae {1}

Artifact

{T}: Mill a card.

{2}, {T}, Exile Wand of Vertebrae: Shuffle up to five target cards from your graveyard into your library.

Made by the mad for the work of the wicked.

Illustrated by Volkan Baǵa

Standard
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Wanted Griffin (Outlaws of Thunder Junction #38)

Wanted Griffin {3}{W}

Creature — Griffin

Flying

When Wanted Griffin dies, create a 1/1 red Mercenary creature token with “{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery.”

Many a would-be captor has gotten close enough to count its feathers, only to be left behind with nothing but regret and a dangling rope.

3/2

Illustrated by Alexandre Honoré

Standard
Alchemy
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