14181 – 14200 of 14,549 cards where it’s legal in Penny Dreadful

Wildfire (Modern Masters 2015 #134)

Wildfire {4}{R}{R}

Sorcery

Each player sacrifices four lands. Wildfire deals 4 damage to each creature.

Fire is always at the top of the food chain, and it has a big appetite.

Illustrated by Rob Alexander

Standard
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Wildfire Cerberus (Journey into Nyx #116)

Wildfire Cerberus {4}{R}

Creature — Dog

{5}{R}{R}: Monstrosity 1. (If this creature isn’t monstrous, put a +1/+1 counter on it and it becomes monstrous.)

When Wildfire Cerberus becomes monstrous, it deals 2 damage to each opponent and each creature they control.

4/3

Illustrated by Slawomir Maniak

Standard
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Wildfire Emissary (Eternal Masters #153)

Wildfire Emissary {3}{R}

Creature — Efreet

Protection from white

{1}{R}: Wildfire Emissary gets +1/+0 until end of turn.

“The efreet is a striding storm with a voice that crackles like fire.”
—Qhattib, vizier of Amiqat

2/4

Illustrated by Richard Kane Ferguson

Standard
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Wildfire Eternal (Hour of Devastation #109)

Wildfire Eternal {3}{R}

Creature — Zombie Jackal Cleric

Afflict 4 (Whenever this creature becomes blocked, defending player loses 4 life.)

Whenever Wildfire Eternal attacks and isn’t blocked, you may cast an instant or sorcery spell from your hand without paying its mana cost.

1/4

Illustrated by Magali Villeneuve

Standard
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Wild Griffin (Conspiracy: Take the Crown #99)

Wild Griffin {2}{W}

Creature — Griffin

Flying

Farmers typically keep their flocks at thirteen sheep—one to distract the griffins while they take the other twelve to market.

2/2

Illustrated by Matt Cavotta

Standard
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Wild Guess (Magic 2014 #161)

Wild Guess {R}{R}

Sorcery

As an additional cost to cast this spell, discard a card.

Draw two cards.

No guts, no glory.

Illustrated by Lucas Graciano

Standard
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Wildheart Invoker (Commander Legends #263)

Wildheart Invoker {2}{G}{G}

Creature — Elf Shaman

{8}: Target creature gets +5/+5 and gains trample until end of turn.

“Life as we know it dangles on the brink of extinction. We must show the strength they would steal from us.”
The Invokers’ Tales

4/3

Illustrated by Erica Yang

Standard
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Wild Hunger (Ultimate Masters #193)

Wild Hunger {2}{G}

Instant

Target creature gets +3/+1 and gains trample until end of turn.

Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Otto the Hunter was filled with many grand ambitions. The snake was filled only with Otto.

Illustrated by Karl Kopinski

Standard
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Wild Instincts (Magic Origins #206)

Wild Instincts {3}{G}

Sorcery

Target creature you control gets +2/+2 until end of turn. It fights target creature an opponent controls. (Each deals damage equal to its power to the other.)

Nissa had only the space of a heartbeat to react, her instincts steering her blade.

Illustrated by Igor Kieryluk

Standard
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Wild Leotau (Conflux #97)

Wild Leotau {2}{G}{G}

Creature — Cat

At the beginning of your upkeep, sacrifice Wild Leotau unless you pay {G}.

“Leotau that were born wild make the best mounts. It’s like riding a thunderstorm.”
—Rafiq of the Many

5/4

Illustrated by Michael Komarck

Standard
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Wild Mongrel (Ultimate Masters #194)

Wild Mongrel {1}{G}

Creature — Dog

Discard a card: Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn.

It teaches you to play dead.

2/2

Illustrated by Anthony S. Waters

Standard
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Wild Nacatl (Duel Decks: Ajani vs. Nicol Bolas #4)

Wild Nacatl {G}

Creature — Cat Warrior

Wild Nacatl gets +1/+1 as long as you control a Mountain.

Wild Nacatl gets +1/+1 as long as you control a Plains.

“The Cloud Nacatl sit and think, a bunch of soft paws. We are the Claws of Marisi, stalking, pouncing, drawing blood.”

1/1

Illustrated by Wayne Reynolds

Standard
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Wild Onslaught (Dominaria #188)

Wild Onslaught {3}{G}

Instant

Kicker {4} (You may pay an additional {4} as you cast this spell.)

Put a +1/+1 counter on each creature you control. If this spell was kicked, put two +1/+1 counters on each creature you control instead.

Illustrated by Simon Dominic

Standard
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Wild Pair (Conspiracy: Take the Crown #196)

Wild Pair {4}{G}{G}

Enchantment

Whenever a creature enters the battlefield, if you cast it from your hand, you may search your library for a creature card with the same total power and toughness, put it onto the battlefield, then shuffle.

Illustrated by Lars Grant-West

Standard
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Wild Ricochet (Commander Legends #419)

Wild Ricochet {2}{R}{R}

Instant

You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.

“May your day never match your expectations.”
—Scriptus Fleen, flectomancer

Illustrated by Dan Murayama Scott

Standard
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Wildsize (Ravnica: Clue Edition #179)

Wildsize {2}{G}

Instant

Target creature gets +2/+2 and gains trample until end of turn.

Draw a card.

Two times the size, four times the smell.

Illustrated by Jim Murray

Standard
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Wildslayer Elves (Shadowmoor #133)

Wildslayer Elves {3}{G}

Creature — Elf Warrior

Wither (This deals damage to creatures in the form of -1/-1 counters.)

Some elves battled too long in the deep shadow, their swords dipped too often in tainted flesh and poisoned blood.

3/3

Illustrated by Dave Kendall

Standard
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Wild Swing (Shadowmoor #108)

Wild Swing {3}{R}

Sorcery

Choose three target nonenchantment permanents. Destroy one of them at random.

Though the shaman rarely got what she wanted, she was never disappointed in the result.

Illustrated by Richard Kane Ferguson

Standard
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Wildwood Escort (March of the Machine #216)

Wildwood Escort {4}{G}

Creature — Elf Warrior

When Wildwood Escort enters the battlefield, return target creature or battle card from your graveyard to your hand.

If Wildwood Escort would die, exile it instead.

With Eldraine’s human knights called away to defend the courts, lost travelers were surprised to find themselves whisked to safety by the secretive folk of the wilds.

3/3

Illustrated by Taras Susak

Standard
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Wildwood Geist (Avacyn Restored #204)

Wildwood Geist {4}{G}

Creature — Spirit

Wildwood Geist gets +2/+2 as long as it’s your turn.

The geists that dwell in the deep forests of Kessig are as untamable as the woods themselves.

3/3

Illustrated by Lars Grant-West

Standard
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