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Magic - The Gathering®


Portal Spoiler Card List

Released: May 1st, 1997. 222 cards.

Statistics

CommonLandRareStarterUncommonSum
White17-1111140
Blue17-11-1139
Black18-11-1140
Red17-1121141
Green19-1111142
Land-15-5-20
Total881555955222

Sort by clicking on the table headers.

Name Color Type Cost Pwr/Tgh Text Rarity
Alabaster Dragon White Summon Creature 4WW 4/4 Flying
If Alabaster Dragon is put into your discard pile from play, shuffle Alabaster Dragon back into your deck.
Rare
Alluring Scent Green Sorcery 1GG Choose any one creature. This turn, all creatures able to intercept that creature do so. Rare
Anaconda (Version 1) Green Summon Creature 3G 3/3 Swampwalk (If defending player has any swamps in play, Anaconda can't be intercepted. Swamps are in play regardless of whether they're tapped or untapped.) Starter
Anaconda (Version 2) Green Summon Creature 3G 3/3 Swampwalk (If defending player has any swamps in play, Anaconda can't be intercepted.) Uncommon
Ancestral Memories Blue Sorcery 2UUU Look at the top seven cards of your deck. Put two of them into your hand and the rest into your discard pile. Rare
Angelic Blessing White Sorcery 2W Any one creature gets +3[O]/+3[D] and gains flying until the end of the turn. Common
Archangel White Summon Creature 5WW 5/5 Flying
Attacking doesn't cause Archangel to tap.
Rare
Ardent Militia White Summon Creature 4W 2/5 Attacking doesn't cause Ardent Militia to tap. Uncommon
Armageddon White Sorcery 3W Destroy all lands. (This includes your lands.) Rare
Armored Pegasus White Summon Creature 1W 1/2 Flying Common
Arrogant Vampire Black Summon Creature 3BB 4/3 Flying Uncommon
Assassin's Blade Black Sorcery 1B Play Assassin's Blade only after you're attacked, before you declare interceptors.
Destroy any one attacking creature that isn't black.
Uncommon
Balance of Power Blue Sorcery 3UU If you have fewer cards in your hand than your opponent does, draw until you have the same number.
(When you play Balance of Power, it doesn't count as in your hand.)
Rare
Baleful Stare Blue Sorcery 2U Look at your opponent's hand. For each mountain and red card there, you draw a card. (You draw from your deck.) Uncommon
Bee Sting Green Sorcery 3G Bee Sting deals 2 damage to any one creature or player. Uncommon
Blaze (Version 1) Red Sorcery XR Blaze deals X damage to any one creature or player. Starter
Blaze (Version 2) Red Sorcery XR Blaze deals X damage to any one creature or player.
(For example, if you tap a mountain plus four other lands when you play Blaze, it deals 4 damage.)
Uncommon
Blessed Reversal White Sorcery 1W Play Blessed Reversal only after you're attacked, before you declare interceptors.
For each attacking creature, you gain 3 life.
Rare
Blinding Light White Sorcery 2W Tap all creatures except for white creatures.
(This includes your creatures.)
Rare
Bog Imp Black Summon Creature 1B 1/1 Flying Common
Bog Raiders Black Summon Creature 2B 2/2 Swampwalk (If defending player has any swamps in play, Bog Raiders can't be intercepted.) Common
Bog Wraith Black Summon Creature 3B 3/3 Swampwalk (If defending player has any swamps in play, Bog Wraith can't be intercepted.) Uncommon
Boiling Seas Red Sorcery 3R Destroy all islands. (This includes your islands.) Uncommon
Border Guard White Summon Creature 2W 1/4 - Common
Breath of Life White Sorcery 3W Take any one summon creature from your discard pile and put that card into play. Treat it as though you just played it from your hand. Common
Bull Hippo Green Summon Creature 3G 3/3 Islandwalk (If defending player has any islands in play, Bull Hippo can't be intercepted.) Uncommon
Burning Cloak Red Sorcery R Any one creature gets +2[O]/+0[D] until the end of the turn.
Burning Cloak deals 2 damage to that creature.
Common
Capricious Sorcerer Blue Summon Creature 2U 1/1 On your turn, before you attack, you may tap
Capricious Sorcerer to have it deal 1 damage to any one creature or player.
Rare
Charging Bandits Black Summon Creature 4B 3/3 If Charging Bandits attacks, it gets +2[O]/+0[D] until the end of the turn. Uncommon
Charging Paladin White Summon Creature 2W 2/2 If Charging Paladin attacks, it gets +0[O]/+3[D] until the end of the turn. Uncommon
Charging Rhino Green Summon Creature 3GG 4/4 Charging Rhino can't be intercepted by more than one creature. Rare
Cloak of Feathers Blue Sorcery U Any one creature gains flying until the end of the turn.
You draw a card.
Common
Cloud Dragon Blue Summon Creature 5U 5/4 Flying
Cloud Dragon can intercept only creatures with flying.
Rare
Cloud Pirates Blue Summon Creature U 1/1 Flying
Cloud Pirates can intercept only creatures with flying.
Common
Cloud Spirit Blue Summon Creature 2U 3/1 Flying
Cloud Spirit can intercept only creatures with flying.
Uncommon
Command of Unsummoning Blue Sorcery 2U Play Command of Unsummoning only after you're attacked, before you declare interceptors.
Return any one or two attacking creatures to their
Owner's hand.
Uncommon
Coral Eel Blue Summon Creature 1U 2/1 - Common
Craven Giant Red Summon Creature 2R 4/1 Craven Giant can't intercept. Common
Craven Knight Black Summon Creature 1B 2/2 Craven Knight can't intercept. Common
Cruel Bargain Black Sorcery BBB Draw four cards. You lose half your life, rounded up. (For example, if you have 11 life, you lose 6 life.) Rare
Cruel Fate Blue Sorcery 4U Look at the top five cards of your opponent's deck.
Put one of them into your opponent's discard pile and the rest on top of his or her deck in any order.
Rare
Cruel Tutor Black Sorcery 2B Search your deck for any card. Shuffle your deck and put that card on top of it. You lose 2 life. Rare
Deep Wood Green Sorcery 1G Play Deep Wood only after you're attacked, before you declare interceptors.
This turn, all damage dealt to you by attacking creatures is reduced to 0.
Uncommon
Deep-Sea Serpent Blue Summon Creature 4UU 5/5 Deep-Sea Serpent can attack only if the defending player has an island in play. Uncommon
Defiant Stand White Sorcery 1W Play Defiant Stand only after you're attacked, before you declare interceptors.
Any one creature gets +1[O]/+3[D] until the end of the turn. If that creature is tapped, untap it.
Uncommon
Deja Vu Blue Sorcery 2U Return any one sorcery card from your discard pile to your hand. Common
Desert Drake Red Summon Creature 3R 2/2 Flying Uncommon
Devastation Red Sorcery 5RR Destroy all creatures and lands. (This includes your creatures and lands.) Rare
Devoted Hero White Summon Creature W 1/2 - Common
Djinn of the Lamp Blue Summon Creature 5UU 5/6 Flying Rare
Dread Charge Black Sorcery 3B This turn, your black creatures can be intercepted only by other black creatures. Rare
Dread Reaper Black Summon Creature 3BBB 6/5 Flying
When Dread Reaper comes into play from your hand, you lose 5 life. (The person who plays Dread Reaper loses the life.)
Rare
Dry Spell Black Sorcery 1B Dry Spell deals 1 damage to each creature and player.
(This includes your creatures and you.)
Uncommon
Earthquake Red Sorcery XR Earthquake deals X damage to each player and each creature without flying. (This includes you and your creatures without flying.) Rare
Ebon Dragon Black Summon Creature 5BB 5/4 Flying
When Ebon Dragon comes into play from your hand, you may force your opponent to choose and discard a card from his or her hand.
Rare
Elite Cat Warrior (Version 1) Green Summon Creature 2G 2/3 Forestwalk (If defending player has any forests in play,
Elite Cat Warrior can't be intercepted. Forests are in play regardless of whether they're tapped or untapped.)
Common
Elite Cat Warrior (Version 2) Green Summon Creature 2G 2/3 Forestwalk (If defending player has any forests in play, Elite Cat Warrior can't be intercepted.) Common
Elven Cache Green Sorcery 2GG Return any one card from your discard pile to your hand. Common
Elvish Ranger Green Summon Creature 2G 4/1 - Common
Endless Cockroaches Black Summon Creature 1BB 1/1 If Endless Cockroaches is put into your discard pile from play, return Endless Cockroaches to your hand. Rare
Exhaustion Blue Sorcery 2U At the beginning of your opponent's next turn, he or she skips untapping his or her creatures and lands. Rare
False Peace White Sorcery W Choose any one player. That player can't attack on his or her next turn. Common
Feral Shadow Black Summon Creature 2B 2/1 Flying Common
Final Strike Black Sorcery 2BB Choose one of your creatures. Final Strike deals to your opponent damage equal to that creature's offense. Then, put the creature in your discard pile. Rare
Fire Dragon Red Summon Creature 6RRR 6/6 Flying
When Fire Dragon comes into play from your hand, it deals to any one creature damage equal to the number of mountains you have in play.
Rare
Fire Imp Red Summon Creature 2R 2/1 When Fire Imp comes into play from your hand, it deals 2 damage to any one creature. (If you're the only player with creatures, Fire Imp deals 2 damage to one of your creatures.) Uncommon
Fire Snake Red Summon Creature 4R 3/1 If Fire Snake is put into your discard pile from play, destroy any one land. Common
Fire Tempest Red Sorcery 5RR Fire Tempest deals 6 damage to each creature and player. (This includes your creatures and you. If all players drop to 0 life or less, the game is a draw.) Rare
Flashfires Red Sorcery 3R Destroy all plains. (This includes your plains.) Uncommon
Fleet-Footed Monk White Summon Creature 1W 1/1 Fleet-Footed Monk can't be intercepted by any creature with offense 2 or greater. Common
Flux Blue Sorcery 2U Each player chooses and discards from his or her hand any number of cards and then draws that many cards. You then draw a card. (You choose first.) Uncommon
Foot Soldiers White Summon Creature 3W 2/4 - Common
Forest (Version 1) Land Land - G Starter
Forest (Version 2) Land Land - G Land
Forest (Version 3) Land Land - G Land
Forest (Version 4) Land Land - G Land
Forked Lightning Red Sorcery 3R Forked Lightning deals 4 damage divided any way you choose among any one, two, or three creatures. Rare
Fruition Green Sorcery G For each forest you and your opponent have in play, you gain 1 life. Common
Giant Octopus Blue Summon Creature 3U 3/3 - Common
Giant Spider Green Summon Creature 3G 2/4 Giant Spider can intercept as though it had flying. Common
Gift of Estates White Sorcery 1W If your opponent has more lands in play than you do, search your deck for up to three plains and put them into your hand. Shuffle your deck afterwards. Rare
Goblin Bully Red Summon Creature 1R 2/1 - Common
Gorilla Warrior Green Summon Creature 2G 3/2 - Common
Gravedigger Black Summon Creature 3B 2/2 When Gravedigger comes into play from your hand, you may choose to return a summon creature from your discard pile to your hand. Uncommon
Grizzly Bears Green Summon Creature 1G 2/2 - Common
Hand of Death (Version 1) Black Sorcery 2B Destroy any one creature that isn't black. (A creature is black if it has B in its cost.) Common
Hand of Death (Version 2) Black Sorcery 2B Destroy any one creature that isn't black. Common
Harsh Justice White Sorcery 2W Play Harsh Justice only after you're attacked, before you declare interceptors.
This turn, each attacking creature that damages you also deals equal damage to the attacking player.
Rare
Highland Giant Red Summon Creature 2RR 3/4 - Common
Hill Giant Red Summon Creature 3R 3/3 - Common
Horned Turtle Blue Summon Creature 2U 1/4 - Common
Howling Fury Black Sorcery 2B Any one creature gets +4[O]/+0[D] until the end of the turn. Common
Hulking Cyclops Red Summon Creature 3RR 5/5 Hulking Cyclops can't intercept. Uncommon
Hulking Goblin Red Summon Creature 1R 2/2 Hulking Goblin can't intercept. Common
Hurricane Green Sorcery XG Hurricane deals X damage to each player and each creature with flying. (This includes you and your creatures with flying.) Rare
Ingenious Thief Blue Summon Creature 1U 1/1 Flying
When Ingenious Thief comes into play from your hand, look at your opponent's hand.
Uncommon
Island (Version 1) Land Land - U Starter
Island (Version 2) Land Land - U Land
Island (Version 3) Land Land - U Land
Island (Version 4) Land Land - U Land
Jungle Lion Green Summon Creature G 2/1 Jungle Lion can't intercept. Common
Keen-Eyed Archers White Summon Creature 2W 2/2 Keen-Eyed Archers can intercept as though it had flying. Common
King's Assassin Black Summon Creature 1BB 1/1 On your turn, before you attack, you may tap
King's Assassin to destroy any one tapped creature.
Rare
Knight Errant White Summon Creature 1W 2/2 - Common
Last Chance Red Sorcery RR Take another turn after this one. You lose the game at the end of that turn. (You don't lose if you've already won.) Rare
Lava Axe Red Sorcery 4R Lava Axe deals 5 damage to your opponent. Common
Lava Flow Red Sorcery 3RR Destroy any one creature or land. Uncommon
Lizard Warrior Red Summon Creature 3R 4/2 - Common
Man-o'-War Blue Summon Creature 2U 2/2 When Man-o'-War comes into play from your hand, return any one creature to its Owner's hand. (If you're the only one with creatures, return one of them to your hand.) Uncommon
Mercenary Knight Black Summon Creature 2B 4/4 When Mercenary Knight comes into play from your hand, choose and discard a summon creature from your hand or destroy Mercenary Knight. Rare
Merfolk of the Pearl Trident Blue Summon Creature U 1/1 - Common
Mind Knives Black Sorcery 1B Your opponent discards a card at random from his or her hand. Common
Mind Rot Black Sorcery 2B Your opponent chooses and discards two cards from his or her hand. (If your opponent has only one card, he or she discards it.) Common
Minotaur Warrior Red Summon Creature 2R 2/3 - Common
Mobilize Green Sorcery G Untap all your creatures. Common
Monstrous Growth (Version 1) Green Sorcery 1G Any one creature gets +4[O]/+4[D] until the end of the turn. Common
Monstrous Growth (Version 2) Green Sorcery 1G Any one creature gets +4S/+4D until the end of the turn. (For example, a 6[O]/3[D] creature would become 10[O]/7[D].) Common
Moon Sprite Green Summon Creature 1G 1/1 Flying Uncommon
Mountain (Version 1) Land Land - R Starter
Mountain (Version 2) Land Land - R Land
Mountain (Version 3) Land Land - R Land
Mountain (Version 4) Land Land - R Land
Mountain Goat Red Summon Creature R 1/1 Mountainwalk (If defending player has any mountains in play, Mountain Goat can't be intercepted.) Uncommon
Muck Rats Black Summon Creature B 1/1 - Common
Mystic Denial Blue Sorcery 1UU Play Mystic Denial only in response to another player playing a summon creature or a sorcery. That card has no effect, and that player puts it into his or her discard pile. Uncommon
Natural Order Green Sorcery 2GG Search your deck for a green summon creature and put that card into play. Treat it as though you just played it from your hand. Then put one of your green creatures into your discard pile. Shuffle your deck afterwards. Rare
Natural Spring Green Sorcery 3GG You gain 8 life. Uncommon
Nature's Cloak Green Sorcery 2G All your green creatures gain forestwalk until the end of the turn. (If defending player has any forests in play, none of your green creatures can be intercepted.) Rare
Nature's Lore Green Sorcery 1G Search your deck for a forest and put that card into play. Shuffle your deck afterwards. Common
Nature's Ruin Black Sorcery 2B Destroy all green creatures. (This includes your green creatures.) Uncommon
Needle Storm Green Sorcery 2G Needle Storm deals 4 damage to each creature with flying. (This includes your creatures with flying.) Uncommon
Noxious Toad Black Summon Creature 2B 1/1 If Noxious Toad is put into your discard pile from play, your opponent chooses and discards a card from his or her hand. Uncommon
Omen Blue Sorcery 1U Look at the top three cards of your deck and return them in any order. You may choose to shuffle your deck. Then draw a card. Common
Owl Familiar Blue Summon Creature 1U 1/1 Flying
When Owl Familiar comes into play from your hand, draw a card, then choose and discard a card from your hand.
Common
Panther Warriors Green Summon Creature 4G 6/3 - Common
Path of Peace White Sorcery 3W Destroy any one creature. That creature's owner gains 4 life. Common
Personal Tutor Blue Sorcery U Search your deck for a sorcery and reveal that card to all players. Shuffle your deck and put the revealed card on top of it. Uncommon
Phantom Warrior Blue Summon Creature 1UU 2/2 Phantom Warrior can't be intercepted. Rare
Pillaging Horde Red Summon Creature 2RR 5/5 When Pillaging Horde comes into play from your hand, discard a card at random from your hand or destroy Pillaging Horde. Rare
Plains (Version 1) Land Land - W Starter
Plains (Version 2) Land Land - W Land
Plains (Version 3) Land Land - W Land
Plains (Version 4) Land Land - W Land
Plant Elemental Green Summon Creature 1G 3/4 When Plant Elemental comes into play from your hand, destroy one of your forests or destroy Plant
Elemental.
Uncommon
Primeval Force Green Summon Creature 2GGG 8/8 When Primeval Force comes into play from your hand, destroy three of your forests or destroy
Primeval Force.
Rare
Prosperity Blue Sorcery XU Each player draws X cards. Rare
Pyroclasm Red Sorcery 1R Pyroclasm deals 2 damage to each creature. (This includes your creatures.) Rare
Python Black Summon Creature 1BB 3/2 - Common
Raging Cougar Red Summon Creature 2R 2/2 Raging Cougar is unaffected by summoning sickness. Common
Raging Goblin (Version 1) Red Summon Creature R 1/1 Raging Goblin is unaffected by summoning sickness.
(It can attack the turn you play it, unless another card prevents this.)
Starter
Raging Goblin (Version 2) Red Summon Creature R 1/1 Raging Goblin is unaffected by summoning sickness. Common
Raging Minotaur Red Summon Creature 2RR 3/3 Raging Minotaur is unaffected by summoning sickness. Common
Rain of Salt Red Sorcery 4RR Destroy any two lands. Uncommon
Rain of Tears Black Sorcery 1BB Destroy any one land. Uncommon
Raise Dead Black Sorcery B Return any one summon creature from your discard pile to your hand. Common
Redwood Treefolk Green Summon Creature 4G 3/6 - Common
Regal Unicorn White Summon Creature 2W 2/3 - Common
Renewing Dawn White Sorcery 1W For each mountain your opponent has in play, you gain 2 life. Uncommon
Rowan Treefolk Green Summon Creature 3G 3/4 - Common
Sacred Knight White Summon Creature 3W 3/2 Sacred Knight can't be intercepted by black or red creatures. Common
Sacred Nectar White Sorcery 1W You gain 4 life. Common
Scorching Spear Red Sorcery R Scorching Spear deals 1 damage to any one creature or player. Common
Scorching Winds Red Sorcery R Play Scorching Winds only after you're attacked, before you declare interceptors.
Scorching Winds deals 1 damage to each attacking creature.
Uncommon
Seasoned Marshal White Summon Creature 2WW 2/2 If Seasoned Marshal attacks, you may choose to tap any one creature. (Tapped creatures can't intercept.) Uncommon
Serpent Assassin Black Summon Creature 3BB 2/2 When Serpent Assassin comes into play from your hand, you may choose to destroy any one creature that isn't black. Rare
Serpent Warrior Black Summon Creature 2B 3/3 When Serpent Warrior comes into play from your hand, you lose 3 life. (The person who plays Serpent
Warrior loses the life.)
Common
Skeletal Crocodile Black Summon Creature 3B 5/1 - Common
Skeletal Snake Black Summon Creature 1B 2/1 - Common
Snapping Drake Blue Summon Creature 3U 3/2 Flying Common
Sorcerous Sight Blue Sorcery U Look at your opponent's hand. You draw a card.
(Draw the card from your deck.)
Common
Soul Shred Black Sorcery 3BB Soul Shred deals 3 damage to any one creature that isn't black. You gain 3 life. Common
Spined Wurm Green Summon Creature 4G 5/4 - Common
Spiritual Guardian White Summon Creature 3WW 3/4 When Spiritual Guardian comes into play from your hand, you gain 4 life. Rare
Spitting Earth Red Sorcery 1R Spitting Earth deals to any one creature damage equal to the number of mountains you have in play. (This includes both tapped and untapped mountains.) Common
Spotted Griffin White Summon Creature 3W 2/3 Flying Common
Stalking Tiger Green Summon Creature 3G 3/3 Stalking Tiger can't be intercepted by more than one creature. Common
Starlight White Sorcery 1W For each black creature your opponent has in play, you gain 3 life. Uncommon
Starlit Angel White Summon Creature 3WW 3/4 Flying Uncommon
Steadfastness White Sorcery 1W All your creatures get +0[O]/+3[D] until the end of the turn. Common
Stern Marshal White Summon Creature 2W 2/2 On your turn, before you attack, you may tap Stern
Marshal to give any one creature +2[O]/+2[D] until the end of the turn.
Rare
Stone Rain Red Sorcery 2R Destroy any one land. Common
Storm Crow Blue Summon Creature 1U 1/2 Flying Common
Summer Bloom Green Sorcery 1G Take up to three lands from your hand and put them into play. Rare
Swamp (Version 1) Land Land - B Starter
Swamp (Version 2) Land Land - B Land
Swamp (Version 3) Land Land - B Land
Swamp (Version 4) Land Land - B Land
Sylvan Tutor Green Sorcery G Search your deck for a summon creature and reveal that card to all players. Then shuffle your deck and put the revealed card on top of it. Rare
Symbol of Unsummoning Blue Sorcery 2U Return any one creature to its owner's hand. You draw a card. Common
Taunt Blue Sorcery U Choose any one player. On that player's next turn, all his or her creatures that can attack you must do so. Rare
Temporary Truce White Sorcery 1W Each player may draw up to two cards. For each card less than two any player draws, that player gains 2 life. (You choose whether to draw first.) Rare
Theft of Dreams Blue Sorcery 2U For each tapped creature your opponent has in play, you draw a card. Uncommon
Thing from the Deep Blue Summon Creature 6UUU 9/9 If Thing from the Deep attacks, destroy one of your islands or destroy Thing from the Deep. Rare
Thundering Wurm Green Summon Creature 2G 4/4 When Thundering Wurm comes into play from your hand, discard a land from your hand or destroy
Thundering Wurm.
Rare
Thundermare Red Summon Creature 5R 5/5 Thundermare is unaffected by summoning sickness.
When Thundermare comes into play from your hand, tap all other creatures. (This includes your creatures.)
Rare
Tidal Surge Blue Sorcery 1U Tap any one, two, or three creatures without flying.
(Tapped creatures can't intercept.)
Common
Time Ebb Blue Sorcery 2U Return any one creature to the top of its owner's deck. Common
Touch of Brilliance Blue Sorcery 3U Draw two cards. Common
Treetop Defense Green Sorcery 1G Play Treetop Defense only after you're attacked, before you declare interceptors.
This turn, all your creatures can intercept as though they had flying.
Rare
Undying Beast Black Summon Creature 3B 3/2 If Undying Beast is put into your discard pile from play, put Undying Beast on top of your deck. Common
Untamed Wilds Green Sorcery 2G Search your deck for a plains, island, swamp, mountain, or forest and put that card into play. Shuffle your deck afterwards. Uncommon
Valorous Charge White Sorcery 1WW All white creatures get +2[O]/+0[D] until the end of the turn. (This includes other players' white creatures.) Uncommon
Vampiric Feast Black Sorcery 5BB Vampiric Feast deals 4 damage to any one creature or player. You gain 4 life. Uncommon
Vampiric Touch Black Sorcery 2B Vampiric Touch deals 2 damage to your opponent.
You gain 2 life.
Common
Venerable Monk White Summon Creature 2W 2/2 When Venerable Monk comes into play from your hand, you gain 2 life. Uncommon
Vengeance White Sorcery 3W Destroy any one tapped creature. Uncommon
Virtue's Ruin Black Sorcery 2B Destroy all white creatures. (This includes your white creatures.) Uncommon
Volcanic Dragon Red Summon Creature 4RR 4/4 Flying
Volcanic Dragon is unaffected by summoning sickness.
Rare
Volcanic Hammer Red Sorcery 1R Volcanic Hammer deals 3 damage to any one creature or player. Common
Wall of Granite Red Summon Creature 2R 0/7 Wall of Granite can't attack. Uncommon
Wall of Swords White Summon Creature 3W 3/5 Flying
Wall of Swords can't attack.
Uncommon
Warrior's Charge (Version 1) White Sorcery 2W All your creatures get +1[O]/+1[D] until the end of the turn. (For example, a 1S/2D creature would become 2[O]/3[D].) Starter
Warrior's Charge (Version 2) White Sorcery 2W All your creatures get +1[O]/+1[D] until the end of the turn. Common
Whiptail Wurm Green Summon Creature 6G 8/5 - Uncommon
Wicked Pact Black Sorcery 1BB Destroy any two creatures that aren't black. You lose
5 life. (You can't play Wicked Pact unless you can choose two creatures to destroy.)
Rare
Willow Dryad Green Summon Creature G 1/1 Forestwalk (If defending player has any forests in play, Willow Dryad can't be intercepted.) Common
Wind Drake Blue Summon Creature 2U 2/2 Flying Common
Winds of Change Red Sorcery R Each player counts the cards in his or her hand, shuffles those cards into his or her deck, and then draws that many cards. (When you play Winds of
Change, it doesn't count as a card in your hand.)
Rare
Winter's Grasp Green Sorcery 1GG Destroy any one land. Uncommon
Withering Gaze Blue Sorcery 2U Look at your opponent's hand. For each forest and green card there, you draw a card. (You draw from your deck.) Uncommon
Wood Elves Green Summon Creature 2G 1/1 When Wood Elves comes into play from your hand, search your deck for a forest and put that card into play. Shuffle your deck afterwards. Rare
Wrath of God White Sorcery 2WW Put all creatures into their Owners' discard piles. (This includes your creatures.) Rare