Summer Magic ("Edgar")
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WALL OF SWORDS 3W Summon Wall (3/5) Flying Just as the evil ones approached to slay Justina, she cast a great spell, imbuing her weapons with her own life force. Thus she fulfilled the prophecy: "In the death of your savior will you find salvation." |
WALL OF WATER 1UU Summon Wall (0/5) U: +1/+0 A deafening roar arose as the fury of an enormous vertical river supplanted our serenity. Eddies turned into whirling geysers, leveling everything in their path. |
WALL OF WOOD G Summon Wall (0/3) Everybody knows that to ward off trouble, you knock on wood. But usually it's better to make a wall out of wood and let trouble do the knocking. |
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Mark Tedin | Richard Thomas | Mark Tedin |
WANDERLUST 2G Enchant Creature Wanderlust does 1 damage to target creature's controller during his or her upkeep. |
WAR MAMMOTH 3G Summon Mammoth (3/3) Trample I didn't think Mammoths could ever hold a candle to a well-trained battle horse. Then one day I turned my back on a drunken soldier. His blow never landed; Mi'cha flung the brute over ten meters. |
WARP ARTIFACT BB Enchant Artifact Warp Artifact does 1 damage to target artifact's controller during his or her upkeep. |
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Cornelius Brudi | Jeff A. Menges | Amy Weber |
WATER ELEMENTAL 3UU Summon Elemental (5/4) Unpredictable as the sea itself, Water Elementals shift without warning from tranquility to tempest. Capricious and fickle, they flow restlessly from one shape to another, expressing their moods with their physical forms. |
WEAKNESS B Enchant Creature Target creature loses -2/-1. |
WEB G Enchant Creature Target creature gains +0/+2 and can now block flying creatures, though it does not gain flying ability. |
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Jeff A. Menges | Douglas Shuler | Rob Alexander |
WHEEL OF FORTUNE 2R Sorcery All players must discard their hands and draw seven new cards. |
WHITE KNIGHT WW Summon Knight (2/2) Protection from black, first strike Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste. |
WHITE WARD W Enchant Creature Target creature gains protection from white. |
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Daniel Gelon | Daniel Gelon | Dan Frazier |
WILD GROWTH G Enchant Land Whenever the usual mana is drawn from target land, Wild Growth provides an extra G. |
WILL-O'-THE-WISP B Summon Will-O'-The-Wisp (0/1) Flying; B: Regenerates. "About, about in reel and rout The death-fires danced at night; The water, like a witch's oils, Burnt green, and blue and white." —Samuel Coleridge, "The Rime of the Ancient Mariner" |
WINTER ORB 2 Artifact A player may not untap more than one land during the untap phase of each of his or her turns. |
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Mark Poole | Jesper Myrfors | Mark Tedin |
WOODEN SPHERE 1 Artifact 1: Any green spell cast gives you 1 life. Can only give 1 life each time a green spell is cast. |
WRATH OF GOD 2WW Sorcery All creatures in play are buried. |
ZOMBIE MASTER 1BB Summon Lord (2/3) All zombies in play gain swampwalk and "B: Regenerates" for as long as this card remains in play. They say the Zombie Master controlled these foul creatures even before his own death, but now that he is one of them, nothing can make them betray him. |
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Mark Tedin | Quinton Hoover | Jeff A. Menges |