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Thelonite Monk Creature
Creature — Insect Monk Cleric 1/2
%T, Sacrifice a green creature: Target land becomes a Forest. (This effect lasts indefinitely.)
Thelonite Hermit Creature
8 versions
Creature — Elf Shaman 1/1
All Saprolings get +1/+1.
Morph %3%G%G
When this creature is turned face up, create four 1/1 green Saproling creature tokens.
Thelonite Druid Creature
2 versions
Creature — Human Cleric Druid 1/1
%1%G, %T, Sacrifice a creature: Forests you control become 2/3 creatures until end of turn. They're still lands.
Thelon of Havenwood Creature
2 versions
Legendary Creature — Elf Druid 2/2
Each Fungus creature gets +1/+1 for each spore counter on it.
%B%G, Exile a Fungus card from a graveyard: Put a spore counter on each Fungus on the battlefield.
Their Name Is Death Sorcery
Sorcery
Destroy all nonartifact creatures.
Theft of Dreams Sorcery
4 versions
Sorcery
Draw a card for each tapped creature target opponent controls.
Theater of Horrors Enchantment
5 versions
Enchantment
At the beginning of your upkeep, exile the top card of your library.
During your turn, if an opponent lost life this turn, you may play lands and cast spells from among cards exiled with this enchantment.
%3%R: This enchantment deals 1 damage to target opponent or planeswalker.
The Zephyr Maze Plane  
2 versions
Plane — Kyneth
Creatures with flying get +2/+0.
Creatures without flying get -2/-0.

%H Whenever chaos ensues, target creature gains flying until end of turn.
The Wretched Creature
4 versions
Creature — Demon 2/5
At end of combat, gain control of all creatures blocking this creature for as long as you control this creature.
The Wrath of Khan Enchantment
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
*S1 This Saga deals 4 damage to target creature an opponent controls. At the beginning of the next combat this turn, gain control of that creature until end of turn. Untap it. It gains haste until end of turn.
*S2 You may exile a card from your hand. If you do, draw a card.
*S3 Each opponent sacrifices a nontoken permanent of their choice.
The World Tree Land  
Story Spotlight
6 versions
Land
This land enters tapped.
%T: Add %G.
As long as you control six or more lands, lands you control have "%T: Add one mana of any color."
%W%W%U%U%B%B%R%R%G%G, %T, Sacrifice this land: Search your library for any number of God cards, put them onto the battlefield, then shuffle.
The World Spell Enchantment
3 versions
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
*S1, *S2 Look at the top seven cards of your library. You may reveal a non-Saga permanent card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
*S3 Put up to two non-Saga permanent cards from your hand onto the battlefield.
The Wondrous Wasp Creature
Legendary Creature — Human Hero 2/1
Flash
Flying
Wasp's Sting — When The Wondrous Wasp enters, tap up to one target creature. It loses all abilities for as long as The Wondrous Wasp remains on the battlefield.
The Witch's Vanity Enchantment
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
*S1 Destroy target creature an opponent controls with mana value 2 or less.
*S2 Create a Food token.
*S3 Create a Wicked Role token attached to target creature you control.
The Wise Mothman Creature
6 versions
Legendary Creature — Insect Mutant 3/3
Flying
Whenever The Wise Mothman enters or attacks, each player gets a rad counter.
Whenever one or more nonland cards are milled, put a +1/+1 counter on each of up to X target creatures, where X is the number of nonland cards milled this way.
The Wind Crystal Artifact
[FFIII]
3 versions
Legendary Artifact
White spells you cast cost %1 less to cast.
If you would gain life, you gain twice that much life instead.
%4%W%W, %T: Creatures you control gain flying and lifelink until end of turn.
The Wilds Plane  
Plane — Eldraine
When you planeswalk to The Wilds and at the beginning of your upkeep, create a Food token.

%H Whenever chaos ensues, target player sacrifices a creature of their choice. If they do, you create a Food token. You create two Food tokens instead if the sacrificed creature's toughness was 4 or greater.
The Whizzer, Classic Speedster Creature
Jumpstart
Legendary Creature — Human Hero 3/3
First strike, haste
The Western Cloud Plane  
Plane — Gobakhan
Prevent all damage that would be dealt to creatures and planeswalkers you control.

%H Whenever chaos ensues, create three tapped Treasure tokens. They each deal 1 damage to each creature and each planeswalker.
The Wedding of River Song Sorcery
4 versions
Sorcery
Draw two cards, then you may exile a nonland card from your hand with a number of time counters on it equal to its mana value. Then target opponent does the same. Cards exiled this way that don't have suspend gain suspend.
Time travel.
The Weaver King Creature
Legendary Creature — Horror Wizard 3/6
Shadow
Whenever The Weaver King deals combat damage to a player, they mill that many cards. Then for each opponent, put a creature card from that player's graveyard that was put there from their library this turn onto the battlefield under your control.
The Weatherseed Treaty Enchantment
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
*S1 Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
*S2 Create a 1/1 green Saproling creature token.
*S3 Domain — Target creature you control gets +X/+X and gains trample until end of turn, where X is the number of basic land types among lands you control.
The Water Crystal Artifact
[FFIII]
3 versions
Legendary Artifact
Blue spells you cast cost %1 less to cast.
If an opponent would mill one or more cards, they mill that many cards plus four instead.
%4%U%U, %T: Each opponent mills cards equal to the number of cards in your hand.
The Watcher in the Water Creature
7 versions
Legendary Creature — Kraken 9/9
The Watcher in the Water enters tapped with nine stun counters on it.
Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token.
Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.
The Wasp, Winsome Avenger Creature
2 versions
Legendary Creature — Human Hero 2/1
Flash
Flying
When The Wasp enters, target Hero gains hexproof until end of turn.
Whenever The Wasp attacks, tap target creature defending player controls.
The Wasp, Janet Van Dyne Creature
Captain America Tutorial 8
Legendary Creature — Human Hero 1/1
Flying
When The Wasp enters, she deals 4 damage to target tapped creature an opponent controls.
The Warrior Heros  
1d/9
Hero
%T: Target creature you control gains haste until end of turn.
The Warring Triad Artifact Creature
[FFVI]
2 versions
Legendary Artifact Creature — God 5/5
Flying, trample, haste
As long as there are fewer than eight cards in your graveyard, The Warring Triad isn't a creature.
%T, Mill a card: Target player adds one mana of any color.
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