Magic: The Gathering Rarities

Summer Magic ("Edgar")

Index | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17


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.
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.
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.
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.
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.
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.
Mark Tedin Quinton Hoover Jeff A. Menges