Wanderwine Prophets

Wanderwine Prophets

Creature — Merfolk Wizard

Mana cost: {4}{U}{U}

How we read this card

Champion a Merfolk
Whenever this creature deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.

triggered —

triggered — takes an extra turn

Causes: sacrifice a Merfolk, a Merfolk is put into a graveyard from the battlefield.

Cares about: a Merfolk to sacrifice.

Works well with

a Merfolk in a graveyard — 13 cards in the game can cause this (Wanderwine Prophets is one).

  1. Grim Captain's Call — Wanderwine Prophets puts cards into the graveyard that Grim Captain's Call can bring back

hits creature — 2,298 cards in the game can cause this.

  1. Jalira, Master Polymorphist — Jalira, Master Polymorphist can put Wanderwine Prophets onto the battlefield from your library
  2. Kethek, Crucible Goliath — Kethek, Crucible Goliath can put Wanderwine Prophets onto the battlefield from your library
  3. Polymorph — Polymorph can put Wanderwine Prophets onto the battlefield from your library
  4. Birthing Ritual — Birthing Ritual can put Wanderwine Prophets onto the battlefield from your library
  5. Industrial Advancement — Industrial Advancement can put Wanderwine Prophets onto the battlefield from your library
  6. Killer Instinct — Killer Instinct can put Wanderwine Prophets onto the battlefield from your library
  7. Arthur, Marigold Knight — Arthur, Marigold Knight can put Wanderwine Prophets onto the battlefield from your library
  8. Proteus Staff — Proteus Staff can put Wanderwine Prophets onto the battlefield from your library
  9. Synthetic Destiny — Synthetic Destiny can put Wanderwine Prophets onto the battlefield from your library
  10. Divergent Transformations — Divergent Transformations can put Wanderwine Prophets onto the battlefield from your library
  11. Mass Polymorph — Mass Polymorph can put Wanderwine Prophets onto the battlefield from your library

12 other cards care about it too. These are the ones with the most connections.

a Merfolk deals combat damage — 386 cards in the game can cause this (Wanderwine Prophets is one).

  1. Seafloor Oracle — When Wanderwine Prophets deals combat damage, Seafloor Oracle draws you 1 card

a Merfolk enters the battlefield — 397 cards in the game can cause this (Wanderwine Prophets is one).

When Wanderwine Prophets enters:

  1. Forerunner of the Heralds — puts a +1/+1 counter on itself
  2. Deeproot Elite — puts a counter on a Merfolk
  3. River Sneak — gets +1/+1

a nontoken Wizard enters the battlefield — 1,243 cards in the game can cause this (Wanderwine Prophets is one).

  1. Inalla, Archmage Ritualist — When Wanderwine Prophets enters, Inalla, Archmage Ritualist makes a token

a Wizard creature enters the battlefield — 1,264 cards in the game can cause this (Wanderwine Prophets is one).

  1. Diviner's Wand — When Wanderwine Prophets enters, Diviner's Wand triggers

anything is sacrificed — 3,450 cards in the game can cause this (Wanderwine Prophets is one).

  1. Gorbag of Minas Morgul — When a Merfolk is sacrificed thanks to Wanderwine Prophets, Gorbag of Minas Morgul triggers

2 other cards care about it too. These are the ones with the most connections.

a permanent is put into a graveyard from the battlefield — 5,057 cards in the game can cause this (Wanderwine Prophets is one).

  1. Long Feng, Grand Secretariat — When Wanderwine Prophets dies, Long Feng, Grand Secretariat puts a counter on a creature

10 other cards care about it too. These are the ones with the most connections.

a card in a graveyard — 7,589 cards in the game can cause this (Wanderwine Prophets is one).

  1. Thor, God of Thunder — Wanderwine Prophets puts cards into the graveyard that Thor, God of Thunder can bring back
  2. Gale, Waterdeep Prodigy — Wanderwine Prophets puts cards into the graveyard that Gale, Waterdeep Prodigy can bring back
  3. Transplant Theorist — Wanderwine Prophets puts cards into the graveyard that Transplant Theorist can bring back
  4. Heart-Shaped Herb — Wanderwine Prophets puts cards into the graveyard that Heart-Shaped Herb can bring back
  5. Wayward Angel — Wanderwine Prophets fills your graveyard toward the 7 or more cards Wayward Angel needs
  6. Rescue from the Underworld — Wanderwine Prophets puts cards into the graveyard that Rescue from the Underworld can bring back
  7. Victimize — Wanderwine Prophets puts cards into the graveyard that Victimize can bring back
  8. Bound // Determined — Wanderwine Prophets puts cards into the graveyard that Bound // Determined can bring back
  9. Enlightened Confidant — Wanderwine Prophets puts cards into the graveyard that Enlightened Confidant can bring back
  10. Tergrid, God of Fright // Tergrid's Lantern — Wanderwine Prophets puts cards into the graveyard that Tergrid, God of Fright // Tergrid's Lantern can bring back

434 other cards care about it too. These are the ones with the most connections.

anything goes to a graveyard — 7,589 cards in the game can cause this (Wanderwine Prophets is one).

When a Merfolk hits the graveyard thanks to Wanderwine Prophets:

  1. Quest for Ancient Secrets — puts a quest counter on itself
  2. Planar Void — hits a graveyard
  3. Measure of Wickedness — gives an opponent control of itself
  4. Energy Field — sacrifices itself

7 other cards care about it too. These are the ones with the most connections.

anything attacks — 17,934 cards in the game can cause this (Wanderwine Prophets is one).

When Wanderwine Prophets attacks:

  1. Shaun, Father of Synths — makes a token
  2. Far Fortune, End Boss — deals 1 damage
  3. Temmet, Naktamun's Will — draws you 1 card
  4. Optimus Prime, Hero // Optimus Prime, Autobot Leader — puts a counter on a permanent
  5. Invisible Woman — triggers
  6. Caesar, Legion's Emperor — sacrifices a creature
  7. Guide of Souls — triggers
  8. Campsite Cuisine — sacrifices a Food
  9. Gossip's Talent — triggers
  10. Banon, the Returners' Leader — draws and discards

118 other cards care about it too. These are the ones with the most connections.

a creature attacks — 17,934 cards in the game can cause this (Wanderwine Prophets is one).

When Wanderwine Prophets attacks:

  1. Adaptive Omnitool — searches a library
  2. Anthem of Rakdos — gives +2/+0
  3. Kindred Discovery — draws you 1 card
  4. Invasion of New Capenna // Holy Frazzle-Cannon — puts counters on a permanent
  5. Saw — sacrifices a creature

195 other cards care about it too. These are the ones with the most connections.

a creature blocks — 17,934 cards in the game can cause this (Wanderwine Prophets is one).

  1. Tide of War — When Wanderwine Prophets blocks, Tide of War sacrifices a creature

29 other cards care about it too. These are the ones with the most connections.

a creature is cast — 18,010 cards in the game can cause this (Wanderwine Prophets is one).

When Wanderwine Prophets is cast:

  1. God-Eternal Oketra — makes a token
  2. Bloodbond March — brings a card back

89 other cards care about it too. These are the ones with the most connections.

a nontoken creature enters the battlefield — 18,448 cards in the game can cause this (Wanderwine Prophets is one).

  1. Samwise Gamgee — When Wanderwine Prophets enters, Samwise Gamgee makes a token

32 other cards care about it too. These are the ones with the most connections.

a creature enters the battlefield — 19,800 cards in the game can cause this (Wanderwine Prophets is one).

When Wanderwine Prophets enters:

  1. Enduring Courage — gives +2/+0
  2. Slash, Reptile Rampager — deals 2 damage
  3. Ray Fillet, Wave Warrior — puts a counter on itself
  4. The Neutrinos — gets +1/+0
  5. Wingnut, Bat on the Belfry — grants flying, haste and menace
  6. Aetherstorm Roc — puts a counter on a permanent you control
  7. Raphael, Most Attitude — exiles a card from your library

351 other cards care about it too. These are the ones with the most connections.

anything enters the battlefield — 26,499 cards in the game can cause this (Wanderwine Prophets is one).

  1. Prowl, Stoic Strategist // Prowl, Pursuit Vehicle — When Wanderwine Prophets enters, Prowl, Stoic Strategist // Prowl, Pursuit Vehicle puts a +1/+1 counter on itself

55 other cards care about it too. These are the ones with the most connections.