'Weird' cards
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Click for list of card names (21)
Blistercoil Weird
Captive Weird
Compleated Conjurer
Educated Detective
Fluxcharger
Frostburn Weird
Gelectrode
Geometric Weird
Hydroelectric Specimen
Melek, Izzet Paragon
Melek, Reforged Researcher
Petrahydrox
Resonance Technician
Spellgorger Weird
Spellgorger Weird
Spellkeeper Weird
Steamcore Scholar
Steamcore Weird
Water Weird
Weird
Weird
Blistercoil Weird
{U/R}
-- no image --
Creature - Weird
Whenever you cast an instant or sorcery spell, this creature gets +1/+1 until end of turn. Untap it.
1/1

Captive Weird
{U}
-- no image --
Creature - Weird
Defender
{3}{R/P}: Transform this creature. Activate only as a sorcery. ({R/P} can be paid with either {R} or 2 life.)
1/3

Compleated Conjurer
-- no image --
Creature - Phyrexian Weird
When this creature transforms into Compleated Conjurer, exile the top card of your library. Until the end of your next turn, you may play that card.
3/3

Educated Detective
{3}{U}
-- no image --
Creature - Weird Detective
{1}{U}, {T}: Surveil 1. If all your commanders have been revealed, draw a card instead.
2/4

Fluxcharger
{2}{U}{R}
-- no image --
Creature - Weird
Flying
Whenever you cast an instant or sorcery spell, you may switch this creature's power and toughness until end of turn.
1/5

Frostburn Weird
{U/R}{U/R}
-- no image --
Creature - Weird
{U/R}: This creature gets +1/-1 until end of turn.
1/4

Gelectrode
{1}{U}{R}
-- no image --
Creature - Weird
{T}: This creature deals 1 damage to any target.
Whenever you cast an instant or sorcery spell, you may untap this creature.
0/1

Geometric Weird
{R}
-- no image --
Creature - Weird
At the beginning of each end step, you may have Geometric Weird's base power and toughness each become equal to the greatest number of spells and abilities from different sources that were on the stack simultaneously that turn.
1/1

Hydroelectric Specimen
{2}{U}
-- no image --
Creature - Weird
Flash
When this creature enters, you may change the target of target instant or sorcery spell with a single target to this creature.
1/4

Melek, Izzet Paragon
{4}{U}{R}
-- no image --
Legendary Creature - Weird Wizard
Play with the top card of your library revealed.
You may cast instant and sorcery spells from the top of your library.
Whenever you cast an instant or sorcery spell from your library, copy it. You may choose new targets for the copy.
2/4

Melek, Reforged Researcher
{3}{U}{R}
-- no image --
Legendary Creature - Weird Detective
Melek's power and toughness are each equal to twice the number of instant and sorcery cards in your graveyard.
The first instant or sorcery spell you cast each turn costs {3} less to cast.
X/X

Petrahydrox
{3}{U/R}
-- no image --
Creature - Weird
({U/R} can be paid with either {U} or {R}.)
When this creature becomes the target of a spell or ability, return this creature to its owner's hand.
3/3

Resonance Technician
{3}{U/R}{U/R}
-- no image --
Creature - Weird Detective
Flying
When this creature enters, you may discard a card. If you do, investigate twice.
{T}, Tap X untapped artifacts you control: Copy target instant or sorcery spell you control with mana value X. You may choose new targets for the copy.
4/4

Spellgorger Weird
{2}{R}
-- no image --
Creature - Weird
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
2/2

Spellgorger Weird
{2}{R}
-- no image --
Token Creature - Weird
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
(This token's mana cost is {2}{R}.)
2/2

Spellkeeper Weird
{2}{U}
-- no image --
Creature - Weird
{2}, {T}, Sacrifice this creature: Return target instant or sorcery card from your graveyard to your hand.
1/4

Steamcore Scholar
{2}{U}
-- no image --
Creature - Weird Detective
Flying, vigilance
When this creature enters, draw two cards. Then discard two cards unless you discard an instant or sorcery card or a creature card with flying.
2/2

Steamcore Weird
{3}{U}
-- no image --
Creature - Weird
When this creature enters, if {R} was spent to cast it, it deals 2 damage to any target.
1/3

Water Weird
{3}{U}
-- no image --
Creature - Elemental Weird
Whenever Water Weird deals combat damage to a player, put a +1/+1 counter on Water Weird if the top card of your library is a nonland card. Otherwise, you may mill a card.
{1}{U}: Water Weird gets +1/-1 until end of turn.
3/4

Weird
-- no image --
Token Creature - Weird
X/X

Weird
-- no image --
Token Creature - Weird
Defender, flying
3/3
