+winds (32)
Return target permanent you control and target permanent you don't control to their owners' hands.
Counter target spell unless its controller pays for each card in your graveyard.
Cycling (, Discard this card: Draw a card.)
Creatures with flying get -2/-0.
Flying
When Djinni Windseer enters, roll a d20.
1–9 | Scry 1.
10–19 | Scry 2.
20 | Scry 3.
Creatures you control with flying get +1/+1.
Whenever a permanent becomes tapped, put a wind counter on it.
If a permanent with a wind counter on it would untap during its controller's untap step, remove all wind counters from it instead.
Whenever you cast a spell that targets Hero of the Winds, creatures you control get +1/+0 until end of turn.
At the beginning of your upkeep, draw a card for each Shrine you control.
Gain control of target artifact or creature. Untap it.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)
Creatures with flying can't attack or block, and their activated abilities with in their costs can't be activated.
When Master of Winds enters, draw two cards, then discard a card.
Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 4/1 or 1/4 until end of turn.
Myojin of Seeing Winds enters with a divinity counter on it if you cast it from your hand.
Myojin of Seeing Winds has indestructible as long as it has a divinity counter on it.
Remove a divinity counter from Myojin of Seeing Winds: Draw a card for each permanent you control.
Counter target spell.
Awaken 3— (If you cast this spell for , also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Cast this spell only during the declare attackers step and only if you've been attacked this step.
Scorching Winds deals 1 damage to each attacking creature.
Shredding Winds deals 7 damage to target creature with flying.
When Student of Elements has flying, flip it.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When Thousand Winds is turned face up, return all other tapped creatures to their owners' hands.
Creatures you control have flying.
Discard all the cards in your hand, then draw that many cards.
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Each player shuffles the cards from their hand into their library, then draws that many cards.
Prevent all combat damage that would be dealt this turn.
Ferocious — If you control a creature with power 4 or greater, instead prevent all combat damage that would be dealt this turn by creatures your opponents control.
Destroy all creatures that aren't enchanted. They can't be regenerated.
Return target nonland permanent to its owner's hand. Each player mills two cards.
When Windscouter attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
Vigilance
Flash
When Windshaper Planetar enters during the declare attackers step, for each attacking creature, you may reselect which player or permanent that creature is attacking. (It can't attack its controller or their permanents.)
Windstorm deals X damage to each creature with flying.
Other creatures you control with flying get +1/+0.
, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Target creature you control deals damage equal to its power to target creature you don't control. Create a number of 1/1 green Elf Warrior creature tokens equal to the amount of excess damage dealt this way.
Gatherer works better in the Companion app!