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Adarkar Windform
( 5)
Snow Creature — Illusion
(3/3)
Flying : Target creature loses flying until end of turn. ( can be paid with one mana from a snow source.)
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Adeliz, the Cinder Wind
( 3)
Legendary Creature — Human Wizard
(2/2)
Flying, haste Whenever you cast an instant or sorcery spell, Wizards you control get +1/+1 until end of turn.
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Aether Tradewinds
( 3)
Instant
Return target permanent you control and target permanent you don't control to their owners' hands.
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Aetherwind Basker
( 7)
Creature — Lizard
(7/7)
Trample Whenever Aetherwind Basker enters or attacks, you get (an energy counter) for each creature you control. Pay : Aetherwind Basker gets +1/+1 until end of turn.
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Auriok Windwalker
( 4)
Creature — Human Wizard
(2/3)
Flying : Attach target Equipment you control to target creature you control.
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Aven Wind Mage
( 3)
Creature — Bird Wizard
(2/2)
Flying Whenever you cast an instant or sorcery spell, Aven Wind Mage gets +1/+1 until end of turn.
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Aven Windreader
( 5)
Creature — Bird Soldier Wizard
(3/3)
Flying (This creature can't be blocked except by creatures with flying or reach.) : Target player reveals the top card of their library.
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Bill Ferny, Bree Swindler
( 2)
Legendary Creature — Human Rogue
(2/1)
Whenever Bill Ferny, Bree Swindler becomes blocked, choose one — • Create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") • Target opponent gains control of target Horse you control. If they do, remove Bill Ferny from combat and create three Treasure tokens.
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Blessed Wind
( 9)
Sorcery
Target player's life total becomes 20.
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Boarded Window
( 3)
Artifact
Creatures attacking you get -1/-0. At the beginning of each end step, if you were dealt 4 or more damage this turn, exile Boarded Window.
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Borne Upon a Wind
( 2)
Instant
You may cast spells this turn as though they had flash. Draw a card.
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Borrowing the East Wind
( 2)
Sorcery
Borrowing the East Wind deals X damage to each creature with horsemanship and each player.
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Countervailing Winds
( 3)
Instant
Counter target spell unless its controller pays for each card in your graveyard. Cycling (, Discard this card: Draw a card.)
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Crosswinds
( 2)
Enchantment
Creatures with flying get -2/-0.
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Cursed Windbreaker
( 3)
Artifact — Equipment
When Cursed Windbreaker enters, manifest dread, then attach Cursed Windbreaker to that creature. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) Equipped creature has flying. Equip
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Death Wind
( 1)
Instant
Target creature gets -X/-X until end of turn.
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Denying Wind
( 9)
Sorcery
Search target player's library for up to seven cards and exile them. Then that player shuffles.
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Djinni Windseer
( 4)
Creature — Djinn
(3/3)
Flying When Djinni Windseer enters, roll a d20. 1–9 | Scry 1. 10–19 | Scry 2. 20 | Scry 3.
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Downwind Ambusher
( 4)
Creature — Skunk Assassin
(4/2)
Flash When Downwind Ambusher enters, choose one — • Target creature an opponent controls gets -1/-1 until end of turn. • Destroy target creature an opponent controls that was dealt damage this turn.
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Dreamwinder
( 4)
Creature — Serpent
(4/3)
Dreamwinder can't attack unless defending player controls an Island. , Sacrifice an Island: Target land becomes an Island until end of turn.
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Dwindle
( 3)
Enchantment — Aura
Enchant creature Enchanted creature gets -6/-0. When enchanted creature blocks, destroy it. (The attacking creature remains blocked.)
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Favorable Winds
( 2)
Enchantment
Creatures you control with flying get +1/+1.
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Freewind Equenaut
( 3)
Creature — Human Archer
(2/2)
Flying As long as Freewind Equenaut is enchanted, it has ": Freewind Equenaut deals 2 damage to target attacking or blocking creature."
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Freyalise's Winds
( 4)
Enchantment
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.
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Frostwind Invoker
( 5)
Creature — Merfolk Wizard
(3/3)
Flying : Creatures you control gain flying until end of turn.
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Galewind Moose
( 6)
Creature — Elemental Elk
(6/6)
Flash Vigilance, reach, trample
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Gust of Wind
( 4)
Sorcery
This spell costs less to cast if you control a creature with flying. Return target nonland permanent you don't control to its owner's hand. Draw a card.
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Gwaihir the Windlord
( 6)
Legendary Creature — Bird Noble
(4/4)
This spell costs less to cast as long as you've drawn two or more cards this turn. Flying, vigilance Other Birds you control have vigilance.
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Haunting Wind
( 4)
Enchantment
Whenever an artifact becomes tapped or a player activates an artifact's ability without in its activation cost, Haunting Wind deals 1 damage to that artifact's controller.
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Heidar, Rimewind Master
( 5)
Legendary Creature — Human Wizard
(3/3)
, : Return target permanent to its owner's hand. Activate only if you control four or more snow permanents.
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Hero of the Winds
( 4)
Creature — Human Soldier
(1/4)
Flying Whenever you cast a spell that targets Hero of the Winds, creatures you control get +1/+0 until end of turn.
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Honden of Seeing Winds
( 5)
Legendary Enchantment — Shrine
At the beginning of your upkeep, draw a card for each Shrine you control.
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Icewind Stalwart
( 4)
Creature — Tiefling Warrior
(3/3)
Protection Fighting Style — When Icewind Stalwart enters, exile up to one target non-Warrior creature you control, then return it to the battlefield under its owner's control.
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Jeskai Windscout
( 3)
Creature — Bird Scout
(2/1)
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Junk Winder
( 7)
Creature — Serpent
(5/6)
Affinity for tokens (This spell costs less to cast for each token you control.) Whenever a token you control enters, tap target nonland permanent an opponent controls. It doesn't untap during its controller's next untap step.
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Just the Wind
( 2)
Instant
Return target creature to its owner's hand. Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
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Kastral, the Windcrested
( 5)
Legendary Creature — Bird Scout
(4/5)
Flying Whenever one or more Birds you control deal combat damage to a player, choose one — • You may put a Bird creature card from your hand or graveyard onto the battlefield with a finality counter on it. • Put a +1/+1 counter on each Bird you control. • Draw a card.
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Katabatic Winds
( 3)
Enchantment
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.
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Kykar, Wind's Fury
( 4)
Legendary Creature — Bird Wizard
(3/3)
Flying Whenever you cast a noncreature spell, create a 1/1 white Spirit creature token with flying. Sacrifice a Spirit: Add .
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Lord Windgrace
( 5)
Legendary Planeswalker — Windgrace
(5)
+2: Discard a card, then draw a card. If a land card is discarded this way, draw an additional card. −3: Return up to two target land cards from your graveyard to the battlefield. −11: Destroy up to six target nonland permanents, then create six 2/2 green Cat Warrior creature tokens with forestwalk. Lord Windgrace can be your commander.
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Maddening Wind
( 3)
Enchantment — Aura
Enchant creature Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of the upkeep of enchanted creature's controller, Maddening Wind deals 2 damage to that player.
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Master of Winds
( 4)
Creature — Sphinx Wizard
(1/4)
Flying 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.
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Merfolk Windrobber
( 1)
Creature — Merfolk Rogue
(1/1)
Flying Whenever Merfolk Windrobber deals combat damage to a player, that player mills a card. (They put the top card of their library into their graveyard.) Sacrifice Merfolk Windrobber: Draw a card. Activate only if an opponent has eight or more cards in their graveyard.
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Mu Yanling, Celestial Wind
( 6)
Legendary Planeswalker — Yanling
(5)
+1: Until your next turn, up to one target creature gets -5/-0. −3: Return up to two target creatures to their owners' hands. −7: Creatures you control with flying get +5/+5 until end of turn.
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Myojin of Seeing Winds
( 10)
Legendary Creature — Spirit
(3/3)
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.
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One With the Wind
( 2)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has flying.
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Plague Wind
( 9)
Sorcery
Destroy all creatures you don't control. They can't be regenerated.
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Release to the Wind
( 3)
Instant
Exile target nonland permanent. For as long as that card remains exiled, its owner may cast it without paying its mana cost.
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Revealing Wind
( 3)
Instant
Prevent all combat damage that would be dealt this turn. You may look at each face-down creature that's attacking or blocking.
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Rewind
( 4)
Instant
Counter target spell. Untap up to four lands.
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Rimewind Cryomancer
( 4)
Creature — Human Wizard
(2/3)
, : Counter target activated ability. Activate only if you control four or more snow permanents. (Mana abilities can't be targeted.)
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Rimewind Taskmage
( 2)
Creature — Human Wizard
(1/2)
, : You may tap or untap target permanent. Activate only if you control four or more snow permanents.
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Scorching Winds
( 1)
Instant
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.
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Searing Wind
( 9)
Instant
Searing Wind deals 10 damage to any target.
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Second Wind
( 3)
Enchantment — Aura
Enchant creature : Tap enchanted creature. : Untap enchanted creature.
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Shredding Winds
( 3)
Instant
Shredding Winds deals 7 damage to target creature with flying.
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Sidewinder Naga
( 3)
Creature — Snake Warrior
(3/2)
As long as you control a Desert or there is a Desert card in your graveyard, Sidewinder Naga gets +1/+0 and has trample.
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Sidewinder Sliver
( 1)
Creature — Sliver
(1/1)
All Sliver creatures have flanking. (Whenever a creature without flanking blocks a Sliver, the blocking creature gets -1/-1 until end of turn.)
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Skullwinder
( 3)
Creature — Snake
(1/3)
Deathtouch When Skullwinder enters, return target card from your graveyard to your hand, then choose an opponent. That player returns a card from their graveyard to their hand.
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Skywinder Drake
( 3)
Creature — Drake
(3/1)
Flying Skywinder Drake can block only creatures with flying.
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Soul Swindler
( 5)
Creature — Demon Employee
(5/3)
As long as you've visited an Attraction this turn, Soul Swindler has indestructible. (Damage and effects that say "destroy" don't destroy it.) When Soul Swindler enters, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.)
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Spell Swindle
( 5)
Instant
Counter target spell. Create X Treasure tokens, where X is that spell's mana value. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")
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Sphinx of the Steel Wind
( 8)
Artifact Creature — Sphinx
(6/6)
Flying, first strike, vigilance, lifelink, protection from red and from green
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Spire Winder
( 4)
Creature — Snake
(2/3)
Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Spire Winder gets +1/+1 as long as you have the city's blessing.
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Striped Riverwinder
( 7)
Creature — Serpent
(5/5)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Cycling (, Discard this card: Draw a card.)
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Student of Elements
( 2)
Creature — Human Wizard
(1/1)
When Student of Elements has flying, flip it.
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Swindler's Scheme
( 3)
Enchantment
Whenever an opponent casts a spell from their hand, you may reveal the top card of your library. If it shares a card type with that spell, counter that spell and that opponent may cast the revealed card without paying its mana cost.
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Tapping at the Window
( 2)
Sorcery
Look at the top three cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest into your graveyard. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Tavern Swindler
( 2)
Creature — Human Rogue
(2/2)
, Pay 3 life: Flip a coin. If you win the flip, you gain 6 life.
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Thornwind Faeries
( 3)
Creature — Faerie
(1/1)
Flying : Thornwind Faeries deals 1 damage to any target.
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Thousand Winds
( 6)
Creature — Elemental
(5/6)
Flying 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.
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Tolarian Winds
( 2)
Instant
Discard all the cards in your hand, then draw that many cards.
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Tower Winder
( 2)
Creature — Snake
(1/1)
Reach, deathtouch When Tower Winder enters, search your library and/or graveyard for a card named Command Tower, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Tradewind Rider
( 4)
Creature — Spirit
(1/4)
Flying , Tap two untapped creatures you control: Return target permanent to its owner's hand.
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Unexpected Windfall
( 4)
Instant
As an additional cost to cast this spell, discard a card. Draw two cards and create two Treasure tokens. (They're artifacts with ", Sacrifice this artifact: Add one mana of any color.")
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Unwind
( 3)
Instant
Counter target noncreature spell. Untap up to three lands.
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Unwinding Clock
( 4)
Artifact
Untap all artifacts you control during each other player's untap step.
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Vitalizing Wind
( 9)
Instant
Creatures you control get +7/+7 until end of turn.
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Volcanic Wind
( 6)
Sorcery
Volcanic Wind deals X damage divided as you choose among any number of target creatures, where X is the number of creatures on the battlefield as you cast this spell.
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Waterwind Scout
( 3)
Creature — Merfolk Scout
(2/2)
Flying When Waterwind Scout enters, create a Map token. (It's an artifact with ", , Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery.")
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Whirlwind
( 4)
Sorcery
Destroy all creatures with flying.
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Whirlwind Adept
( 5)
Creature — Djinn Monk
(4/2)
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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Whirlwind Denial
( 3)
Instant
For each spell and ability your opponents control, counter it unless its controller pays .
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Willow-Wind
( 5)
Creature — Elemental
(3/4)
Flying When Willow-Wind enters, scry 2.
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Wind Dancer
( 2)
Creature — Faerie
(1/1)
Flying : Target creature gains flying until end of turn.
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Wind Sail
( 2)
Sorcery
One or two target creatures gain flying until end of turn.
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Wind Shear
( 3)
Instant
Attacking creatures with flying get -2/-2 and lose flying until end of turn.
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