Adeliz, the Cinder Wind


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Uncommon

Combos Browse all

Adeliz, the Cinder Wind

Legendary Creature — Human Wizard

Flying, haste

Whenever you cast an instant or sorcery spell, Wizards you control get +1/+1 until end of turn.

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Adeliz, the Cinder Wind Discussion

silverspades on Maximizing Wizards (UR Aggro)

1 day ago

Love the deck, although a part of me wants to say go for 4 Adeliz, the Cinder Wind because while she's legendary, she's very crucial to your gameplan and she will attract removal. Might be worth looking into.

FastIsFaster on Lazer Zap - Turn 4 Win (Post-Rotation)

1 day ago

Just my opinion, but I feel like Adeliz, the Cinder Wind is best in a hyper aggressive build. I would rather have something like Warlord's Fury or Crash Through than Ionize in almost every case with this deck, as it allows you to cast a low cost spell, and draw a card to potentially draw another. Just think, on you turn would you rather spend three mana on Crash Through, draw a card, lets say Opt, cast that, and opt into a Wizard's Lightning, or would you rather hold up 3 for Ionize? Given you can sac Siren Stormtamer, you don't really need to worry about countering your opponents spells unless they target your creature, which is what the tamer is for.

Zarathoustra on Wizards of the Coast

1 week ago

65 cards and only one copy of each ? Am I missing something ?

With only 13 instant/sorcery creatures like Guttersnipe, Aven Wind Mage or Enigma Drake are totally useless, you have to define a strategy, choose the best options and run 4 copies of the cards you really need. Adeliz, the Cinder Wind has no purpose here unless you remove dragons, sphinx, etc, and replace them with more wizards. And again, you would need at least 20/22 instant/sorcery to benefit from it.

Why run Academy Journeymage ? It's expensive for a 3/2, very bad card in my opinion, you should add more Exclusion Mage, it's a 2/2 with the exact same effect.

Tormenting Voice is good for mono red, but the best draw cards have always been blue, where is the point not to use them ? Remove it and Divination, and try 4 Opt instead !

In its current state this deck has no consistance, no real pattern, for a solid wizards deck I recommand you keep 4/5 full sets of creatures, and add as many instant as you can.

If you have a moment have a look at my ultra-budget standard deck using some of the same cards :

Orion93 on U/R Wizard deck Rotation proof

1 week ago

rudderdudder it literally only depends on your preference. But I'll let you know now, Goblin Electromancer will be very heavily played. He's so good with Adeliz, the Cinder Wind that its stupid. You cast cheaper spells and he gets bigger for it. Its beautiful synergy in your wizards. I promise its a good idea. Lightning Strike costs 1R. Well now its just R. Ionize now costs UR instead of 1UR. And he still activates the special casting cost of the Wizard instants from Dominaria. Its a great creature for speeding up a deck. There's a new Deal X and Draw X spell. That's another late game finisher potentially though its really just an EDH draw spell. Point is, get 2 or 3 Electromancer on board and its a playable spell. The creature just opens up more potential than he takes away from.

DragonKing90 on Counter Productive Wizards

1 week ago

if you want to run tribal wizards, you should definitely add red. but something to keep in mind whenever building tribal, is you have to ask yourself, "why am i staying within this certain creature type if there are other creatures that can do the same thing more effectively?". in other words, you need cards that actually care about a creatures typing. you have Wizard's Retort, but i can tell by the comments it wasn't in the original list. other things that care about wizards (or creatures of a certain type) could include Metallic Mimic, Adaptive Automaton, and Naban, Dean of Iteration. if you add red, theres also Adeliz, the Cinder Wind and Wizard's Lightning.

Orion93 on U/R Wizard deck Rotation proof

1 week ago

Hey. Good idea over all but it does need some refining.

First a couple tips: 1- It's always important to focus on your late game plan even when you have an early game deck. Other wise you will build a glass cannon that won't perform without perfect conditions. A strong late game finisher is already in your Sideboard. Banefire is one of the best sorcery speed spells in standard because it allows you to finish a player that you can no longer attack or damage otherwise. You can push it out at 5 damage and there is nothing your opponent can do to stop it. Perfect.

2- Try to recognize what would create a situation where you have either no cards or unplayable cards in hand. 4 copies of Adeliz, the Cinder Wind is okay because you need her for your synergies and for her potential board presence over all. But. 4 copies of Naru Meha, Master Wizard will most likely just over fill your hand with a legendary creature that is very expensive to cast on top of another instant or sorcery. I know the appeal of her capability is enticing but truly she is only worth 2 of in a deck because in a standard game, unless its between two control players, won't allow enough time to capitalize on such a high Converted Mana Cost (cmc for short) creature multiple times unless you're playing it as a win condition like Torrential Gearhulk. The gearhulks only worked so well because you could focus on playing strictly on your opponents turn to recast spells from your graveyard freely. Naru Meha is more tricky because it requires 2 cards in hand that can be cast at instant speed to become effective. This is somewhat true with most creatures. Ideally a creature played from your hand will gain you more than just a body on the field. It will draw a card or counter an ability or force your opponent to act differently from how they had planned.

All of these things give you the advantage. When a creature or another permanent enter the battlefield and they are doing.... Nothing? You will lose. A body is terrific. A body with abilities is better. Same with spells. Functional spells are cool. Counter, burn, draw, what have you. But utility spells are better. Anything that will allow multiple options or will have multiple effects is so much better for keeping your game moving how you want.

3- Magic is always changing and that means so are we as Magic players. We constantly adapt our decks to our local Meta, which will tend to flow with the competitive level of magic such as Protour or Grand Prixs. Find new and interesting changes to try in your free time. If you've always been a turn behind in recent matches then either find a way to play more quickly, sacrificing power usually, or put in a strong tempo piece that will reset the board in your favor.

I love tribal and I love synergy. You are so close to having the right set up in your deck. But how it is now, you most likely won't win anything competitive. The reason? You're playing sub par spells. There are better options for your creatures and much wider variety for your other spells. Find the cards that will most actively affect the field for an aggro base and find the cards that will most reactively protect the field for control.

I'm done with criticism. Now for suggestions.

Drop 4x Naru Meha and 4x fanatical firebrand and replace them with 4x Goblin Electromancer and 2-4x Guttersnipe and 0-2 copies of a spell that either helps balance the field or draws more than just 1 card. Opt is great but you might do better with additional cards in late game scenarios.

I would suggest the new enchantment Firemind's Research but it is very very hand dependent. You could run 4 of them with 4 Goblin Electromancer and I really think you'd go off with several explosive turns. But you also have to live long enough to see them. Meaning way more removal and less wizards. So.

Lavarunner is fine. But he caps out as a hasty 2/2 with no additional strength to add. So maybe slide out 2 of them for the other 2 Guttersnipes. Its equal in strengths but with a much more impactful long term presence.

I like the idea of Siren Stormtamer but I think he is side board material for anti control or removal match ups. That does mean your turn 1 slot just got crushed though and I don't really have an alternate yet beyond Runaway Steam-Kin and that's still a turn 2 play. With Electromancer and guttersnipe fighting over your turn 2 spot I dont think its viable. It is however fun. Just imagine 3 of these as 4/4 and then just dump all of those counters into a Banefire for the win. Oh man.... Well now I'm gonna do it. Sorry. Called it. Haha.

I think you could benefit from Ionize in your main board. I know that Warlord’s Fury is an extra draw spell but it could drop to 2 for 2 Ionize in main. Promise.

My wife wants me to talk to her instead of you now though. So I'm all wrapped up.

Good luck! And never stop Brewing your own decks. Its so rewarding.

FastIsFaster on Standard U/R Wizards

2 weeks ago

I would run Viashino Pyromancer over Guttersnipe. It gets the buff from Adeliz, the Cinder Wind which is one of the main reasons to run wizards. Wizard's Retort seems a little redundant when you have Siren Stormtamer, as the Siren Stormtamer can be sacrificed to protect you or your creatures, and the most effective iteration of U/R Wizards (in my opinion) play very aggressively. You are mush less worried about your opponent's side of the board, because you are looking to almost 'storm' off and swing for 12+ damage off spells and buffs. I would consider something like Anticipate, Crash Through, or Warlord's Fury as replacements for the Wizard's Retort, as they will draw you cards (which this deck needs to close games out), and they are low cmc, so it doesn't take many spells on turns to draw a lot of cards, trigger Adeliz, the Cinder Wind a few times, and swing in with some big fliers.

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