Creatures you control with flying get +1/+1.
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Favorable Winds Discussion
1 day ago
Blue Sun's Zenith is listed twice
Riptide Laboratory to save talrand and reuse snapcaster and aeromancer
Academy Ruins to recur your artifacts
As Foretold is crazy good. Must add
Future Sight for value
Overburden to slow down those green decks
Vedalken Shackles to get whatever you can't counter. Plus it fits your abusive theme well.
Cards to remove...
Favorable Winds win more card
Leyline of Anticipation most of your deck is instants
6 days ago
Match 1 - Loss - Merfolk
2-1 lost. Maybe made a mistake sac Mausoleum Wanderer the first game when he could pay for it. Got lucky that he never had a Aether Vial. We both couldn't block each others creatures so it was a real race to do damage first. Haste on Mantis Rider and Lightning Angel helped win me one match.
Match 2 - Loss - Affinty
Second week in a row. I felt I did better. His just too fast. I Spell Queller a Cranial Plating but it wasn't good enough. I died to poison one match and in the other had no creature that could block Etched Champion
Match 3 - Win - Mono Black Devotion
I WON!! It was actually pretty easy. I just played out my fliers and attacked. I top decked a Path to Exile to deal with his Erebos, God of the Dead and that was that. He kept taking Favorable Winds with his discard spells but my creatures would stil go on the beat down and win.
- Azban Company
- Grixis Shadow - Daniel and Luca
- Mono Black Devotion
1 week ago
I had been tweaking the decklist for a while and have a couple of different versions on XMage. I did have a list with Favorable Winds and I actually think the card is pretty good. Faeries need a bit of help in closing out the game -- especially in a budget build without Vendilion Clique or Creeping Tar Pit -- and Favorable Winds is a decent, harder-to-remove-than-Scion of Oona way to beef up the 1/1s
3 weeks ago
I'll work up something with "Flying" and such since, the name is Flights Cancelled lol. Add in a few more Delver of Secrets Flip, 2/3 should be plenty. Faerie Miscreant for card draw, Jace's Phantasm more flying that gets powerful with cards in the graveyard, Thought Scour, Mind Sculpt to get more in your opponents graveyard Favorable Winds for more power/Toughness, Augury Owl to control your next few draws, Zephyr Sprite 1 drop flying, Cloudfin Raptor should get big quickly. Warden of Evos Isle reducing cost of flyers
4 weeks ago
I agree with the nearly everything you have addressed here. This my first draft into the deck. I am testing what works for me and what doesn't. - I do have the Mausoleum Wanderer available, I have been testing them back and forth with the Mages and the Familiars. I mainly liked the Haste on Stormchaser Mage and the cheeky boost casting a Favorable Winds and boosting him to 3 power. - I do not have any Path to Exile nor any of the Fetches. They are likely to be the first major upgrades I could make. Each of the Check Lands should be their Shock equivalents as well. Once again I don't have them. I will be adding to the deck financially eventually I just don't have the excess funds at the moment.
1 month ago
You have 2 Skullclamps and 2 Thought Vessels???
It would require an overhaul, but all the Time Walk effects would be great with your commander, though they are a bit less fun for the table :) Also, Stranglehold is a great generic hate card, if you find you want it.
1 month ago
I looked into the win more cards like Coat of Arms and Favorable Winds, but ultimately, I don't need them. There is enough board wipe and removal and other Blue creatures that swinging with 10 - 2/2 Drakes twice does the job. Really, when you hold up counters for things that matter against the play style, its not bad.
1 month ago
I know it's been over a week, but I'm glad the suggestions were helpful! Why not a potentially excessive amount of them?!
Somehow, all of the cycle lands completely slipped my mind before. In a deck designed to draw as many cards as possible, you'd likely want all of the lands that can turn themselves into cards.
Blasted Landscape, Forgotten Cave, Lonely Sandbar, Remote Isle, Smoldering Crater, and the new ones coming out along with The Locust God in the new set, Desert of the Fervent and Desert of the Mindful. Mikokoro, Center of the Sea and Geier Reach Sanitarium Could also be decent.
Oh, and WHEELS! Don't even get me started on wheel effects! Dragon Mage, Forgotten Creation, Magus of the Wheel, Fateful Showdown, Incendiary Command, Collective Defiance, Reforge the Soul, Runehorn Hellkite, Wheel of Fate, Memory Jar, Magus of the Jar... I can't think of any more.
A nice way to take advantage of your swarm's sheer size is to use Breath of Fury, which can provide infinite combat phases when paired with Bident of Thassa, Coastal Piracy, or Windreader Sphinx, but it's really just good on its own..
If you can't tell, I've been thinking about building this deck since Locust God was spoiled.