Favorable Winds

Legality

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

Printings View all

Set Rarity
Ixalan (XLN) Uncommon
Conspiracy (CNS) Uncommon
Avacyn Restored (AVR) Uncommon

Combos Browse all

Favorable Winds

Enchantment

Creatures you control with flying get +1/+1.

Price & Acquistion Set Price Alerts

XLN

CNS

AVR

Ebay

Recent Decks

Favorable Winds Discussion

ober0066 on Mono-Blue Aggro Fliers

9 hours ago

MidgeRub -- thanks. I was thinking that also... I think that's a better edition than mutavault or inkmoth/blinkmoth because it flies and get can boosted from Favorable Winds But also still makes blue mana, which our deck needs a lot of rather than generic mana.

Flalafell on Airborne Surveillance (Dimir Flyers)

1 day ago

Really nice deck. I like the combenition of surveil-flyers, with Favorable Winds and Curios Obsessions. However i think i would maybe reconsider two cards:

I´ve tested alot with my own Surveil list, but even though i run 28 Cards with surveil, i felt that its not worth it running Enhanced Surveillance unless your deck relies heavily on a filled graveyard (when you play cards like Mission Briefing or Blood Operative) or if you play cards that rely on self-mill triggers like Narcomoeba or Creeping Chill.

On the oser hand i think you can use better options than Jace, Cunning Castaway as he relys on your creatures and even then its not card advantage but card-filtering, as you always have to discard a card for his first abilty.

Have you tried Pilfering Imp? It is an early flyer, that can always trade with the best card in your opponetnts hand.

Another route that might be worth a test is running Pilfering Imp along some valuable thre-drops like Siren Lookout and Vampire Nighthawk together with Siren Stormtamer and the other two drop flyers you already included to get a huge blowout-potential with Gruesome Menagerie. Generally i think that Favorable Winds benefits mostly from many smaler cmc-creatures instead of some bigger ones, but thats just the way i prefer to play the winds.

BlaineTog on Can't Touch This -- $11 Mono-Blue Unblockable

1 week ago

@Allerian1004:

Congrats on such a nice showing! I'm glad to have helped a little. :)

For rotation, the good news is that most of the deck is sticking around except for Slither Blade, Unsummon, Honed Khopesh, and you can replace Khopesh with the functionally-identical Short Sword. The bad news is that Slither Blade and Unsummon are important for the deck to work, especially Unsummon since we badly need one-mana interaction to tempo our opponents down. Artificer's Assistant might be an ok substitute for Slither Blade and there are a bunch of 2-mana bounce spells to choose from, but the deck would certainly be a bit worse overall with those changes. Maybe we'll get a one-mana bounce spell in the second Ravnica set, or maybe it'll make more sense to switch over to flyers to take advantage of Favorable Winds. Time will tell.

JohnnyBoyG on Griffindor

1 week ago

It seems like you're overvaluing life gain. Here are some reasons why it's not good:

Games of magic typically fall into 2 catergories-wars of attrition and races.

In wars of attrition, both players have created boards that make it unfavorable to attack, either through strong blockers or the threat of just enough chump blocking to stay alive, followed by a powerful counterattack. Wars of attrition end when one player overcomes their opponent's defense, either by playing creatures that their opponent is unable to block, killing key blockers, or simply overwhelming their opponent with bigger/more creatures, so that even though the opponent can make favorable blocks an a few, they'll still be dead to the shear amount of damage. In such games, life total means very little. If the winning player won by evading or destroying blockers, then they would have won anyway, it just would have taken another turn, since they didn't have to worry about their own defense. If they won by overwhelming their opponent, then they were clearly in a winning position even before they made their final attack, so they probably would win even if they have to build up a bit more.

In races, both players have attackers that are either impossible or unfavorable for their opponent to block. The result is that both players are attacking each other every turn. Due to boards snowballing, by the end of the race, players are dealing large amount of damage to each other every turn-just as much if not more than the amount of life gained by a typical lifegain spell. So once again, life gain is really just buying time.

Now you might argue, "But buying time is good! With one extra turn, I can find the spell/evasive creature/huge creature I need to win in a war of attrition (or stop my opponent's evasive/huge creature), and it gives me one extra turn to kill my opponent in a race." The problem with this argument is that it ignores the fact that you're spending time to cast the lifegain spell. In an attrition war, the lifegain spell buys you time to find your trump card, but had it been your trump card, you wouldn't have needed the time anyway. In a race, this argument is more persuasive, since an extra turn to attack could win you the game. But you have to keep in mind that playing an extra creature rather than the lifegain spell often allows you to end the game a turn earlier. For example, a 2-attack creature that connects 3 times deals 6 damage to your opponent, which can often is enough to win a turn earlier in a race. Additionally, chump blocking an opponent's big creature often gains you life comparable to the amount you gain from a spell anyway.

I hope this helps you understand why lifegain isn't very good. It's a trap many new players fall into (including myself when I was new). It's completely fine if you want to continue to play with lifegain cards. But I think you'll eventually find that they're not as good as they seem.

Anyway, you should consider running Honor of the Pure-all of your creatuers are white, so it's copies 5-8 of Favorable Winds.

Ravenrose on Giant Flying Lizards

1 week ago

This deck needs more ramp. You are playing five colours: mana ramp is a must. Shard Convergence, Untamed Wilds, and Armillary Sphere are good considerations. Furthermore, I suggest a way to get free dragons everytime you cast one: Wild Pair. Cast a 5/5 dragon, search for another 5/5 and put it into play. Favorable Winds, Kindred Discovery, Sarkhan's Unsealing and Where Ancients Tread are also worthy considerations.

I hope these have helped!

fik on Caw Caw

3 weeks ago

seshiro_of_the_orochi I wasn't thinking about splashing for blue but that might be interesting. I know Favorable Winds could also be good but I don't know if it's worth it to splash for only those 2.

Ravenrose on Puff the Magic (Ur)Dragon

3 weeks ago

My Ur-Dragon deck was one of my first successful tribal decks, so I feel quite protective of Ur-Dragon decks. May I suggest Wild Pair, Where Ancients Tread and Favorable Winds as additions to this deck? I assure you, they would not disappoint. It has made my dragon deck ... a bit ... threatening. Magmaquake could also be of use to you. Crucible of Fire is an obvious addition. Kindred Discovery gives extra card draw too.

I hope these suggestions have been of some use!

fettywapmtg on Monoblue Midrange *rotation proof*

3 weeks ago

Appreciate the input, and I agree the artifact theme is a chore to jam in here, but doing these playtests I gotta say I'm liking a lot of these hands. Sai, Master Thopterist, while not shining his brightest, is still basically just a Pia Nalaar and seems to be worth running 2 copies. There's also a Historic theme here so a legendary 3 drop creature is good here. If you take a step back and look at the decklist, you will find a playset of 3 of the best creature cards with flying blue has to offer, and a bunch of 2x legendary spells. I feel like you're describing a more aggro/control approach, which is certainly worth exploring, but I'm really trying to find a home for some of these power cards here that need a nice glue to meld into a cohesive deck. The ideal hand looks something like:

Turn 1: Siren Stormtamer

Turn 2: Warkite Marauder/Favorable Winds/Lookout's Dispersal ect.

Turn 3: Tempest Djinn/Sai, Master Thopterist

Turn 4: Karn, Scion of Urza/Traxos, Scourge of Kroog/Zahid, Djinn of the Lamp

Turn 5: Tezzeret, Artifice Master (BOOM)

Turn 6: River's Rebuke/Karn's Temporal Sundering GG ya digg?

All of the cards you suggested, except for Exclusion Mage (a 3 mana unsummon seems out of place here), easily could find a place in this deck. Merfolk Trickster, Dive Down, and Blink of an Eye I'll try out in this deck at some point, as I remove cards that I deem underwhelming.

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