Just the Wind


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Custom Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ultimate Masters (UMA) Common
Shadows over Innistrad (SOI) Common

Combos Browse all

Just the Wind


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.)

Just the Wind Discussion

Asder on Baral's Beach Blanket Bonanza!

9 months ago

Yahenni's Expertise kills Baral, Chief of Compliance so something like Rags // Riches could be better. also the only zombies you have come from Rise from the Tides and the only discard you have comes from Baral, Chief of Compliance which means that most of the time Just the Wind and Compelling Deterrence will just be 2 mana Unsummon. maybe a playset of Blink of an Eye would work better?

HomesickAli3n on Pauper UG

10 months ago

So I modified your list a bit, but I don't know if you want to see it. I'll offer some suggestions and leave a list at the bottom if you're interested in what it could look like.

  1. I'd cut Hooting Mandrills. You're deck seems more interested in getting Threshold online. This card is contrary to that strategy and I think you found your beatdown body in Arrogant Wurm, which is just strictly better with trample.

  2. After testing Rites of Refusal, I think it is just too cute and clunky. I found that this iteration of the deck doesn't run enough pure card advantage to justify "2-for-1"ing yourself. 8 counterspells may be enough anyway, but if you feel like you could use more, running Counterspell or Daze aren't bad options. They come with a little risk, not being mono U, but could be worth it.

  3. I think you can cut Werebear. Breaks my heart to suggest it, but it might be risky to over-saturate your deck with threshold creatures. He's more vulnerable than Nimble Mongoose in the early game and I've already mentioned that the Arrogant Wurm seems like your 4/4 of choice. You aren't an aggro deck so, rather than just throwing a ton of 4/4's in the opponent's face, the tempo deck's concern is laying down select threats in the early to mid game and protecting/disrupting your way to victory.

  4. I've found that with Careful Study and other looting effects, I'd rather have card advantage that gave me more to discard to cards like Waterfront Bouncer and Wild Mongrel. Accumulated Knowledge or Deep Analysis are good cards for stocking your hand to give strength to your discard engines.

  5. Merfolk Looter and Obsessive Search feel super good in conjunction. The looter offers another instant speed dicard outlet that isn't as mana hungry as Waterfront Bouncer and, when combined with madness, it reads "tap: draw a card." Obsessive Search offers increased value to your discard engines and helps you to dig for relevant cards.

  6. Consider Just the Wind. It's effectively a Vapor Snag in your deck which is a tempo staple in pauper. It can clear the way for attacks or save one of your own creatures while fizzling a removal spell.

  7. AEther Tradewinds is another card I was looking at. This can bounce back pesky non-creature that dodged one of your counterspells the first time. Once again, fizzles removal while tempoing your opponent. Also, never hurts to have Basking Rootwalla back in hand.

  8. Lastly, I toyed around with a mana base that is slightly slower but much more consistent. Ash Barrens and Thornwood Falls offer you fixing. Simic Growth Chamber does this as well and allows you the ability to cut back on lands (as one Growth chamber is effectively two lands on one card). Being able to bounce back a basic you no longer need to discard to one of your engines, all while hitting your land drop, is also not half bad.

Deck List: UG Madness Sample Deck

PS. Let me know if you have any sideboard questions.

Saint_Charles_VII on dont even try me

1 year ago

Spell Pierce, Mana Leak and Rune Snag are generally good, pretty cheap counterspells you could use.

I would recommend replacing Aberrant Researcher  Flip with Delver of Secrets if you don't mind the jump in price. Otherwise, you might want to just drop it as its cost is a little high for its impact.

You might want to drop Baral's Expertise as you rarely want to cast a card with it at sorcery speed and without that benefit, it isn't very good.

Going down a couple Rise from the Tides wouldn't hurt as you don't really need to cast it multiple times and drawing it early is just a dead card.

Scourge of Fleets is similar, so you might want to drop it entirely or go down to one.

I also recommend dropping Turn Aside, Supplant Form and Just the Wind.

Adding more Thing in the Ice  Flip would be good if you have some.

You want to drop down to 24 or so islands.

This should get you to around 60 cards.

aleister23 on Exodia, Obliterate!

1 year ago

Yeah i see your point. Its just that you need time to set up your alignment and against aggro (mainly zombies) i am not sure if you can hold long enough till you are rdy without more removal. I mean... You are black after all :-) and as much as i like drake heaven i am not sure for it as a viable alternative finisher here... But hey, let us know how it works out!

Btw saffronolive did an against the odds on it, its a little outdated, but maybe you find some ideas

If you want to stay blue and keep the engulfs, maybee use stuff like Just the Wind or Baral's Expertise or even Unsummon

PapaJustify on Mill standard

1 year ago

Dynavolt Tower would be good here for some energy income/control. Seer of the Last Tomorrow works too, plus there's a few blue madness cards like Just the Wind/Broken Concentration/Welcome to the Fold/Compelling Deterrence to make the discard less painful.

WowzerBowzer on Hour Of D Speed Cycle (Needs Help!)

1 year ago

bellz76 that's amazing! I'll definitely be sure to add Forgotten Creation somehow.

As for the removal: I'm kind of banking off Hour of Devastation having some removal or psuedo removal with a discard or cycle mechanic attached to it. Just the Wind looks like a sideboard card to me because it only really gets value if I'm going in for a huge attack or the opponent is running a huge creature or something with an effect I don't want.

I'll try to add Key to the City but idk how mana viable that would be since I'm already paying to give something a -1/-1 counter.

Or perhaps just something to increase creature survivability rather than removal.

You'll notice that I've added Hollow One to the deck instead of 2 Horror of the Broken Lands and a Vizier.

bellz76 on Hour Of D Speed Cycle (Needs Help!)

1 year ago

I like the idea. I'm trying a similar build with red but I think the blue is potentially strong as well. The one thing I've discovered is that you need not just cheap cycling, but free discard outlets. Key to the City is an all star. It gives you a free discard outlet that gives you the option to draw cards. And then it gives your guys unblockable, and that's pretty sweet. It really does everything the deck wants.

I do think the deck will need some form of interaction\ removal- otherwise you'll get rolled over trying to get to the Fiend. You could just play the tried and true Grasp of Darkness, or Fatal Push if you have the budget. Or the discard friendly Just the Wind .

I've had a hard time with the sniper. He's ok removal, but if you're paying mana to dish out counters you aren't playing new spells... and he's only a 1\2, hardly able to pressure the opponent. The Vizier and negate might be better served as the above removal.

The other card that I think might be really good here- and go with me on this one- Forgotten Creation. I've toyed around with him, but I haven't been able to find the right build. In theory he should be INSANE in a deck like this... discard all your cards? Draw that many? Play Shadow of the Grave? Return those cards to your hand? Look at all the creatures you have with effects when cards are cycled or discarded? He could be pretty broken.

I'd probably swap out the Snipers and the Horrors for a 3\3 split of the key and creation.

Anyway, +1 from me. I'll likely build this on MTGO and try it out.

Hope this has helped.

BioProfDude on U/B Control, hate, whatever...

2 years ago

viperfang4, I am aware of the problem with Docent of Perfection  Flip and Yahenni's Expertise/Demon of Dark Schemes. It's fine, though, because my goal is to keep their board clear. The wizard tokens are not part of the win condition, just a fun side bar if I happen to get any. I really want the 5/4 (or 6/5, if I do manage to flip it) body that flies.

Spell Shrivel is better! Thank you! I would like to include Disallow but I don't own any, and these control decks are not my main style, so I haven't made much investment in blue.

Negate is quite good, and I like Horribly Awry because it exiles the cards (unlike Essence Scatter). Sure, it doesn't hit some of the larger creatures, but those aren't the creatures that generally give me the most problems. I played a lot of people wanting delirium, so Horribly Awry definitely annoyed them. I had 3x main board but decided that Just the Wind will be better in the main, and the above list will be adjusted accordingly quite soon. I will give Essence Scatter a try, though, and maybe it will be better because it can hit a broader range of creatures.

Thanks for the feedback! This is definitely a work in progress and it needs help...

Load more

No data for this card yet.