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One With the Wind
Enchantment — Aura
Enchanted creature gets +2/+2 and has flying.
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One With the Wind Discussion
1 week ago
I played in a 13 man tourney last night for FNM with a deck not as complete as this one and i placed 5th, went 3-1 over 4 rounds. I played one Metadeck and did pretty decent against it. Jade Guardian and One With the Wind worked real good for me, so those are options.
3 weeks ago
Hello, KingMoney! Thanks for your feedback.
Emerge Unscathed is indeed essential to the deck, since not only it provides with protection, but also triggers the Heroism ability of Fabled Hero and other heroes like Wingsteed Rider and Hero of Iroas, twice (since it has Rebound).
As for the cartouches, Cartouche of Knowledge is indeed a pretty good choice, and I'm torn between that or continue using the very similar Spectral Flight or One With the Wind (those last two are functionally the same). The other cartouche you suggested doesn't really seem that good for the strategy of the Deck: betting everything on a single super-buffed unblockable monster.
Regarding removal, I already run 1 Oblivion Ring, plus 1 other card that has the same functionally but with a different name: Banishing Light. This is to avoid being cut off by cards like Surgical Extraction, Meddling Mage and other similar annoyances. I also run a Journey to Nowhere as the 3rd targeted removal, since the Deck needs a low mana curve to be aggressive.
As for Perimeter Captain, I realize that's an odd choice for most players. Slippery Bogle doesn't cut it for me, because the deck is mostly white with a splash of blue and no green, and it doesn't further my strategy. Perimeter Captain doesn't either, but it's good for its purpose: warding off attacks to win some time to get Fabled Hero going. Otherwise the Deck would get shredded by aggro red decks. With a 0/4 body, they are hard to top early on, and with two of them on the field you can block with both to gain 8 life. Still, maybe there's a better choice available.
3 weeks ago
I have many things to say about this.
First, If you don't want to buy Drowned Catacomb and Fetid Pools then you should at least invest in some Submerged Boneyard because duallands are better than basics; especially if there are color intensive spells such as Walk the Plank. Also, utility lands such as Ipnu Rivulet, Ifnir Deadlands or Field of Ruin would not be bad.
Second, on the subject of walk the plank, I am not a fan of the card. Instant speed removal will always be superior in my eyes. Fatal Push is clearly good and Essence Extraction is decent to throw into the mainboard despite not being hard-removal. I understand that walk the plank is basically unconditional removal, but i would rather have Hour of Glory than Walk the Plank. There is a consideration for cards such as Never / Return to deal with the likes of planeswalkers. The main problem I have with sorcery removal is that it conflicts with holding up counterspells.
Third, I am not a fan of Censor as it is not a great counterspell. I still play a couple of them, but not 4. Supreme Will is not expensive and is a nice flexible card. Commit / Memory is not exactly a counterspell, but it is a very flexible card that would not be a bad inclusion. And you can assume I wouldn't leave the point on counterspells without mentioning that Disallow is amazing and expensive.
Forth, there are to many creatures in the deck for my tastes. Kitesail Freebooter is a nice card in the control mirror, but it is more of a sideboard card unless you are playing a tempo deck. I don't see the point of Siren Stormtamer putting the opponent in a tough spot early on, it provides about as little pressure as possible and is generally ignorable for majority of the game.
Fifth, Hieroglyphic Illumination is a good card and Glimmer of Genius is better. I play both in my deck as 3 of glimmer and 2 of illumination. You could also sneak in a copy of Pull from Tomorrow into the deck, it is great in the late-game.
Lastly, take out One With the Wind. I understand it might work with the creatures in the deck, but it would be better for you to have more removal in the deck.
I have played control for years and have won many fnms and gamedays with it, so I feel entitled to say I have an idea of what I'm talking about. My deck runs 25 lands, 8 card draw spells, 9 removal spells, 12 counterspells and 6 threats. Keep in mind my deck is expensive and has Torrential Gearhulk and The Scarab God as threats.
1 month ago
I had actually thought about Cartouche. I like that it draws, and it's definitely 100% interchangeable with One With the Wind. I just happen to not have any Cartouche of Knowledge at the moment and often find myself falling back on the Blossoming Defense + One With the Wind for lethal.
I was trying out Deathgorge Scavenger in the main to fill out slots, but it could easily be relegated to the board as you suggest. Rhonas the Indomitable I'm a little hesitant about in any deck because the only way to consistently have him active is to burn energy hexproofing your Bristling Hydra. If you slide out One With the Wind for Cartouche of Knowledge, there's also less ways to make him active.
Perhaps Cartouche of Knowledge, 1x Rhonas the Indomitable and 2x Aethersphere Harvester/Sorcerous Spyglass if you wanted to move Deathgorge Scavenger to the board. You'd only have the slots for 2, but I'm not 100% that you need all 3. I was experimenting.
1 month ago
MonochromeDisco I like the idea of One With the Wind to give your Pummeler some elevation. However, I feel Cartouche of Knowledge may be the superior choice due to the additional card draw. The extra +1/+1 provided by One with the Wind does allow you to hit for lethal with one less Pummeler activation than a 2/2 Pummeler wearing a Cartouche, but playing the Cartouche on any of your other creatures will let you get through for damage while also getting you closer to drawing a Pummeler. Had you considered the Cartouche already but ruled it out for One with the Wind? I don't think either enchantment is the wrong choice.
I would also prefer to have the Deathgorge Scavenger in the sideboard with one or two Rhonas the Indomitable in the main. You could also slide one of the Aethersphere Harvester from the side to the main for the third Scavenger.
1 month ago
2 months ago
Ended up putting 2 of the Spell Pierce in for protection and disrupting UW Approach decks.
I'd replace One With the Wind if there was anything that gave me a better clock with any of the backup creatures. The fact of it is, my local meta is pretty grounded except for Glorybringer so if I can get ahead, a couple of flying Longtusk Cub/Rogue Refiner just puts me in the position to win without Electrostatic Pummeler.
The only other pump I could use is Highspire Infusion instead of those, but then I'm staring down the potential for being walled out.
Generally not a fan of Puzzleknots though. I'm not convinced they're the best thing for the deck.