Release to the Wind

Release to the Wind

Instant

Exile target nonland permanent. For as long as that card remains exiled, its owner may cast it without paying its mana cost.

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Set Rarity
Rivals of Ixalan (RIX) Rare

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Release to the Wind occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Release to the Wind Discussion

Heliogabale on fart tribal

2 weeks ago

Very intricate build, elevated and distinguished. :p

I also like to Release to the Wind. Sometimes my Second Wind turns into a Thousand Winds and one would think I have went into Gaseous Form.

Rhadamanthus on Release to the Wind mechanics--exile?

3 weeks ago

Please double square brackets around a card's name to create a reference link: Release to the Wind, Sentinel Totem. It's the easiest way to make sure everyone understands what's going on with your question.

A card is only considered a "permanent" when it's on the battlefield. If the game needs to talk about permanent cards in any other zone, it will specifically call them "permanent cards". Release to the Wind can only target permanents on the battlefield.

As it says in its text, Release to the Wind only gives you permission to cast "that card", meaning the one it exiled. It doesn't allow you to cast cards exiled by any other effect. Also, once the card moves out of exile the game starts treating it as a new object so if it gets exiled again for some reason you won't still have special permission to cast it.

9-lives on Eldrazi C/U/B Control/Midrange - Transdimensional ...

3 weeks ago

So far I am making a Dimir-Colorless Eldrazi thought-warping deck.

Thought-warping is just my fanciful term for the mechanic of looking at the other player's hand and exiling cards. I have 14 cards for this.

I need help with the mana curve on my Eldrazi!

What Eldrazi cards should I use or remove?

What are some good Dimir cards I'm missing?

Should I use 4x Burnished Hart in the place of 4x Hedron Crawler?

Transdimensional Thought-warp

JPONM11 on Sedris Unearth EDH

1 month ago

Erratic Portal, Teferi's Veil, Conjurer's Closet, Release to the Wind, and Voyager Staff are great to prevent losing your creatures.

Mimic Vat, Panharmonicon, Dawn of the Dead, Flameshadow Conjuring, Embalmer's Tools, Underworld Connections, and [windfall] are very good in this deck too.

PookandPie on Urza

3 months ago

Saw this on the deck cycled list. Thought I'd offer my critique, as I also play Urza. My list for reference:


Urza, Annoying Artificer

Commander / EDH PookandPie

SCORE: 1 | 89 VIEWS | IN 1 FOLDER


So there's a Selvala deck that outspeeds you? Let's see what we can do to fix that.

There are some cards that currently have some upgrades that can be made. Impulse over Anticipate , for example. Preordain is better in a deck without fetchlands than Ponder .

Release to the Wind is not a good card; I know it makes them pay double for whatever you exile, but that's usually a pittance and means this can never truly stop a game-winning permanent as they'll just get it right back. Imprisoned in the Moon isn't an instant, but it at least gets whatever it is out of the way for a moment (if placed on Selvala, that stops them dead for at least a couple turns, whereas 3 mana is just easy for them to generate otherwise). Reality Shift is cheaper than Gilded Drake and most of the time people don't get anything good off the manifest (only once have I exiled a Tymna for them to show some scary top deck like Notion Thief. Usually it's a land, a mana rock, or something else that they can't use now that it's on the board manifested). Or just run Rapid Hybridization to deal with early Selvalas to effectively double your chance at Pongify.

Static Orb would throw a wrench in a lot of player's plans. You simply tap them with Urza on the end step of your last opponent before you untap, and then you untap all of your permaments as normal. It's primarily one of the reasons why Urza is considered a good Commander (and I see you have Winter Orb in the deck already, but this one also shuts down dorks. Run both!). Since you're also having trouble with creature decks, I also recommend Tangle Wire , as it never hurts you as bad as your opponents.

You don't have many tutors (I count Mystical, Scroll, and Whir), so I imagine you have difficulty finding what you need. Cards like Fabricate , while inefficient, are still solid at finding the artifacts you need. Reshape is strong, and Muddle the Mixture pulls double duty at protecting your combo turn or allowing you to find your combo pieces (this is among the few cards in mono U that finds both Scepter and Reversal. This card's a big deal- run it). Outside of that, having big ways to draw cards can be hugely advantageous- Recurring Insight can be pretty strong as you generate tons of mana with Urza out (casting a 6cmc spell while everyone's tapped down and stuck with full hands due to Static Orb is a wonderful feeling), Blue Sun's Zenith isn't the greatest but it can draw when you need it to, or possibly even kill a player when you get Dramatic Scepter (if you don't like BSZ, Pull from Tomorrow is also very strong). Fact or Fiction and Dig Through Time are solid options as well, and you should totally be running Windfall or Echo of Eons with Narset, Parter of Veils in the deck (what's better than shutting off your opponent's draw? Stripping their hands to 1 card to make it hard for them to fight back).

Outside of that.... I see that you run Deadeye to win with Urza by making constructs, but why not Peregrine Drake over Myr Battlesphere? Battlesphere is also going to need Deadeye to close out a game, pretty much, but Drake generates infinite mana with Deadeye so you can just win via Urza and Jace. I'm not going to recommend the big pricey combo cards for the deck, but maybe something like that could give you a slight edge as you only have one method for infinite mana right now so if it gets destroyed you're basically done.

Suggestions on cards to cut for some of the above:

Ichor Wellspring- this card is playable in Daretti or Breya, but pretty bad elsewhere as you don't have a reliable way to sacrifice it, so it's basically 2 mana to cantrip/mana ramp. You could do that more efficiently with Arcum's Astrolabe and by swapping to Snow Covered Islands, but that's unnecessary when what you need is big draw or tutors to find combo pieces (that and Preordain and Ponder are just outright better at filtering through cards, let's be real).
Jhoira's Familiar- you don't need this. It's expensive and Sculptor is just flat out better at this effect.
Efficient Construction- you have Sai, Sai is better at this.
Riddlesmith- one of the tutors mentioned above would be better.
Trophy Mage- Is this a holdover from a previous build of the deck? Because it only finds Scrap Trawler and Worn Powerstone right now- both are cards I don't think you're going to jump at opportunities to tutor for.

Hopefully that helps figure out some cuts, and hopefully this long ass post helped.

Leatherankh on Endless Release (Naru Meha infinite combo)

4 months ago

sonofgonzo you’ve got the combo backwards. Release to the Wind allows you to recast the exiled card, and since Naru has Flash, you can cast her while the originals Release is on the stack. Thus the infinite cast triggers.

ambeault on Staring Contest: A List of Blink-Effect Cards

6 months ago

Release to the Wind should be on this list somewhere.

Funkydiscogod on Challenges!

7 months ago

That doesn't work, because Emrakul, the Aeons Torn 's extra turn ability requires it to be cast. Conjurer's Closet , like Cloudshift and other effects, don't cause the creature to be cast before returning it to the battlefield the way, Release to the Wind does.

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