Second Wind

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Future Sight (FUT) Uncommon

Combos Browse all

Second Wind

Enchantment — Aura

Enchant creature

Tap: Tap enchanted creature.

Tap: Untap enchanted creature.

Second Wind Discussion

DukeNicky on Hold Infinity in the Palm of your Hand

3 months ago

having a lot of tap/untap in my Merieke Ri Berit deck I would use Second Wind and Freed from the Real or even Niblis of the Breath even Hidden Strings would play into your gambits

Caerwyn on Will Colored Artifacts Displace Colorless ...

5 months ago

Flooremoji - I will admit my above was a bit of an oversimplification born of quick writing. However, it got me curious, so I looked into how many enchantments actually had activated abilities that either require the symbol, or require an enchantment or any permanent (since such would also allow enchantments be tapped) be tapped as part of the activation.

The answer: There are seven such cards in the game. Five of these cards are the Legendary Enchantment Artifact cycle from Theros--so they hardly count; the activated ability can easily be justified by the artifact portion of the card.

The other two are Second Wind and Witch's Mist , both timeshifted cards from Future Sight. I would argue these cards do not really count as proof enchantments can't tap. After all, part of the point of Time Spiral was to do strange things that may or may not happen in Magic's future (remember, one of their "future" mechanics was introduced in an Un-set).

So, until enchantments that tap are actualized in a normal manner, I think it is fair to say the general rule is that enchantments do not tap themselves or other enchantments.

lagotripha on Turn 2 Freed from the Real

1 year ago

Cerulean Wisps? It cantrips, and it can power out a little bigger spell. Refocus doesn't seem as good- its a poor Manamorphose at best. Ornamental Courage might work as bolt protection. Second Wind is interesting in that it can power out quite a large spell the turn after its played, but it isn't a 'go infinte' option. Thassa's Ire is interesting in that it isn't an aura, but the mana requirement makes it hard to work with. I've never made Thousand-Year Elixir work.

TheBrokenEmperor on Infinite Simic

1 year ago

The combo requires you to play both Second Wind and Illusionist's Bracers onto the Kiora's Follower. The combo is as follows:

  1. Tap the land.

  2. Tap Kiora's Follower to untap the land.

  3. Tap Second Wind to untap Kiora's Follower.

  4. Tap Kiora's Follower to untap both the land and the Second Wind by way of the Illusionist's Bracers.

  5. Repeat steps 1, 3, and 4 for infinite mana.

TheBrokenEmperor on Simic Tap Ramp

1 year ago

The combo requires you to play both Second Wind and Illusionist's Bracers onto the Kiora's Follower. The combo is as follows:

  1. Tap the land.

  2. Tap Kiora's Follower to untap the land.

  3. Tap Second Wind to untap Kiora's Follower.

  4. Tap Kiora's Follower to untap both the land and the Second Wind by way of the Illusionist's Bracers.

  5. Repeat steps 1, 3, and 4 for infinite mana.

Chino90 on Infinite Simic

1 year ago

Second Wind's tap taps the aura, not the creature.

SpaghettiToastBook on Graveyard Moonshine

2 years ago

You can try putting in Sphinx's Tutelage and lots of wheel effects: Dark Deal, Jace's Archivist, Windfall, Teferi's Puzzle Box. Notion Thief is a great card, and it'll be magnificent with Sphinx's Tutelage and a wheel.

Since you're filling up your opponents' graveyards, you might want to play Leyline of the Void or Planar Void to hose graveyard strategies. You can also use the Helm of Obedience + Leyline of the Void combo.

If you're using Phenax, Freed from the Real and Pemmin's Aura are excellent. Second Wind and Crab Umbra might be good too.

I recommend running any of the with useful CMCs -- especially 2 (for Mindcrank and Duskmantle Guildmage) and 3 (for Sphinx's Tutelage, if you put it in).

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