Wind Drake

Legality

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

Printings View all

Set Rarity
Kaladesh (KLD) Common
Tempest Remastered (TPR) Common
Dragon's Maze (DGM) Common
Magic 2013 (M13) Common
2010 Core Set (M10) Common
Ninth Edition (9ED) Common
Ninth Edition Foreign Black Border (9EDFBB) Common
Eighth Edition (8ED) Common
Seventh Edition (7ED) Common
Starter 2000 (S00) Common
Starter 1999 (S99) Common
Classic Sixth Edition (6ED) Common
Tempest (TMP) Common
Portal (POR) Common

Combos Browse all

Wind Drake

Creature — Drake

Flying

Wind Drake Discussion

Wolfer22 on Oversized Commons?

5 months ago

A while ago at a small convention as a reward for a magic tournament they gave out a few oversized common cards. I’ve looked around, but couldn’t find anything about them. Does anybody know anything about them or have any of their own? The 3 cards I have are Drag Under , Wind Drake , and Frontline Rebel all oversized.

Punkdeadpool on Saheeli's Toys

2 years ago

@[email protected]

While it's not a bad deck (and this isn't criticism), you should ask yourself two thing:

  1. What is the deck trying to do?

  2. What's the best way to get the deck to perform the way you want it to.

Once you're able to identify what you want the deck to do, you must tweak it with redundancy. You need the deck to be as efficient as possible. Identify the cards that you absolutely need in the deck (to what you want it to) and pack it full playsets of those cards. Take out the cards that are too expensive (mana wise) and try to give yourself a solid creature (mana) curve. Take out cards that do nothing for the deck (i.e. Wind Drake) and add more copies of Padeem, Consul of Innovation and the other cards that actually help the deck. Finally, on the right of this page (or bottom if on mobile) you'll see the average CMC (converted mana cost) of the cards in your deck is currently 2.62. 20 lands isn't enough to consistently get to the average 3 mana you need to cast most of you deck in a reasonable amount of turns. You'll probably need a sweet spot of about 22-24 lands.

I recommend you go to sites like MTGGoldfish and look at the Standard metagame. you can view the decks that have been winning tournaments and get a sense of the way pros build their decks.

If you're planning on building the deck solely around Aetherflux Reservoir, check out the list I made as a possible primer. Feel free to ask any questions you have and I'll be happy to answer them. I hope my suggestions are of help to you.

Neotrup on Simultaneous Triggers with Glissa, the ...

2 years ago

Additionally, all the things are in the graveyard by the time you get to choose targets, so, for example, if your opponent controls a Wind Drake and you control a Phyrexian Metamorph that's a copy of Glissa, the Traitor and your opponent casts Wrath of God, the ability of the Glissa copy will trigger and be able to target the Phyrexian Metamorph in the grave that's the source of the trigger.

Player3.14 on Simultaneous Triggers with Glissa, the ...

2 years ago

I had some questions about the interactions that occur between Glissa, the Traitor's second (triggered ability) and some situational effects.

First off, what if Glissa is destroyed at the same time as a creature an opponent controls? (For example, both Glissa and an opponent's Wind Drake die at the same time). Would I get the trigger?

Also, what would happen if multiple creatures an opponent controls are destroyed at the same time? Let's say a Gaze of Granite destroys two of the opponent's Grizzly Bears. Would I get one or two triggers?

This'd be great to know for a Glissa EDH deck. Thanks in advance!

-Player3.14

Argy on

2 years ago

Start with 24 lands and adjust up or down from there.

I would remove:

1x Angler Drake
1x Naga Oracle
2x Nephalia Moondrakes
2x Padeem, Consul of Innovation
1x Salvage Scuttler
1x Shimmerscale Drake
1x Wind Drake
1x Nimble Innovator
1x Reduce / Rubble
1x Cartouche of Knowledge
1x Trial of Knowledge
1x Edifice of Authority
1x Hazoret's Monument
1x Kefnet's Monument
1x Luxa River Shrine
1x Sequestered Stash

The Artifacts you have are great in Limited, but not so good in Standard.

See how many cards that leaves you with, do some playtests against decks in my Amonkhet folder, and tag me once you've got some results on how this plays.

flightyfighty on artifactual

2 years ago

I have removed Enraged Giant, Reduce / Rubble, Wind Drake, Thriving Turtle Desert Cerodon Tricks of the Trade, Implement of Combustion, Lathnu Sailback if you think any of these should be put back in feel free to comment

Emzed on Eldritch Dragons 2.0

2 years ago

I think with Eldritch Evolution giving you access to the exact creature you need, you should have a wider range of options instead of simply 4 Thundermaw Hellkites. While the card is definitely fantastic, wouldn't it be great to be able to grab a Stormbreath Dragon against a deck with Path to Exiles? Or a Glorybringer when your opponent's Elvish Archdruid, Steel Overseer or Lord of Atlantis threatens to overwhelm you? Those cards might individually be slightly worse than Thundermaw, but the added flexibility seems well worth it to me.
Hooting Mandrills is really hard to enable unless you draw one of your copies of Commune with the Gods. With only 4 Communes in the deck, Mandrils will often rot in your hand for while. Both of those cards are only good if you a) draw Commune with the Gods, b) draw Hooting Mandrills or hit if off Commune, c) also draw Eldritch Evolution, d) your Mandrils doesn't get countered or removed before you get to sac it to Evolution and finally, e) you haven't drawn your single copy of Atarka yet, or milled it with Commune. Sure, you could just get a Thundermaw instead, but that doesn't seem worth all the effort.
Dragon Egg is another card that only really works if you draw another card to go with it, Eldritch Evolution in this case. Otherwise, all it does is sit there, hoping for your opponent to attack into it, and your great pay off is not much better than Wind Drake.
Your ramp package seems solid, but instead of Birds and SfT, you could run Arbor Elf and Utopia Sprawl. They cost the same and do the same thing on their own, but generate extra mana whenever your Elf gets to untap a land enchanted by Utopia Sprawl. So with no real downside you get the potential to be more explosive.
The Siege Rhinos in your sideboard are really odd. What is your thinking behind that choice? Couldn't Obstinate Baloth fulfil that role?

wasianpower on Blue-Green Energy shenanigans

2 years ago

Appetite for the Unnatural isn't particularly good in the mainboard. I'd move it to the side, or leave one copy at most.

Aethertide Whale and Aethersquall Ancient are expensive but great, near unbeatable finishers in UG energy intensive decks. Aethersquall Ancient is at it's best when you have a bunch of creatures that create energy when they enter the battlefield as you can activate it each turn to prevent your opponent from ever untapping with creatures. However, they are very expensive so you probably only want 2-4 copies total at most.

Splashing red for Whirler Virtuoso and Harnessed Lightning is doable thanks to Attune with Aether (which should probably be a four of) if you're looking for extra removal or a way to go wide with tokens.

Ornamental Courage is worse than Blossoming Defense.

Wind Drake and Wild Wanderer aren't doing much in this deck at the moment.

Rogue Refiner is a broken magic card. You should probably be playing 4.

Take Down is fairly narrow, have you considered Prey Upon?

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