Windbrisk Heights

Legality

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

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Modern Event Deck (MD1) Rare
From the Vault: Realms (V12) Mythic Rare
Lorwyn (LRW) Rare

Combos Browse all

Windbrisk Heights

Land

Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)

: Add to your mana pool.

, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.

Price & Acquistion Set Price Alerts

C16

MD1

V12

Ebay

Recent Decks

Windbrisk Heights Discussion

xram666 on Lin Sivvi's Rebels

1 week ago

@ForTheOldFrame: Thanks for your upvote and your detailed comment and sorry for posting so late. I was busy the last days and didn't find the time to reply.

I will try to answer to all your suggestion but I myself aren't an expert in EDH too. So maybe I am wrong with some choices and many cards depend on teh playgroup you are playing:

So thanks again for your comment and now I have the problem to find cards to take out for your suggestions ;-)

ForTheOldFrame on Lin Sivvi's Rebels

2 weeks ago

Upvoted and saving for future reference; I'm debating building something similar myself at some point. Rebels strike me as an archetype that's strong to the point of being dishonorable -- even today when a 4/4 for 4 is a little expensive.

If it weren't for Lin-Sivvi, I'd suggest going WB for black's excellent card draw, and access to Deathtouch and a few black rebels; but I think Lin-Sivvi is stronger than the entire color black, in this deck.

Understand that I know very little about EDH -- I've only played a few games, and never won any -- but I've been reading up and gathering advice; hopefully what follows will be worth it.

Glad to see that you're running Devout Chaplain and Allay, and that you're considering Mentor of the Meek and Concerted Effort. I really like Ramosian Revivalist.

Thoughts, from how I understand EDH so far:

  1. Rebels are playing a long game by definition; use land fixing to match. Journeyer's Kite and Thawing Glaciers can thin out the deck as well as Green can. Land Tax might also be worth it, but definitely keep your Tithe.
  2. Run Concerted Effort (tutor it out with Lost Auramancers, Plea for Guidance, or Windbrisk Heights), and tutor out Rebels with abilities you want to share. It looks like you're running most of them already -- I'm especially happy to see Thermal Glider and Rappelling Scouts.
  3. Mana ramp? I've heard it says that whoever gets the most mana tends to win an EDH game, and I can particularly believe it for this deck. Temple of the False God is reliable, especially with the tutoring solutions I mentioned. Sword of the Animist would also work.
  4. Card draw: use Mentor of the Meek, Slate of Ancestry, maybe Jayemdae Tome and Armistice.
  5. Light of Day if your play group will tolerate it.

Breaking off here, since there's only so many cards you can propose in one comment. Will resume in a moment.

VietMoneys on The Maze Ith in Your Mind

1 month ago

Another beautiful creation, Ben!

Seems like Windbrisk Heights would be a fun include with your Fatesticher/Deserted Temple-style shenanigans. Fits your combat-centric strategy pretty well, and it's plenty mysterious, flavor-wise!

Mortiferus_Rosa on Ghave

1 month ago

Spawning Pit is a bit clunky/slow. Given that you already have a sufficient number of sac outlets already there are definitely some more efficient cards to run (some of which have already been listed above).

Given the creature recursion you have with cards like Reassembling Skeleton and the like, you could get a lot of mileage out of Gutter Grime.

You also have a lot of cards to take advantage of token creatures but not a lot of cards to generate creature tokens. Fungal Sprouting, Increasing Devotion, Saproling Migration, Rhys the Redeemed, Geist-Honored Monk, Hanweir Militia Captain  Flip, Mycoloth, Noosegraf Mob, Tendershoot Dryad, and Twilight Drover are some solid options in addition to what has already been suggested above.

Some land recommendations would be Westvale Abbey  Flip, Vault of the Archangel, Windbrisk Heights, Gavony Township, and Arch of Orazca.

Also, if going the token creature route, there isnt a better board wipe than Hour of Reckoning

Ghave was my first commander deck and is still one of my favorites. Always enjoy seeing other peoples take on him.

Reynolds_rapp on Mono white modern anthems

1 month ago

Played at Mothership

2-1 vs Burn 1-2 vs Merfolk 2-1 vs Ponza

Definitely took the three drop and land advice to heart Played a instant speed Angel of Invention off Windbrisk Heights vs ponza which was nice Also cracked Blighted Steppe for 10 against burn for all the lolz

GarmaReborn on Zurgo World Smasher

2 months ago

Warrior Creatures to Consider:

Non-Warrior Creatures:

Equipment to Consider:

Artifacts to Consider:

Enchantment:

Sorcery:

  • Vandalblast
  • Rout
  • Chandra's Ignition -really great boardwipe for this deck, if zurgo has lifelink you will get that life and also anything that dies will give him counters. You could have zurgo, cast this, and then more than likely one shot a player
  • Read the Bones
  • Open the Armory
  • Disrupt Decorum tapped out won't link this for some reason

Instants: (sticking with four or less Cmc for sunforger shenanigans)

Land:

Notes:

Mardu is great for control, so its best to have plenty of removal spells. I would not have Spinerock Knoll since it might be too slow. Windbrisk Heights might be better than Spinerock tho. Like what if you need to play that spell but can't get 7 damage off. Also, Graveblade Marauder seems too situational to leave an impact. When you start adding/removal stuff to the deck, make sure to keep it low cmc as you can since you don't have much in terms of ramp in these colors; be sure to keep as mana rocks as you can for the same reason.

SynergyBuild on Too Many, Too Fast, Too Soon

4 months ago

Weirdly I have been playing mono-white soldiers against much more competitive decks, and the key I originally thought was the synergy of Preeminent Captain and Captain of the Watch, and swinging as fast as possible.

I used creatures like Brimaz, King of Oreskos and Field Marshal, along with Dryad Militants and Soldier of the Pantheon for added bonus. The issue was that Captain of the Watch was a dead card, so I added Windbrisk Heights in the deck, but the deck was too cluttered and failed.

I built a tempo deck requiring hard mulligans, using a 1-2-3 play set up that was simple.

Turn One: Plains, (Whatever, a Soldier of the Pantheon, I don't care)

Turn Two: Plains, Lightning Greaves

Turn Three: Plains, Preeminent Captain, equip Lightning Greaves, Captain of the Watch on attack.

This deck was the best I could get with that synergy, it was consistent enough and it killed about as well as I could get, but it still had a 38% win rate against top tier modern decks, and that was on average, some decks I couldn't ever beat, others couldn't really beat me. It wasn't great, nor was it fun.

I thought about my strategy more, and decided to drop the idea that I have to win in that method, look at How an Army Wins! for my thought process, just ran two Captain of the Watch, and played aggro to win. It worked for a while, getting closer to 40%, which might not sound like a lot better, but it felt better, since I was much more interactive, I had to respond to the board state, not just hope my pieces aligned.

I ended up stumbling upon Thalia's Lieutenant and Champion of the Parish, thought, meh, Preeminent Captain, Dryad Militant, Raise the Alarm all don't get benefits, but then looked at all of the things it did get, and thought about their power level, I tested a version of the deck based around them, Human Soldiers and was like... dang.

The deck performed great in play testing. Tested it in person, and got closer to a 45% win-rate, not great, but for mono-white soldiers to go nearly toe to toe against Death's Shadow Aggro, Zoo, Jeskai Control, and Tron, I felt good.

I went more into the aggro human tribal versions, around the time Five color humans became a deck, where I wasn't thinking colors were the issue, but mana in a different sense, I built my best version of mono-white soldier tribal, which wasn't even soldier tribal, nor human-soldier tribal, it was human-soldier-ally. Human Ally Soldier Tribal?

This was fun, but I was like... four tribes? I mean warriors have Mardu Woe-Reaper and Dragon Hunter... No. People told me I needed to stop, before I went human-soldier-ally-warrior-kithin-kor-shapeshifter-angel-dragon-demon tribal.

I finalized the deck, I was done (up to now at least). I went as far as I could go combo (Captain of the Watch), then tribal, and finally, aggro. Mana Curve White is the best I have. I can't do better now.

BrandonJamesCAC on Archangel Soul Sisters

4 months ago

Not sold on 4

Windbrisk Heights

4 tap lands with a ton of 1 drops.

Yeah you might hit 1 of your 5 expensive cards but most likely you'll be paying 1 to cast a one drop.

And being an aggro deck, why risk the tap?

Mistveil Plains is better anyway to recycle your hawks.

You only need one if you run Flagstones.

If you dump the Westvale Abby for a Ghost Quarter

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