Windfall

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual Legal
Vanguard Legal
Leviathan Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Uncommon
Commander 2016 (C16) Uncommon
Commander 2015 (C15) Uncommon
MTG: Commander (CMD) Uncommon
Battle Royale Box Set (BRB) Uncommon
Urza's Saga (USG) Uncommon

Combos Browse all

Windfall

Sorcery

Each player discards his or her hand, then draws cards equal to the greatest number a player discarded this way.

Price & Acquistion Set Price Alerts

IMA

C16

C15

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Windfall Discussion

cdkime on Wheelie The Feelie's

1 week ago

First off, welcome to TappedOut! Here are some thoughts based on my own experiences with Neksuar:

Library of Leng is great with Nekusar and wheels. You never have to discard your good cards again--you can just put them on top of your library, and immediately re-draw them.

Sigil of Sleep turns your wheels into overloaded Cyclonic Rifts.

Curiosity and Helm of the Ghastlord both generate extreme amounts of card advantage when attached to Nekusar. Ghastlord has the added advantage of forcing them to discard--if you play a wheel effect while Ghastlord is attached, they will set aside their hand, and never be able to draw new cards for the rest of the game.

Niv-Mizzet, the Firemind does significant damage, and goes pseudo-infinite with Curiosity and Ghastlord (you can keep dealing damage until you mill yourself).

More wheel effects would probably be helpful. Winds of Change, Windfall, Molten Psyche, Reforge the Soul, and Whispering Madness are all strong additions.

Finally, if you hate your friends: Phyresis. Played alongside wheel effects, you can easily kill all your opponents simultaneously (or, at the very least, on their draw step, particularly if Teferi's Puzzle Box is in play).

Bchong on Menstruating Mind Masters

1 week ago

It really depends on your deck building philosophy. What is undeniable is that a creature based strategy is a bad method in winning a game, because people can easily come back with cards with Vandalblast. In addition, creature based strategies aren't that strong when you are using artifacts.

A couple of ways to play Sen Triplets as a central part of your deck is to either use sen triplets as hand disruption, or using sen triplets to deck your opponent by playing their entire deck.

It was a lie when people told you that combo pieces will close out games. This is the only way to consistently win games.

The weakest parts of your deck is your creatures, all of your equipment except Skullclamp, all of your planeswalkers expect Tezzeret the Seeker , all of your enchantments except Rhystic Study.

Some of the cards your deck is missing is, all of the possible signets, all of the possible talismans. These are mana rocks which are very strong and every deck needs them. This deck needs to have more ramp than everyone else and Sen Triplets needs to hit the battlefield as fast as possible like on turn 3. So you also need to be running all of the possible ritual effects, like Dark Ritual.

Then to make sen triplets a strong card you need:

Mana rocks: Basalt Monolith Mana Vault Lotus Petal Vedalken Engineer Crystal Vein MindStone

Wheel effects like: Windfall or Jace's Archivist or even Temple Bell

Good combo pieces: Paradox Engine

Things to look at players hands: Telepathy (this is the greatest hate magnet card ever) Gitaxian Probe

Protection for Sen Triplets: Lightning Greaves

Hate cards: Notion Thief Teferi's Puzzle Box Blind Obedience

Bounce cards: Wash Out Baral's Expertise

Tutor cards: Trophy Mage Trinket Mage Fabricate Lim-Dul's Vault

Removal and Interaction:

Draw: Brainstorm Ponder Preordain Opt Thoughtcast

Mana reduction:Etherium Sculptor Semblance Anvil

Strong cards: Prophetic Prism Krark-Clan Ironworks Chromatic Sphere Chromatic Star

You don't have to do this, this was basically my plan for my sen triplet's deck. Basically just ramp super hard and then play sen triplets and then cast someone's entire hand. For deck is filled with very strong creatures but creatures in EDH are very weak.

enpc on Menstruating Mind Masters

3 weeks ago

Your deck is lacking a win condition. A few big creatures a dedicated win condition does not make. And attempting to steal other people's to use as your own is a gamble. You might get some value, but chances are you won't get that much. Especially with how much hate Sen Triplets brings.

As a general rule, control beatdown is much weaker than combo, purely off card slots alone (not to mention that combo just finishes games). Control decks obviously need a good control suite in the form of counterspells and removal, a solid amount of card draw to ensure that removal keeps flowing and ramp to make sure they can play multiple spells per turn. This doesn't leave much space for beaters. On top of that, you should be running efficient counterspells - Desertion is an example of an inefficient counterspell. Sure you get a counterspell + something else but A) at five mana it prohibits playing multiple pieces of removal and B) Subconsiously you'll want to save it for something big to get lots of value off it and so can inadvertantly let a spell which needs countering slip through. Counterspells like Swan Song and Flusterstorm are good because they're cheap and even things like Dissipate are a good balance between an extra effect and mana cost.

Your card draw feels lacking. Yes, you have some effects but a lot of them feel quite slow. And with very little mass card draw, you'll really start to feel the pinch around turn 5-6. Windfall, Mystic Remora, even Day's Undoing are all really strong and help slingshot you back into a full hand.

You already run Sharuum the Hegemon and Phyrexian Metamorph, so why not include a Disciple of the Vault and actually just run a combo.

ToeJam on The Scarab God - Zombie Mill & Steal EDH

3 weeks ago

I've reworked the deck somewhat these past weeks.

Through playtesting I've noticed that the curve was a bit greedy and in many instances I was playing just one big thing each turn, while opponents were picking them off one by one. So I've doubled down on counterspells and spot removals so I can have more answers while actually being more active between my turns.

I've taken out Traumatize and Keening Stone and went with smaller mill options that don't put a target on their back , but still fill my opponents graveyards to fuel my commander (Altar of the Brood , Windfall, Dread Summons).

I've also added some card draw through Windfall, Kindred Discovery , Vanquisher's Banner and Herald’s Horn . These are multipurpose spells that have other uses as well so that they help round out your strategies.

There's also some new stuff to deal with some other corner cases:

Wonder - this is easy to turn on in this deck and can help stabilize against huge flying armies

Arcane Adaptation - now your The Scarab God can synergize with all the nice zombie effects in the deck

Hostage Taker - one card that removes and then also steals stuff (and in this deck, can be used multiple times)

Hyperalgialysis on Bad Dreams

3 weeks ago

Ok, then yeah this should do pretty well. A couple Spell Pierce might be good go include as a way to protect yourself. In this kind of deck, turn 1 is the most important. I think 4 Dark Ritual will help a lot. Try and get your win con in play right away. Some other cards that might help would be things like Mental Misstep and Brainstorm the former for protection and the latter to dig for pieces. If you can get the mana base, adding red would greatly improve the deck. You would be able to run things like Wheel of Fortune Wheel of Fate and even some other mana ramp that is in red. I also like Windfall in here. You may also want to consider things like Sphinx's Tutelage and Jace's Erasure as ways to win also. This may work better as an all in strategy, have all your cards either ramp, draw and discard, or win thru drawing and discarding. Feel free to post the kinds of decks you might be playing against, more info better results.

Neth on Nezahal Control EDH

3 weeks ago

I also thought about milling out my opponent with Jace's Erasure plus Copy Enchantment maybe Windfall.. the other thing i was thinking about is Isochron Scepter plus Dramatic Reversal and than mill out with Ambassador Laquatus

Archwizard on Prepare Your Salami for the Azami

3 weeks ago

LeonSpires

Windfall is quite excellent especially when you're dumping your hand early on. It's good hand disruption and allows us to cycle through our deck more quickly.

I don't run Mind Over Matter anymore simply because there are better cards that can be played in place of it. I don't think it is a terrible combo piece, but it tends to be unsafe or difficult to cast and rots in our hand. There are times where you can certainly just slam it down and win on turn 4, but overall I think it is secondary to Paradox Engine.

Whir of Invention and Reshape are certainly both great inclusions, personally I might cut Reshape because I have found that it tends to be overly redundant with the other 3 artifact tutors. However, I have not made up my mind yet.

I used to play Extraplanar Lens, but found it to be too slow most of the time.

I really don't like steal effects and find them to be unnecessary most of the time. If I were to run a card that steals creatures it'd probably be Gilded Drake because of its efficiency. Paying 5 for either Treachery or Vedalken Shackles is just too risky in my opinion.

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