Winds of Change


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

Printings View all

Set Rarity
Masters Edition (MED) Common
Portal (POR) Rare
Fifth Edition (5ED) Rare
Fourth Edition (4ED) Rare
4th Edition Foreign Black Border (4EDFBB) Rare
Legends (LEG) Uncommon

Combos Browse all

Winds of Change


Each player shuffles the cards from his or her hand into his or her library, then draws that many cards.

Winds of Change Discussion

dritchie on Nekusar

1 week ago

I like the ramp but I would take out the talismans as they slow the deck down Mana Vault , Mana Crypt , Expedition Map and definitely Chromatic Lantern for mana fixing my nek deck doesn't require nek to win, Wheel of Fortune is better than Winds of Change as that is only good if they have multiple cards in hand eg ive had it only do 1 damage to me, remove Omniscience its too much mana add Past in Flames spell recursion.

VampiricTooter on Budget Locust God

2 weeks ago

I would suggest investing in the cantrips Ponder and it’s ilk. Winds of Change is great! And not too hard on the wallet. I strongly suggest as many wheels as possible.

SideBae on Vial Smashes Affinity

1 month ago

So my first thought is that you should run a LOT of instants, rather than just 2. Vial smasher can trigger on ANY turn, not just one, so running something like Dig Through Time would be... really good. Generally, you'll want these instants to draw you more cards, so Fact or Fiction and Glimmer of Genius are also fine choices. Cards with alternate casting costs also tend to have high CMCs: for example, Force of Will is a Lava Axe in this deck, as well as a counter spell. While Force may be a pricey card, other cards from the same cycle aren't. Contagion is well under a dollar, and can potentially also 2-for-1 with opposing creatures, while Pyrokinesis is even stronger. Misdirection and Commandeer also come to mind. If you want to get REAL spicy, Mind's Dilation is another good way to cast spell on your opponents' turns, but bear in mind this card tends to be killed pretty fast.

Flash creatures like Torrential Gearhulk also seem like pretty good ideas.

I suggest replacing Vedalken Orrery with Leyline of Anticipation . It's (very) slightly harder to remove an enchantment than an artifact, but more importantly if Leyline is in your opening 7, you avoid having to pay its cost. I can see a world where you play both, though.

I see you're running a few mana rocks, but I advise more. Two mana rocks tend to be far superior to 3 mana rocks, so Dimir Signet and Rakdos Signet are likely better than Thought Vessel or Worn Powerstone . Talisman of Dominance and Talisman of Indulgence also come to mind. Being in green means you have access to a whole host of dorks, like Llanowar Elves , Fyndhorn Elves , Arbor Elf , and Elves of Deep Shadow . These 1-drops may not look like much, but being able to accelerate you into quickly casting your general and then the following high-cost cards is a good thing. Orcish Lumberjack is a personal favorite in any red-green deck. However, if you choose to go via artifact ramp and not dork-ramp, this opens you to using effects like Pyroclasm or Volcanic Fallout to keep opponents' creatures in check. Ancient Tomb tends to be REAL nice for powering out turn-one 2-drop rocks. Depending on how blue-heavy your meta is, Carpet of Flowers can range from good to a straight-up powerhouse. If you take this part of my advice, your curve will drop significantly and you will be able to run 32-ish lands with no real problem.

You'll also probably want a good card-draw package, if you're planning to cast a lot of spells. Azra Oddsmaker is a goldmine if you have an open opponent to attack, and black has access to enchantments like Phyrexian Arena . Night's Whisper and Ambition's Cost are also good, and work well with Kydele.

Delve spells will act sort of like X-cost spells, but be easier to cast late-game and harder early-game. Empty the Pits may be interesting, but you should also consider Logic Knot , Treasure Cruise and Tasigur, the Golden Fang . Tasigur will give you an out later in the game for excess mana, and will allow you a level of recursion. In order to make these cards powerful, you need cards in the graveyard. For that, I recommend Faithless Looting , Jace, Vryn's Prodigy  Flip and Dack Fayden . While these last two are pricier cards, I think looting is the best here of the three, as you can cast it turn one to filter out a hand that may be too heavy in lands or spells. The flashback is also very significant. Jace is a powerful card in that he allows more card filtration on a permanent, and allows you to snap back a spell if you want. Dack Fayden is a boss in EDH, where stealing a Sol Ring is very common. So even if you don't need to filter your draws, stealing a rock should be an option about 98% of the time.

Speaking of card filtration, Ponder , Preordain and Brainstorm are all potent cards in any blue deck. While they may not work particularly well with Vial Smasher, they all work rather well with Kydele while also giving you a cantrip to cast turn 1. A lot of times, these are the cards that make a boarderline-keep hand into a keep hand for me, as they are extremely good at finding lands and/or spells as need be.

With Kydele, cards like Windfall , Wheel of Fortune and Winds of Change all become rituals in addition to their usual effects. Running Notion Thief in conjunction with these 'everyone draws' spells is... good. Similarly, targeting an opponent with Dack Fayden 's +1 while Notion Thief is on the field is a pretty good way to tip the card-advantage scales in your favor.

I like Whip of Erebos . You should consider running some Entomb or Buried Alive effects with it, as that would allow you to get some one-shots in with powerful creatures when hitting an opponent or just when entering the battlefield. Nicol Bolas and Massacre Wurm comes to mind.

Good luck with deck building!

dingusdingo on Excuse me while I Kess this guy

1 month ago

Here are my thoughts, in no particular order

Your land base is just 1 card away from running Tainted Pact for use with Labman lines. You should ditch that 2x island and run it. Also run the new Jace as a back up.

Omniscience + Show and Tell should be cut. Replace with Dramatic Reversal + Isochron Scepter . Its a more compact win, doesn't have the opportunity to blow up in your face, combos with Top and Copy Artifact, and both pieces have higher quality than the pieces they are replacing.

You run a lot of large CMC junk cards that will either end as dead draws or don't win upon resolving. Consecrated Sphinx should be put into play with reanimation, but since you don't run you should cut. Bolas's Citadel is just a bad Ad Nauseum. The handful of wheel cards over 3 CMC should be cut. Why spend that time giving your opponents cards on a soft combo when you could be tutoring and winning with the very easy A + B of Labman + pact? Specifically, Time Spiral Wheel and Deal Reforge the Soul Whispering Madness . Replace those cards with more format staple counterspells and removal. Swan Song Dispel Flusterstorm Red Elemental Blast Abrade Shattering Spree .

Really not wild about Molten Psyche or Winds of Change either. You are losing card advantage on both (-1 to be precise). Notion Thief and Waste Not are both strong when used with a wheel, but it isn't worth devoting that many deck slots to combos that don't explicitly win. You would be better off running tutors instead, which will help you get whichever A or B part of the Notion Wheel combo you don't have in your hand.

You really don't need to run Mission Briefing if you are running Snapcaster AND yawgill AND past in flames.

You should highly consider Chain of Vapor as well as Hurkyl's Recall . Both allow you to gain mana and storm when combined with the mana positive rocks, which feeds into your Aetherflux Reservoir line. They also double as removal and can combo break opponents who are trying to win.

You should include Mana Vault , its much better than Basalt Monolith . Thought Vessel should also be cut, even Prismatic Lens is better. The no maximum hand size will literally never be relevant, because if you are drawing that many cards you should be able to win instead of passing the turn. If you do have to discard down to 7, just keep the 7 that allow you to win and protect the win. You should also run Chrome Mox because of the high card advantage you generate.

28 lands means you're in danger of getting staxed out, very easily. Any artifact hate with early taxes means you're caught and discarding cards for multiple turns. The land base you're running could also use a tune up. You should include the painlands Underground River etc. as they enter untapped and provide color diversity without extra requirements. The two-or-more-opponents lands I'm not a fan of, but playing in a pod means they'll be live. The two-or-fewer-lands lands I'm not a fan of, and firmly believe you should cut. Checklands are fine, but replaceable long term. You should also run more rainbowlands, specifically Forbidden Orchard Gemstone Caverns Tarnished Citadel . If you are running Tolaria West as a 0 drop tutor, don't count it as a land towards your total, if you're running it as an island, it comes out tapped so cut it.

You should get a creature sweeper. Earthquake is great and can double as a wincon if you're above opponents in life, also ignores Kess. Pyroclasm clears opposing mana dorks for very cheap.

Your cantrips are a bit goofy too. Thought Scour should be replaced with Sleight of Hand , which gives you more flexibility about the card you get as well as gets around draw restrictions such as Alms Collector or Spirit of the Labyrinth . Fact or Fiction is simply too much CMC. I'm personally not a fan of Scroll Rack but that's entirely your call.

Terminate should be Pongify or Rapid Hybridization . Its 1 cmc cheaper and less color intensive, and if you lose to a 3/3 token you were going to lose anyways. Notably, Kess can kill the token by blocking.

Pal00ka on

2 months ago

Thousand-Year Elixir and Threaten effects for more untapping.

Mirror March , Twinflame and Heat Shimmer are fun and on-theme.

Feldon of the Third Path is great recursion in .

Tormenting Voice , Cathartic Reunion , Wild Guess , Stolen Strategy , Staff of Nin and Winds of Change are more card draw options (of which I think you need more of).

PookandPie on LOOKING FOR ADVICE Vial Smasher INFECT Multiplayer

2 months ago

Hello, I saw the message you left on my wall, and I'm pretty sure this is the deck you were asking about, right?

So, when you say competitive, how competitive do you mean? cEDH is somewhat of a different beast from the usual EDH, where decks have average mana costs under 2, and you should be able to goldfish a win early (like turn 3 or earlier) and win through disruption turn 5+ and beyond. Grixis Storm is an established cEDH archetype, and that's most likely what you could slide these Commanders into (Kess and Jeleva are the usual Commanders for such a thing, but there's no reason you couldn't use partners even if they're a little suboptimal; it's the 99 (or 98, in this case) that would be most important to set in stone). Also, cEDH ain't cheap. Your deck will probably have a similar price tag to some of mine if you actually go all out on optimization (for example, check my Breya list here. It can win turn 2 with no acceleration at all, turn 1 with acceleration. The deck has a hard time with disruption, though, which is why it's geared toward winning as fast as possible. If that's what you have interest in, then a complete rework of this deck may be necessary as your mana costs are simply too high to support this at current.

So, that said, if you're just wanting a good Vial Smasher/Kraum deck, I can help with that. Keep an idea of swapping Kraum for Silas Renn in the back pocket, though, because he can be nice recursion at a low-creature table.

Isochron Scepter + Dramatic Reversal + mana rocks is a great way to produce infinite spells cast and mana. It's generally easier to pull off than Rings + Monolith, and while it does require more moving parts, those parts are all cards you should be happy to see anyway (artifact or creature based ramp). As it stands, I only see 9 mana rocks in this deck- that number should be increased. Talisman of Dominance and Indulgence should go in, as should Fellwar Stone . Chrome Mox would be a nice inclusion as well. Charcoal Diamond and Sky Diamond make reasonable budget inclusions until you can get Mox Opal or Mox Diamond . That'll put you up to 15 mana rocks and 37 lands, so you could probably drop a land or two to hover around 50 mana sources. I also see that you have Power Artifact in the deck, and it might be a good idea to add Grim Monolith since those also produce infinite mana together (skip adding a Diamond to add this). I recommend dropping:

Metallurgic Summoning (card seems meh; it can win via Dramatic Scepter but your draw spells and Comet Storm, etc., do this already).

Platinum Angel (it's a nice card, but this doesn't really help you win unless you were absolutely going to lose after you reached 7 mana, and involves nobody having a kill spell. Most of the time, having removal or a counter would be straight up superior to running this card).

Kaervek the Merciless (he's a great effect but 7 mana is quite a lot).

Strionic Resonator (this doesn't do that much here, not that I can tell. I may be glossing over something, but it's not like this is a Brago deck where this goes infinite with a Sol Ring or something).

Invoke the Firemind (this isn't great unless you have infinite mana, and you already have better draw spells once you get infinite mana)

And 1 land. This'll let you fit the above mana rocks in.

Swap Torrential Gearhulk for Mission Briefing .

Swap out Murderous Cut for Toxic Deluge , Voidmage Husher for Stifle (the latter isn't reusable but it's 25% of the mana, which is huge). Fire Covenant is better at a lot of tables than Hero's Downfall, I'd make that swap. Curtain's Call could probably just be cut for something, anything, else.

I recommend putting Notion Thief into the deck, alongside Wheel of Fortune , Windfall , and possibly Winds of Change . Drawing 20+ cards in one turn all the while forcing your opponents down to 0 cards is hilariously useful, and each of the cards mentioned are reasonably good on their own. Cutting Reforge the Soul, and probably 2 of your worst extra turn/X spells might be valuable, here. Stunt Double could also be cut if you need the space but don't want to drop anything else.

Now, the most important thing about these cards is being able to find them! So, I recommend adding:

Lim-Dul's Vault , Fabricate , Merchant Scroll (finds Dramatic Reversal), Reshape (this one is hit or miss sometimes, but it can be very beneficial to find your Scepter or a mana rock capable of supporting Scepter), Tainted Pact (this deck is perfect for Pact; if you have Reversal and an X spell in your hand, it gets you Scepter. This would be a little better if you were using Vial Smasher/Thrasios since you wouldn't need an infinite mana outlet in hand to use it, but still, it's very, very strong). Frantic Search is free card filtering, and Muddle the Mixture can find anything 2 mana or function as a counter spell if you need it. The flexibility is worth the higher cost to tutor. I, at least, recommend Lim-Dul's Vault, Muddle the Mixture, and Frantic Search. Merchant Scroll would also be very nice.

Okay, so that's a bunch of changes, but you should notice a pretty sizable reduction in mana costs across the board, and some pet cards are still left in (copious extra turn spells, Mind's Dilation, etc.) that could probably be up for review at a later date. You should be able to reach 5 mana on turn 3/4, pop an extra turn spell or two, and then assemble an infinite mana combo to win. If you're wanting to go cEDH though, let me know, and I'll show you some things for Grixis Storm.

Hamroids on The Wheeling False God

4 months ago

This looks like loads of fun! Have you considered Sunder at all? Playing that in response to your own Windfall , Winds of Change , or Molten Psyche could even further push everyone's card draw late in the game for a big finish.

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Winds of Change occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%