Winds of Rath

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Tempest Remastered (TPR) Rare
Vintage Masters (VMA) Rare
Duel Decks: Heroes vs. Monsters (DDL) Rare
Tempest (TMP) Rare

Combos Browse all

Related Questions

Winds of Rath

Sorcery

Destroy all creatures that aren't enchanted. They can't be regenerated.

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DDL

TMP

Ebay

Recent Decks

Winds of Rath Discussion

FutureWitness on Chromium, the Mutable EDH

1 week ago

scaesura- Oops misread your comment you want less control! I would suggest then going with a voltron/ commander protection package with lots of cards like Spectra Ward, Ethereal Armor, Steel of the Godhead, Mesa Enchantress, Winds of Rath also maybe a few light counters that you hold for things that only affect you or maybe for politicking like Swan Song or Negate. I also just say a neat card Shadow of the Grave. Hope the deck works out!

Starsky2814 on Protean Chromium, Elder Dragon

2 weeks ago

SynergyBuild, since there is a lot of hype built around Nicol Bolas, the Ravager  Flip and Arcades, the Strategist. I wanted to build an elder dragon myself. So the choice I made was Chromium, the Mutable. Yes, Zur the Enchanter, would definitely be the more competitive option in Esper, indeed. But this is for the sake of elder dragon fun.

Karmic Justice, Winds of Rath and Hanna, Ship's Navigator, could potentially earn a spot in the roster. I’m still working out the kinks with the build and I can’t get any true statistics, until I get some games in with my playgroup.

Unfortunately, through making some tough cuts, such cards as, Open the Armory, Heliod's Pilgrim and Three Dreams, did not make it in with the rest of the Tutor spells. I was finding myself tutoring for other things than auras.

As always, thanks for your feedback and suggestions.

SynergyBuild on Protean Chromium, Elder Dragon

2 weeks ago

Though I'd usually say run Zur the Enchanter as the commander, that is something I think you have thought of. I'd argue for Karmic Justice, Heliod's Pilgrim, Open the Armory, Winds of Rath, Hanna, Ship's Navigator, etc. but I like the deck!

Flickerform + Sage's Reverie is so good!

Cellran on Aura Uril

1 month ago

So I have a Uril deck that I have been working on for a while so I am going to make some suggestions to take out, the reason why, and then will give some cards I feel you should use if you can get ahold of them. So some general suggestions is to avoid fieldwipes that also hurt you a lot, secondly run very few creatures. Honestly mana dorks and the enchantress' are all that I really run so the major suggestion I would say is to cut down on the creatures and mostly leave dorks/enchantress' like Mesa Enchantress or things like Herald of the Pantheon which make auras cheaper. Another thing are instants and sorceries, the majority of those should be targeted removal and mass removal or land grab spells like Swords to Plowshares, Day of Judgment, or Rampant Growth. Some specifics on those are Titanic Ultimatum isn't awesome if you only have one creature, which is all you generally need to win. (Uril, the Miststalker) Including the other pump spells i would say aren't great with Uril because he pumps so much anyways. Predator's Rapport isn't a terrible one as it can get you some life if you need but their might be a better option if you really want to keep that in. Alright, on to the enchantments. I would say that out of auras, Ancestral Mask and Bear Umbra are your best two, the others I like are Dryad's Favor and Indestructibility and finally Rancor. Other than those three I would say most of your aura's are just a tad weak. Out of normal enchantments I would almost avoid these with a fiery passion, other than protection of course. I would say Oblivion Ring is the only one I for sure would say to keep in (yes I know it's an aura but you don't target uril with it.). Other than those I would say that you mostly want auras, other than removal or extremely powerful cards. Alright, on to suggestions: The major suggestions I would make for auras would be these Armadillo Cloak, Ethereal Armor, Flickerform, Runes of the Deus, Scourge of the Nobilis, Shield of the Oversoul, Spectra Ward, Spirit Mantle, Unquestioned Authority, and finally Vow of Wildness along with any of the umbras. (boar, spider, and hyena for example.) Some normal enchantments I like are: Burgeoning for ramp, Dueling Grounds and Ghostly Prison for protection. Also, Mayael's Aria and Sigil of the Empty Throne for alternate win cons and finally Sterling Grove for search and protection. The artifacts should be general ramp or mana fixing with maybe a Helm of the Gods for boosting. The wipes I use are Austere Command for when you really run into crap and Winds of Rath and Divine Reckoning because they don't normally hit uril so he doesn't die. I use Retether and Open the Vaults for recursion and Enlightened Tutor and Three Dreams for tutor and my two targeted removal is just Swords to Plowshares and Path to Exile. Those are just my general suggestions. If you want to look at my deck you can go to Uril the miststalker

KabsBUB on Aura Strobing

1 month ago

Oh, and also consider Livewire Lash, Winds of Rath, and Sigil of the Empty Throne.

Honor_Basquiat on Tiana, Eater of Strawberries

1 month ago

Interesting list,

But how do you answer problematic enchantments and artifacts? No traditional removal? i.e. Fragmentize, Return to Dust.

Winds of Rath seems like a nobo with all the aura based creature hate you are running.

Maybe Madcap Skills as an alternative win condition with Tiana?

FancyTuesday on Karametra's Enchatress's

2 months ago

From your description in the EDH forum thread it sounds like your group isn't playing enough mass disruption to break up board states. Your commander is indestructible, less than a fifth of your deck is creatures and only half of them really matter beyond ETBs, you're set up to play wrath heavy. Wrath of God, Austere Command, Winds of Rath, Day of Judgment, and Rout are crazy efficient in multiplayer. In you have enough answers to spot-exile/disenchant problem targets that you don't need to crack yourself with more broad/powerful wipes like Hour of Devastation or Hallowed Burial.

I know wraths are scary when you're coming from another format, but this is multiplayer against decks built to go long and you control when/if you play them. Quarantine Field would cost to hit a single target for each of 3 players, Wrath hits every single one of their creatures for half that and gets around shroud/hexproof.

Beyond that, here's some suggestions for threats and cuts. There's a lot so I'll hold back on justifying them unless asked.

  • Nyx-Fleece Ram
  • Helix Pinnacle - Cute, but a complete dead draw in terms of impact on board state, and impotent in a vacuum. You can win for less than = 101, and yes that includes an optimal situation with mana doubles and effects like Awakening
  • Kismet / Blind Obedience - You've said they're filler, which they pretty much are if you aren't building around them
  • Words of Wilding / Words of Worship - You're way too concerned about decking out. If the cards you're drawing are less helpful than a 2/2 or 5 life you need to cut those cards

That's a lot of words, I hope you find some of them helpful!

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