Winds of Abandon

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Winds of Abandon

Sorcery

Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle their libraries.

Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each".)

kamarupa on Godsiren

3 weeks ago

I like it, but I think you're leaning a little too much on ramp and don't have any interaction spells. I suspect it can be more consistent and competitive with a few more lands and some protection and removal spells in the mainboard.

-4xElvish Mystic, +4 Lands (1xHall of Heliod's Generosity)

-3xChord of Calling, +2xHeroic Intervention, +1xWinds of Abandon

-2xLlanowar Elves, +2xPath to Exile

kamarupa on Population Bomb

4 weeks ago

Nice work! I guess you really deserve some props, as I've seen plenty of people on here that aren't new list decks as certain formats but still include cards that aren't legal in that format. So that's why I asked.

In terms of advice, I probably have more than you want. For starters, I'm not sure a Populate/Tokens deck is going to be what I would consider "fast-paced." It may or may not keep up with a Goblin deck - it would really depend on the caliber of each deck and to a lesser degree, the player piloting that deck. When it comes to speed, I think of low MV infinite combos, burn, Elves, +1/+1 counter Humans... So if you're really looking for speed, then there may be better place to look.

That said, if it's not so much speed, but a tokens, and tokens that can maybe compete with a fast paced Goblin deck, I think that is probably possible. As it stands, it looks like you've got a fairly budget brew going, though I notice a few pricier spells in the sideboard. So I'll be mentioning both cheap and pricier spells and let you decide where you want to draw the line.

For starters, land is one of the best investments you can make. All decks need it and the better lands you have to choose from, the more solid your decks' foundations will be. In my opinion, there is no point in spending big bucks on spells when your land base can't consistently cast them. www.managathering.com is an awesome resource to find lands. It didn't exist when I first started brewing, but I go there all the time now, namely because I just can't remember all the card names like I used to, lol. Ideally, you want lands that don't enter tapped, especially if you're going for speed. If you can afford them, Temple Gardenfoil & Windswept Heath are the perennial favorites. But Razorverge Thicket, Overgrown Farmland, and Branchloft Pathway  Flip are all decent. I recommend 22 lands for a "fast deck" - IE a deck with an Average MV of 2 or less (2.05 is close enough). Much greater than 2 average and I'd recommend 23-24 lands. Which stinks, I know, because the more land you include, the less spells you get and more likely you are to get mana screwed. But I've found that if you ever want to reliably cast spells that are 3 or more, you're going to need those extra few lands. Even with mana ramp, 16 is not enough land.

Typically, Artifact/Enchantment removal spells go in the sideboard. And typically, people run 4x creature removal in the mainboard: Any of the following would be good: Winds of Abandon, Sheltered by Ghosts, Path to Exile should be in the mainboard.

Druid's Deliverance is fun, but even in decks where I include Fog, I rarely include more than 1 copy. At double the MV, Druid's Deliverance is either going to tie up your mana (slowing you down), and/or delay instead of remove, and/or get cast just for the populate, which you already have spells for. So I'd suggest cutting it 1 copy.

Fight as One is... a decent spell. Heroic Intervention would be better. Since all but 1 of your creatures is white, Brave the Elements would be more versatile and cheaper and Tamiyo's Safekeeping is just cheaper. In my experience, 1 is the MV that is best for protection spells because it doesn't need as much mana to be available - that is - they're just more versatile. And I usually only include 1-2 of such spells.

I'd just cut Selesnya Charm. It just doesn't do anything that well and it's single use doesn't make it valuable enough to include.

Call of the Conclave is similar to Selesnya Charm - tokens aren't much about how big so much as how many. Repeatable token generators are going to be bigger threats than single-use spells.

The thing with Populate is that it doesn't really give you much oomph unless you've got bigger tokens. So you're not wrong looking for tokens that are on the bigger size. But since tokens are easy to get rid of and impossible to bring back, most people ignore the Populate mechanic altogether in favor of making lots of tokens as quickly as possible and at instant speed if they can.

Thraben Doomsayer is pretty good, though I do hate the 3MV casting cost. But you can make tokens at instant speed, which is great, and you can do it every turn.

Lingering Souls is one of the best token spells because you get so many for not that much mana, though you don't have the black mana here to make it worthwhile.

Tocasia's Welcome is great card draw for tokens, namely if you can create a token on your turn and your opponent's turn.

Creatures that care about ETB triggers are really good with tokens, too. You really can't go wrong with Soul Warden and/or Soul's Attendant - with 6+ Soul Sisters, I'd imagine a Goblin deck would find it very difficult to hit you for more life than they cause you to gain. And if you can gain enough life, Speaker of the Heavens gives you tokens that are worth Populating.

Growing Ranks is pretty good, but at 4MV,it's on the slow side.

Overrun is a good spell here, and I think you've got the right number.

Wake the Reflections is ok, I guess, but again, only copying 1 token just isn't as good as it might seem. At least it only costs you 1 to cast. The question is whether its actually powerful enough to be worth including, verses using that space for more token spells.

Something like Ephemerate or Cloudshift would probably be good with Hare Apparent

I like Finneas, Ace Archer, but I don't like it enough to overlook its Legendary status to run 4 copies.

Broad-stroke advice: 4x creature removal, 2x protection spell, 1x fog spell, 22x lands, 2-3x card advantage spell, 12x token generators, 8x ETB trigger spells. That leaves you with about 10 spells to lean into a mechanic like populate or more removal, etc, etc.

Please don't think what I write is definitive or that I'm insisting. Ignore whatever you want. I'm just throwing out my thoughts, hoping something might be useful for you.

plakjekaas on Keeping Up With the Joneses

1 month ago

Removal like Path to Exile, Winds of Abandon and Settle the Wreckage give your opponents lands, so you have something to catch up to.

MrXilas on 1 Billion Grains Of Salt | Mass Land Destruction

4 months ago

Not sure if it's a little basic for what this deck wants, but Sun Titan + Moraug, Fury of Akoum + a fetch of any kind would give you dang near infinite combat steps. And Kormus Bell + Urborg, Tomb of Yawgmoth + Winds of Abandon you could mass exile people's lands.

Caerwyn on Share your hidden gems

6 months ago

Winds of Abandon is a card I am regularly told is mediocre. In actual practice, I find it wins games with little downside. The ability to have a one-sided wrath, with exile to boot, can easily clear the way for a victory, allowing you to punch through your creatures with little fanfare. It can help you come back from behind - resetting their board while leaving your own intact. And, worst comes to worst, you can cast it for its regular price to remove a threat.

While giving opponents mana is a downside, the restriction of basic lands often mitigates this downside substantially. Particularly in mid to high power games where many folks are running 3+ colors, most folks do not have many basics in their deck to begin with. Resetting the board while only giving out a couple lands is often a low price to pay.

—-

Regarding the banding lands, think of it this way hyalopterouslemur - would you use a land drop to play a card that reads “If a creature with trample is blocked by a Black legendary creature you control, all overflow damage is dealt to that creature instead of to you.”?

Banding is uniquely situated as the only true counter to Trample in the game. Take a 1/1 with Banding blocking a 99/99 with Trample. Because the controller of the creature with banding gets to choose where the attacker’s damage is dealt, they can deal all 99 damage to the 1/1, and zero of the trample damage to themselves as defending player.

Not bad, if you have a high saturation of legends they interact with the card. Probably not worth it if your only legend in the color is your commander.

DeinoStinkus on Knights of the Reliquary

8 months ago

Angelic Benediction is EXTREMELY overcosted, especially since you have a lot of removal/evasion in the deck. Akrasan Squire accomplishes much the same effect for three less mana. Maybe even Sighted-Caste Sorcerer over Sigiled Paladin, but that's a matter of personal taste and gameplay style.

Shadowspear is a great option but very pricey so I definitely understand not going for it. Audacity is a budget option that fills a similar niche.

And a bit of a strange suggestion, but Bant Charm is a little mana intensive, and not super effective (unless you've seen success with it!), may I suggest something like Winds of Abandon? It's a Path to Exile and more depending on your situation.

Definitely a fun deck, I love Rafiq!

DreadKhan on Tuvasa CEDH stax

10 months ago

What do you think of Estrid's Invocation in this list? Each upkeep it becomes whatever Enchantment is situationally best, that seems worth a look? It's really good if you've already got Sterling Grove or Greater Auramancy out, then your Enchantments are shrouded. Have you thought about something more spicy than Wrath of God in here? I was wondering about something like Single Combat, Promise of Loyalty, or even Winds of Abandon? There is always Cyclonic Rift, with Rule of Law out Rift is a truly backbreaking play in my limited experience. In my Stax deck I found Brave the Sands very useful, it can make it easy for my single large creature to attack with impunity, as well as block up to two creatures per combat (which is usually enough if you've got something like Stasis or Static Orb out).

I can't seem to figure it out on my own, but I'm guessing you have a good reason not to use All That Glitters in here? Not enough synergy perhaps/Tuvasa is usually big enough on her own?

Anyways cool list, cEDH Stax is tons of fun!

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