Winds of Change

Winds of Change


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

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Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper EDH Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Winds of Change Discussion

plakjekaas on Win cons: locks

2 months ago

Don't forget Notion Thief / Hullbreacher / Narset, Parter of Veils in combination with Reforge the Soul / Windfall / Winds of Change and the like. It's a one-time effect, but usually stops all opponents right in their tracks, as much as any lock would.

Not sure if that counts for your criteria, but it's worth a mention.

Also Possibility Storm + Rule of Law to forbid all spells cast from hand.

Pikobyte on Snakes need wheels, they don’t have feet *Primer*

2 months ago

Still not worth it imho @MessiahComplex. I think snapcaster is superior here. Spellseeker finding a wheel doesn’t do anything if I already got a wheel in hand. Finding mystical tutor and tutoring a wheel on top of my library works only if I got a discard wheel in my hand but not with any of the shuffle wheels like Winds of Change etc. Snapcaster can give a wheel flashback until end of turn. Now you can play wheels from your hand and once you didn’t draw into another one you can still flashback the one from your grave. I totally agree that Spellseeker is a good card here. But since tutoring isn’t an issue and the list is tight already I don’t think it’s worth cutting a card.

MessiahComplex on Snakes need wheels, they don’t have feet *Primer*

2 months ago

Spellseeker finds:

Gamble , Winds of Change , Minds Aglow , Mystical Tutor , Worldly Tutor , Cyclonic Rift , and most of any of the Counterspells, and finally Battle Hymn should you need more Red Mana in the moment.

exodus7 on The Will of Fire

3 months ago

Swagkage Awesome, glad I could be of some help! If you don't mind here's another consideration, Valakut Awakening  Flip over Molten Psyche . I feel that 12 artifacts is a bit low for Molten Psyche 's Metalcraft to be consistent, I find I rarely have 3 artifacts when I want to cast Molten Psyche , so it usually ends up being an over-costed Winds of Change . And when I do have 3 artifacts, we're turn 5+ and most opponents have played their hands, I'll be lucky if opponents have at least 3 cards in their hands at this point, so Metalcraft will rarely deal what I consider sufficient damage. As for the hand disrupting, I can see it's significance, but more often than not I find myself casting Molten Psyche when my own hand is bad, for all I know I could be helping my opponents too! lol.

Overall, I guess it depends on your goal for Molten Psyche . Draw and disrupting opponents? I'd choose Winds of Change over Molten. While Valakut Awakening  Flip is similar and it does not deal damage, in my opinion the fact that it's instant speed and gives +1 cards is more significant in tables with higher power. And when you don't need the draw, it can always be your land drop.

Thanks for hearing me out, sorry for the rant! XD

hkhssweiss on Niv-Mizzet, Incorrigible Megalomaniac | Primer

3 months ago

No problem cfost827, yeah it's the reason I run Winds of Change and Valakut Awakening  Flip when I decide to combo out. The other way once you run out of cards is to deal commander damage to the face. If you are running the handcycling route I would recommend adding in one of the eldrazi titans to reshuffle your library if you don't have enough damage. That or Elixir of Immortality , however the titans are a bit more useful.

Also I use moxfield for my more up to date lists as it is a bit more easier to edit the cards for on the spot changes for deck building and such and would recommend to use that for deck building!

Here is the link to my Nivvie Moxfield list.

BrassLord on Rakdos Dragon actual

4 months ago

Looks like a fun deck to pilot.

In reviewing the deck in it's current form, I can see a few different ways of trying to approach your problem. The first would be to double down on discard and reanimation effects to cheat the cards into play. Stuff like Winds of Change Wheel of Misfortune Wheel of Fate help filter through your deck and pair well with those other looting effects you already have. Adding in reanimation redundancy like Animate Dead could could also go.

I think the elephant in the room is the mana curve. Your commander incentivizes you to play big beefy dragons, but that skews your mana curve. Currently you have a LOT of low to the ground single mana producing artifacts (2cmc) and a few later game payoff ones, with the rest of your curve being around the 4-6 CMC. Another way to approach the mana problem is to double down on the big boy ramping artifacts, like Gilded Lotus . Then pair it Voltaic Key and Manifold Key so when it's online, you could actually hard cast some of those late game dragons!

The way mentioned above addresses the mana production head on. It'd also help if you paired some of this with some early game disruption to prevent opponents from getting ahead TOO quickly so you can't catch up. Cards like Mind Twist and Rakdos's Return can be backbreaking when ramped into early, shutting down the scariest player and allowing you to catchup with your dragons. Along those same lines, Torment of Hailfire is another staple big mana sink card to close games (though honestly, your dragons seem like they don't need that much help!) In a multiplayer game, cards like Fleshbag Marauder , Merciless Executioner , and Plaguecrafter can be removal in the early game and make utility spot removal reanimation targets later on.

Cuts I personally struggle with as well! I'd focus on whether or not the cards further your gameplan or promote you winning. For example, in the current list Dragon Mantle feels like a win more card, despite the fact that it cantrips. Unholy Indenture also feels the same way. But you should play the cards you like!

Happy Burninating!

Ardees on Niv-Mizzet Counterwheel

5 months ago

jalapenofish I also wanted to try something different from the curiosity package combo. At first, since I was playing Isochron Scepter (which I now momentarily removed for Teferi's Ageless Insight , I noticed I barely used the scepter and it last very little in multiplayer), I thought that Dramatic Reversal could be a card to play for an infinite mana combo. But I never really gave it a try since I am no fan of infinites (curiosity package is not technically an infinite), neither I have that many tutor to get me the combo pieces. And Dramatic Reversal does not have that much utility other than the combo.

If you are interested in combos, then I'd simply suggest to check out Commander Spellbook. They have a huge database for EDH combos. Otherwise, I'd say my other win condition is Body of Knowledge and Winds of Change . It is actually a fun combo to play, and it's not an infinite. Just make sure you have at least 2 cards in hand, and both body and niv mizzet in play. Once you draw, ping body of knowledge for one. Body activates, so you draw one, and ping it again, but it won't dies since its constitution will increase by 1 every time you draw. Then draw a substantial amount of cards and cast Winds of Change (to end body loop, just ping another player instead of it). Since you have no maximum hand size as well, next turn you'll have some 50/50 or so, depending on your hand size.

If you want more synergies while still maintaining the wheel mechanic, then I'll suggest to switch to a wheelslinger, namely a combination of speelslinger and wheels with cards such as Electrostatic Field , Guttersnipe , Talrand, Sky Summoner , Young Pyromancer , etc.

Hope this helps!

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