Words of Wind
(1): The next time you would draw a card this turn, each player returns a permanent he or she controls to its owner's hand instead.
|Want (2)||Kelcool , Hotchkiss|
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|Commander / EDH||Legal|
Words of Wind occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Words of Wind Discussion
3 days ago
I would add in some redundancies to the bouncing creatures. Man-o'-War, Dream Stalker, Kor Skyfisher, and Stonecloaker (especially good cause flash and also grave hate). Cloud of Faeries also does good work when comboing with Aluren and a bounce source.
Speaking of bounce sources, more redundancies! Words of Wind and Overburden (This card is important as it combos out with Shrieking Drake and is generally a strong card. You won't care about bouncing lands cause chulane will put it right back into play).
Now what to do with all the mana in the world you could want and all the casting you could want? Well, Aetherflux Reservoir and Brain Freeze come to mind. Also, Words of Wind doubles as a win con by bouncing everyone out of the game entirely. Similarly, Words of Wilding can give you as many bears as you want to swing with. These Word cards will help save that mandatory draw from Chulane as your deck empties out. (And on the chance your playgroup allows some UnCards, Crow Storm is quite the funny win con)
How are you gonna get these cards quickly and consistently though? A couple more draw engines wouldn't hurt. Beast Whisperer and Guardian Project are both strong when playing a "I must cast all the creatures" deck. Abundance and Rhystic Study aren't too bad either.
1 month ago
3 months ago
As for wincons, the primary one is milling yourself and then using Jace, Wielder of Mysteries or Thassa's Oracle. I chose these rather than Laboratory Maniac because they are more resilient. You'll notice we don't run that much interaction, so we want to be able to win and not have that win threatened. Of the two, I prefer Thassa's Oracle more since the win condition is an ability so it doesn't matter if it gets destroyed. The trouble with lab man or jace is that if it gets removed and you go to draw that last (nonexistant) card, you lose instead, so Thassa's Oracle provides that resiliency. And then I chose Jace for the same reason because planeswalkers are typically harder to get rid of. Also both oracle and Jace are what I like to call "self-contained wincons" meaning that they come down and you win assuming you meet the conditions without having to do anything else.
There is one other alternative hard wincon in the deck if the self mill strategy isn't viable, and three soft wincons if it gets to that point. Generally, the soft wincons are designed as ways to lock down the game and stall out until you can get one of the hard wincons to actually win the game.
The alternative hard wincon is a Lifegain + Aetherflux Reservoir strategy. Uro gains us a ton of life, so why not capitalize on this with other lifegain spells? Horizon Chimera, Skola Grovedancer, Tatyova, Benthic Druid, The Great Henge, Shadowspear, etc, function as a lifegain package to pad our life total because people will definitely be attacking us. This buys us time to find responses or to outright win. It also helps you pay for Glacial Chasm's cumulative upkeep cost to prevent those attacks outright. Finally, in long and grindy games, we can simply use our massively inflated life total to blow out opponents with the deathstar that is Aetherflux Reservoir, which itself also functions as a lifegain engine. Plus, all of this lifegain is doubled by Alhammarret's Archive, which is just nutty. Piloting the deck, I've managed to gain 110+ life in one turn so it's definitely a viable strategy.
Onto the soft wincons:
The first soft wincon is to take infinite turns with Nexus of Fate. So the way this works is that with the self-mill we're doing, our deck gets pretty thin. Basically, at some point, if we've milled out successfully, Nexus of Fate will be the only card left in our library which means we draw it every turn since it shuffles itself back into the library if it would hit the graveyard as a replacement effect. This has the bonus of preventing us from milling out since then we always have a card to potentially draw whenever we need to at that point. However, not that this isn't a wincon by itself, which is why it's called a soft wincon, but it does mean you have all the time in the world to find a way to get one of the hard wincons out. Basically the play is to cast Nexus of Fate, pass turn to yourself, and then use the upkeep Genesis trigger from Genesis being in your graveyard to get back Thassa's Oracle for the win. Alternatively, you can just take infinite turns and force everyone else to concede if you absolutely can't win.
The next soft wincon is a little complicated, but basically it's a loop involving Peregrine Drake, Deadeye Navigator, and either Words of Wind + Uro or Panharmonicon + Venser, Shaper Savant to force your opponents to bounce all their permanents, including lands. At that point, most of them will choose to concede the game because they have no permanents or land. If not, you can keep looping, but to draw cards instead to get one of the other wincons to win the game outright. Here's how the loops work:
1) Words of Wind + Uro, Titan of Nature's Wrath To start, you make infinite colored mana with the Peregrine Drake/Deadeye Navigator combo, and then cast Uro, or flicker it with deadeye if Uro is already on the field. With Uro's abilities on the stack, you pay 1 mana into Words of Wind to replace your next draw with forcing every player to bounce a permanent. Obviously, you choose to bounce Uro to your hand. With infinite mana, you keep looping this gaining life each time while forcing your opponents to bounce all of their permanents, including lands. At that point, if they dont concede, you can draw cards by not using Words of Wind and having uro sac himself to the command zone. From there, you dig for either Aetherflux Reservoir or Thassa's Oracle or Jace, Wielder of Mysteries to actually win the game.
2) Panharmonicon + Venser, Shaper Savant For this loop, a Panharmonicon is not required, but makes it easier to do because of the double ETB triggers. First, we begin like previous making infinite mana with Peregrine Drake/Deadeye Navigator. This lets us cast Venser, Shaper Savant. And we target an opponent's permanent to bounce to their hand. If you don't have Panharmonicon, you pair venser with Deadeye Navigator, and use deadeye's flicker ability to keep flickering venser ad nauseum until all your opponents permanents (including lands) are bounced to their hand. At that point, if they don't concede, you can use venser to bounce uro to your hand or use infinite mana to cast him and flicker him to draw cards until you find Aetherflux Reservoir or Thassa's Oracle or Jace, Wielder of Mysteries to actually win the game. Panharmonicon just makes the loop more efficient because you can target two of your opponents' things at once.
The one thing to note with these loops is that you should be careful not to overdraw though, because Guardian Project and The Great Henge are all mandatory draw effects that trigger when a creature enters the field.
Finally, the last soft wincon is Finale of Devastation. I call it soft because the deck really isn't designed to go aggro and attack with its creatures. But basically, if you have a lot of creatures and find an opportunity, you can use a really big finale to finish off the last few players at the table maybe after you used Aetherflux Reservoir to take out a few other players. The finale is honestly just there as a creature tutor with access to both your deck and graveyard.
Overall, the deck is really resilient because you really don't care too much about what your opponents are doing, you just want to mill yourself and gain life to either win off of Thassa's Oracle/Jace, Wielder of Mysteries, or by deathstaring everyone via Aetherflux Reservoir.
Hope this helps, and feel free to let me know if you have any thoughts or suggestions! ^_^
3 months ago
Coward_Token, As it weird as it sounds, I gotta admit that sounds like a cool deck idea! This link gives you a good start for what can be used to return things to your hand, and it makes me think if it's better to use Sisay, Weatherlight Captain to get Heidar, Rimewind Master, to use Zur the Enchanter to get Words of Wind/Riptide Chimera, or Isperia the Inscrutable to grab Riptide Chimera/Shimmerwing Chimera/Tidespout Tyrant.
4 months ago
Thank you spite91 and Huuhwah for the excellent suggestions. You both have very valid points. I have updated the deck with Words of Wind and Bolas's Citadel . I have removed Replenish and Dictate of Kruphix .
4 months ago
Words of Wind while kind of rude might be useful too if you end up drawing an abundance of cards. Allows you to slow your opponents down while you bounce and replay enchantments for more bodies or bounce a token to keep your board. I'd recommend replacing Replenish with it. While Replenish is great its a nonbo with Rest in Peace and many of your enchantments provide value on cast/static not on etb which is where replenish shines. That said if you added more etb enchantments instead such as Oblivion Ring or Grasp of Fate then i'd take out Rest in Peace instead.
5 months ago
Don't love Kismet I think that's more annoying than wood. Does Words of Wind have some sort of combo with it? Femeref Enchantress has always seemed kinda bad to me, though I haven't played it. Losing enchantments is actually kinda hard. I absolutely love Aura Thief; it's one of my pet cards, but I think it does get significantly weaker without a lot of sac outlets.
I run Eldrazi Conscription in my Tuvasa deck as a quick finisher. I think Verduran Enchantress is also a must play. The enchantresses are all just so ridiculously good in the deck. Winds of Rath is a nice sweeper that your stuff can dodge a lot of the time. I've liked Finest Hour in my Tuvasa deck. It can let your Tuvasa kill someone without a blocker really easily a lot of the time. Faeburrow Elder has been a mustplay for me in three+ color gw decks. Eladamri's Call has also been awesome in my Tuvasa.