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Wind Sail (Starter 1999)

Wind Sail

Starter 1999 — Uncommon

Sorcery

Wind Sail is legal in the following formats:

Legacy
Vintage
Highlander
French Commander
Tiny Leaders Commander
Commander

Wind Sail (Starter 1999)
Price: PaperMTGO

TCGPlayer avg. price:

$0.25

$0.07 $0.25 $1.35
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Rating:

3.52/10

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Cards like Wind Sail in Standard format:

Open into Wonder

Open into Wonder

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X target creatures can't be blocked this turn. Until end of turn, those creatures gain "Whenever this creature deals combat damage to a player, draw a card."

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Entrancing Melody

Entrancing Melody

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Gain control of target creature with converted mana cost X.

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Chart a Course

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Draw two cards. Then discard a card unless you attacked with a creature this turn.

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Nagging Thoughts

Nagging Thoughts

Sorcery

Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.

Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

2.2 /10
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Compelling Argument

Compelling Argument

Sorcery

Target player puts the top five cards of his or her library into his or her graveyard.

Cycling (, Discard this card: Draw a card.)

0 /10
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Strategic Planning

Strategic Planning

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Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.

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Press for Answers

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Tap target creature. It doesn't untap during its controller's next untap step.

Investigate. (Create a colorless Clue artifact token with ", Sacrifice this artifact: Draw a card.")

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Take Inventory

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Contingency Plan

Contingency Plan

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Look at the top five cards of your library. Put any number of them into your graveyard and the rest back on top of your library in any order.

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Destined    Lead
//

Destined // Lead

Instant // Sorcery

Target creature gets +1/+0 and gains indestructible until end of turn.

//

Aftermath (Cast this spell only from your graveyard. Then exile it.)

All creatures able to block target creature this turn do so.

3.3 /10
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Failure    Comply
//

Failure // Comply

Instant // Sorcery

Return target spell to its owner's hand.

//

Aftermath (Cast this spell only from your graveyard. Then exile it.)

Choose a card name. Until your next turn, your opponents can't cast spells with the chosen name.

7.4 /10
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Consign    Oblivion
//

Consign // Oblivion

Instant // Sorcery

Return target nonland permanent to its owner's hand.

//

Aftermath (Cast this spell only from your graveyard. Then exile it.)

Target opponent discards two cards.

5.5 /10
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Roiling Waters

Roiling Waters

Sorcery

Return up to two target creatures your opponents control to their owners' hands. Target player draws two cards.

4.6 /10
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Prepare    Fight
//

Prepare // Fight

Instant // Sorcery

Untap target creature. It gets +2/+2 and gains lifelink until end of turn.

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Aftermath (Cast this spell only from your graveyard. Then exile it.)

Target creature you control fights target creature an opponent controls.

6.8 /10
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Driven    Despair
//

Driven // Despair

Sorcery // Sorcery

Until end of turn, creatures you control gain trample and "Whenever this creature deals combat damage to a player, draw a card."

//

Aftermath (Cast this spell only from your graveyard. Then exile it.)

Until end of turn, creatures you control gain menace and "Whenever this creature deals combat damage to a player, that player discards a card."

7.6 /10
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Collective Brutality

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Escalate—Discard a card. (Pay this cost for each mode chosen beyond the first.)

Choose one or more —

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• Target creature gets -2/-2 until end of turn.

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Target creature gets +4/+4 and gains trample until end of turn.

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Sparkmage's Gambit deals 1 damage to each of up to two target creatures. Those creatures can't block this turn.

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Whenever a creature attacks this turn, it gains lifelink until end of turn.

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