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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:

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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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Gain control of target creature with converted mana cost X.

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

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Compelling Argument

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

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

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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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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.

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Failure    Comply
//

Failure // Comply

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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.

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Consign    Oblivion
//

Consign // Oblivion

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Return target nonland permanent to its owner's hand.

//

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Target opponent discards two cards.

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Prepare    Fight
//

Prepare // Fight

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

//

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

Target creature you control fights target creature an opponent controls.

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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."

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Return up to two target creatures to their owners' hands.

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

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Target creature you control gains vigilance and trample until end of turn. It deals damage equal to its power to target creature you don't control.

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--
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Gain control of target creature with power 4 or less until end of turn. Untap that creature. It gains haste until end of turn.

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Grind    Dust
//

Grind // Dust

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Put a -1/-1 counter on each of up to two target creatures.

//

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Exile any number of target creatures that have -1/-1 counters on them.

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--

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