Wind Shear
Visions — uncommon
Instant
Attacking creatures with flying get -2/-2 and lose flying until end of turn.
"As the winds abated, there was a shower of dragonscales, then nothing more." —Azeworai, "The Unruly Wind"
Visions — uncommon
Instant
Attacking creatures with flying get -2/-2 and lose flying until end of turn.
"As the winds abated, there was a shower of dragonscales, then nothing more." —Azeworai, "The Unruly Wind"
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All creatures lose flying until end of turn.
Sacrifice a snow land: Return Whiteout from your graveyard to your hand.
Instant
Creatures your opponents control lose flying until end of turn if was spent to cast this spell, and creatures you control gain flying until end of turn if was spent to cast this spell. (Do both if was spent.)
Instant
Until end of turn, target creature gains trample and gets +X/+X, where X is the number of attacking creatures.
Instant
Untap target creature. It gets +2/+2 and gains reach until end of turn. (It can block creatures with flying.)
Instant
Target creature with flying loses flying until end of turn. Crash Landing deals damage to that creature equal to the number of Forests you control.
Instant
Untap target creature. It gets +2/+4 and gains reach until end of turn. (It can block creatures with flying.)
Instant
Choose one —
• Two-Weapon Fighting — Double target creature's power and toughness until end of turn.
• Archery — This spell deals 5 damage to target creature with flying.
Instant
Target creature and all other creatures with the same name as that creature get +2/+2 until end of turn.
Instant
Choose one —
• Flourishing Strike deals 5 damage to target creature with flying.
• Target creature gets +3/+3 until end of turn.
Entwine (Choose both if you pay the entwine cost.)
Instant
All creatures with art by the artist of your choice get +2/+2 and gain trample until end of turn.
Instant
Choose one. If you control a commander as you cast this spell, you may choose both.
• Until end of turn, any number of target lands you control become 1/1 Elemental creatures with vigilance, indestructible, and haste. They're still lands.
• Choose target creature you don't control. Each creature you control deals damage equal to its power to that creature.
Instant
Target creature gets +2/+2 until end of turn.
Coven — Then if you control three or more creatures with different powers, draw a card.
Instant
Cast this spell only during the declare attackers step and only if you've been attacked this step.
Creatures you control gain reach until end of turn. (They can block creatures with flying.)
Instant
Target creature gets +3/+3 and gains reach and trample until end of turn.
You get a boon with "When you cast your next creature spell, that creature enters the battlefield with an additional +1/+1 counter, reach counter, and trample counter on it."
Instant
Prevent all damage that would be dealt to creatures this turn. Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)
Instant
Target creature you control gets +1/+1 and gains hexproof until end of turn. The Ring tempts you. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
Instant
Strive — This spell costs more to cast for each target beyond the first.
Any number of target creatures each get +2/+2 until end of turn. Untap those creatures.
Instant
Until end of turn, target land you control becomes a 4/4 Dinosaur creature with reach and haste. It's still a land. It must be blocked this turn if able.
Instant
Target land you control becomes a 4/4 Elemental creature with haste until end of turn. It's still a land. It must be blocked this turn if able.
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