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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Thousand Winds
Image from Wizards.com

 Thousand Winds
- Khans of Tarkir

Reviewed Nov. 7, 2014

Constructed: 3.13
Casual: 3.75
Limited: 4.25
Multiplayer: 4.07

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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Card of the Day Reviews 


Deck Garage

Thousand Winds

A Dragon-sized flyer, plus a way to set your opponent back on tempo? Sign me up! Just remember-- it's six to hardcast and seven to unmorph. If you get stuck on six mana, you may find yourself wishing you had just played it as a 5/6 flyer. That's certainly a legitimate use of this card, so don't get too caught up in the idea of getting a fatty and a bounce effect.

Constructed- 3.5
Casual- 4.5
Limited- 4.5
Multiplayer- 4.75

David Fanany

Player since 1995

Thousand Winds
It's tempting to read this card like Vesuvan Shapeshifter or Thelonite Hermit, which had more permissive triggers and gave you more chances to use their ability. In the case of this card, they probably figured it would have been too harsh on the opponent (cf. Sunblast Angel). Even as written, though, Thousand Winds can be absolutely devastating. Yes, your opponent has a chance to prevent the mass bounce effect pre-emptively, but they won't always know they have to do so until it's too late.
Constructed: 3/5
Casual: 3/5
Limited: 4/5
Multiplayer: 4/5

Michael "Maikeruu" Pierno

Today's card of the day is Thousand Winds which is a six mana Blue 5/6 with Flying, Morph for seven, and when it is turned face up return all other tapped creatures to their owners hands.  The effect is powerful, but primarily with support or after an alpha strike which makes it situational for maximum impact.  The high mana cost is an issue as well, though the 5/6 body with evasion after that effect gives the value. 
Overall this may see play in Commander or Multiplayer, though the high cost and wanting outside sources for the effect will keep it out of other formats.
In Limited this is a six mana 5/6 with evasion and that alone makes it a first pick in Booster and worth building around in Sealed.  The Morph effect is very situational and leaves the 2/2 vulnerable, plus is actually higher cost than the hard cast which slows down playing it noticeably.
Constructed: 3.0
Casual: 3.0
Limited: 4.0
Multiplayer: 3.0


Deck Garage
Thousand Winds
Finishing out our trio of big morph creatures, we see Thousand Winds. Before we go any further, let's just remember that he is a 5/6 flier for 6 mana. That's a pretty powerful threat in any situation. Maybe not anything splashy, or not the best creature in the world, but a viable big guy nonetheless, and there's no shame in playing him straight up without the morph ability.
But the morph ability can blow out games when it is relevant. Did you opponent just tap out to attack you? Do you have a spell that taps their creatures at the end of their turn? You can gain massive board advantage in some cases.
Another use for him is if your opponent plays a board wipe. If you have the mana, anything you tapped last turn can go back to your hand instead of to the graveyard. 
True, his ability is very expensive, and will probably be too much for most constructed decks, but in limited or Commander, watch out!
Constructed: 3.0
Casual: 4.5
Limited: 4.5
Multiplayer: 4.5

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