Arcane Foundry › Commanders › Adeliz, the Cinder Wind
Adeliz, the Cinder Wind
Legendary Creature — Human Wizard · {1}{U}{R} · Red/Blue commander
Flying, haste
Whenever you cast an instant or sorcery spell, Wizards you control get +1/+1 until end of turn.
Build an Adeliz, the Cinder Wind deck →
What Adeliz, the Cinder Wind actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · cast_spellWhenever you cast an instant or sorcery spell, Wizards you control get +1/+1 until end of turn.
- Keyword · flyingflying
- Keyword · hastehaste
What an Adeliz, the Cinder Wind deck wants
The plan the Forge derives for this commander: the roles it fills and how many of each.
- 26× A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- 6× A card that is CAST to trigger the commander — reanimating or blinking it does not count
- 22× Instants and sorceries — for a magecraft/prowess commander the spell COUNT is the engine
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 1× Answer a whole board at once
- 2× Answer a spell or ability before it resolves
- 9× Find the exact card the plan needs
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
Best cards for Adeliz, the Cinder Wind
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- Faerie Seer1 mana
- Siren Stormtamer1 mana
- Coruscation Mage2 mana
- Goblin Electromancer2 mana
- Harmonic Prodigy2 mana
- Stormcatch Mentor2 mana
- Thassa's Oracle2 mana
- Krark, the Thumbless // Krark, the Thumbless0 mana
A card that is CAST to trigger the commander — reanimating or blinking it does not count
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Brainstorm1 mana
- Faithless Looting1 mana
- Gamble1 mana
- Lightning Bolt1 mana
- Mystical Tutor1 mana
- Opt1 mana
Instants and sorceries — for a magecraft/prowess commander the spell COUNT is the engine
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Brainstorm1 mana
- Faithless Looting1 mana
- Gamble1 mana
- Lightning Bolt1 mana
- Mystical Tutor1 mana
- Opt1 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Reality Shift2 mana
- Wild Magic Surge2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Suspend1 mana
- Snap2 mana
- Into the Flood Maw1 mana
Answer a whole board at once
- Blasphemous Act9 mana
- Thing in the Ice // Awoken Horror2 mana
- Displacement Wave2 mana
- Breaking Point3 mana
- Crack the Earth1 mana
- Filter Out3 mana
- Kozilek's Return3 mana
- Akki Blizzard-Herder2 mana
Answer a spell or ability before it resolves
- Pact of Negation0 mana
- Counterspell2 mana
- Three Steps Ahead1 mana
- Long River's Pull2 mana
- Force of Will5 mana
- Abjure1 mana
- Archmage's Charm3 mana
- Cancel3 mana
Find the exact card the plan needs
- Reshape2 mana
- Mask of the Mimic1 mana
- Long-Term Plans3 mana
- Whir of Invention3 mana
- Merchant Scroll2 mana
- Mystical Tutor1 mana
- Muddle the Mixture2 mana
- Goblin Recruiter2 mana
Refill your hand
- Mystic Remora1 mana
- Skullclamp1 mana
- Curiosity1 mana
- Wizard Class1 mana
- Rhystic Study3 mana
- Faerie Mastermind2 mana
- Archmage Emeritus4 mana
- The One Ring4 mana
Keep a permanent you control alive through removal
- Hexing Squelcher2 mana
- Cryptothrall4 mana
- Tekuthal, Inquiry Dominus4 mana
- Lost in the Maze2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana