Arcane Foundry › Commanders › Storm, Windrider
Storm, Windrider
Legendary Creature — Mutant Hero · {1}{G}{W}{W} · Green/White commander
Flying
Creatures with flying can't attack you or block creatures you control.
Whenever you cast a spell that targets one or more creatures, those creatures gain flying until end of turn.
Build a Storm, Windrider deck →
What Storm, Windrider 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 a spell that targets one or more creatures, those creatures gain flying until end of turn.
- Keyword · flyingflying
- AbilityCreatures with flying can't attack you or block creatures you control.
What a Storm, Windrider deck needs
Plays as targeted spells. What the commander asks of the other 99 — read from the card and checked by hand.
- cheap spells that target your creatures — pump, protection and auras (each such spell triggers it)
The Storm, Windrider deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 25× Instants and sorceries — for a magecraft/prowess commander the spell COUNT is the engine
- 16× Equipment and Auras — the things a suit-up commander's trigger and plan are actually made of
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Storm, Windrider
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.
Instants and sorceries — for a magecraft/prowess commander the spell COUNT is the engine
- Crop Rotation1 mana
- Enlightened Tutor1 mana
- Path to Exile1 mana
- Swords to Plowshares1 mana
- Worldly Tutor1 mana
- Ishgard, the Holy See // Faith & Grief0 mana
- Resurgent Belief0 mana
- Cloudshift1 mana
Equipment and Auras — the things a suit-up commander's trigger and plan are actually made of
- Basilisk Collar1 mana
- Skullclamp1 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Sword of the Animist2 mana
- Shadowspear1 mana
- Mithril Coat3 mana
- Paradise Mantle0 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- March of Otherworldly Light1 mana
- Beast Within3 mana
- Generous Gift3 mana
- Nature's Claim1 mana
- Erode1 mana
- Unwanted Remake1 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Worldly Tutor1 mana
- March of Burgeoning Life1 mana
- Archdruid's Charm3 mana
- Chord of Calling3 mana
- Eldritch Evolution3 mana
- Eladamri's Call2 mana
Answer a whole board at once
- Vanquish the Horde8 mana
- Wrath of God4 mana
- Day of Judgment4 mana
- Shatter the Sky4 mana
- Split Up3 mana
- Winds of Abandon2 mana
- Depopulate4 mana
- No Witnesses4 mana
Refill your hand
- Esper Sentinel1 mana
- Skullclamp1 mana
- Sylvan Library2 mana
- Garruk's Uprising3 mana
- Archivist of Oghma2 mana
- Beast Whisperer4 mana
- The One Ring4 mana
- Vexing Bauble1 mana
Keep a permanent you control alive through removal
- Flowering of the White Tree2 mana
- Bastion Protector3 mana
- Codsworth, Handy Helper3 mana
- Guardian Augmenter3 mana
- Saryth, the Viper's Fang4 mana
- Avacyn, Angel of Hope8 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
Get ahead on mana
- Sol Ring1 mana
- Incubation Druid2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Ilysian Caryatid2 mana
- Selesnya Signet2 mana
- Heritage Druid1 mana
- Llanowar Tribe3 mana