Zendikar Rising (znr) | ||
#331 ⸱ Rare ⸱ English |
Variations : 1Parts : 4 | Master of Winds1 / 4 Flying When Master of Winds enters the battlefield, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have Master of Winds's base power and toughness become 4/1 or 1/4 until end of turn.
LegalitiesNot Legal Standardbrawl Pauper Oldschool Premodern Paupercommander Alchemy Historic Historicbrawl Future Brawl Standard Predh Timeless Legal Duel Brawl Penny Future Legacy Modern Alchemy Pioneer Vintage Historic Standard Commander Gladiator Historicbrawl Explorer Oathbreaker Timeless RulingsEffects that modify the power or toughness of Master of Winds without setting it will apply to its new base power and toughness no matter when they started to take effect. The same is true for counters that change its power and toughness.
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