Zendikar Rising (znr) | ||
#68 ⸱ Rare ⸱ English |
![]() Variations : 1Parts : 2 | Master of Winds1 / 4 Flying When this creature enters, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have this creature's base power and toughness become 4/1 or 1/4 until end of turn.
LegalitiesLegal Duel Penny Legacy Modern Pioneer Vintage Explorer Timeless Commander Gladiator Oathbreaker Not Legal Brawl Predh Future Pauper Alchemy Historic Standard Oldschool Premodern Standardbrawl Paupercommander 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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