Zendikar Rising (znr) | ||
#68 ⸱ Rare ⸱ English |
Variations : 1Parts : 2 | Master of Winds1 / 4 Flying When Master of Winds enters, 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 Alchemy Brawl Future Historic Oldschool Pauper Paupercommander Predh Premodern Standard Standardbrawl Legal Commander Duel Explorer Gladiator Legacy Modern Oathbreaker Penny Pioneer Timeless Vintage 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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