Home / Magic: The Gathering / Kamigawa: Neon Dynasty / Invoke the Winds
Invoke the Winds
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Sorcery

Invoke the Winds

rare · Sorcery · Kamigawa: Neon Dynasty
$0.26
Low
$0.30
Market
$0.38
High

Oracle Text

Gain control of target artifact or creature. Untap it.

Card Details

-/-Power / Toughness
{1}{U}{U}{U}{U}Mana Cost
1Prints

Character Background

Invoke the Winds is a five‑mana blue sorcery that suddenly swings board state by stealing an artifact or creature and untapping it, which makes it an ideal tool for control and tempo decks that can afford a big play and then protect it with counters — in multiplayer formats it’s a powerful finisher. Practically, the card is most devastating against artifacts: you can steal and immediately use a tapped mana rock (think Sol Ring/Arcane Signet) because artifacts aren’t subject to summoning‑sickness restrictions, so it functions as instant ramp and a tempo swing; stealing a creature is still excellent for value but remember creatures you just gained control of can’t attack or activate tap‑abilities unless they have haste, so pair it with haste enablers or flicker/evasion effects to convert it to damage quickly. Deckbuilding tip: include artifact tutors and a strong counterspell/protection package so you can fetch targets and lock the board after the steal.

Generated using gpt-5-mini

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Suggested Pricing
$0.26 - $0.38
At the current market price of $0.30.
Average Time to Sell
3 days
At the current market price of $0.30.

Public Decks Using This Card

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Character Background

Invoke the Winds is a five‑mana blue sorcery that suddenly swings board state by stealing an artifact or creature and untapping it, which makes it an ideal tool for control and tempo decks that can afford a big play and then protect it with counters — in multiplayer formats it’s a powerful finisher. Practically, the card is most devastating against artifacts: you can steal and immediately use a tapped mana rock (think Sol Ring/Arcane Signet) because artifacts aren’t subject to summoning‑sickness restrictions, so it functions as instant ramp and a tempo swing; stealing a creature is still excellent for value but remember creatures you just gained control of can’t attack or activate tap‑abilities unless they have haste, so pair it with haste enablers or flicker/evasion effects to convert it to damage quickly. Deckbuilding tip: include artifact tutors and a strong counterspell/protection package so you can fetch targets and lock the board after the steal.

Generated using gpt-5-mini · Updated at 2026-05-16 20:40:45 UTC

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