Home / Magic: The Gathering / Secret Lair Drop / Winds of Abandon
Winds of Abandon
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Sorcery

Winds of Abandon

rare · Sorcery · Secret Lair Drop
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload {4}{W}{W} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Card Details

-/-Power / Toughness
{1}{W}Mana Cost
8Prints

Character Background

Winds of Abandon is a clean, white removal spell that fits best in control and tempo shells, where buying time matters as much as answering threats. At its cheapest, it functions as efficient exile-based interaction against a single key creature, neatly sidestepping death triggers and graveyard recursion. The real power comes from overload: turning a one-for-one into a board reset that exiles every opposing creature, especially punishing against go-wide aggro and midrange boards leaning on a few key attackers. The drawback is real, since each creature’s controller gets a basic land, so this is strongest when you can cast it after stabilizing or when you can immediately pressure their mana advantage. It pairs well with decks that capitalize on tempo swings, such as white-blue control or blink shells with follow-up threats. In Commander, it also works nicely with tax effects or land denial, where the extra basics matter less than clearing the table.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

Public Decks Using This Card

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Character Background

Winds of Abandon is a clean, white removal spell that fits best in control and tempo shells, where buying time matters as much as answering threats. At its cheapest, it functions as efficient exile-based interaction against a single key creature, neatly sidestepping death triggers and graveyard recursion. The real power comes from overload: turning a one-for-one into a board reset that exiles every opposing creature, especially punishing against go-wide aggro and midrange boards leaning on a few key attackers. The drawback is real, since each creature’s controller gets a basic land, so this is strongest when you can cast it after stabilizing or when you can immediately pressure their mana advantage. It pairs well with decks that capitalize on tempo swings, such as white-blue control or blink shells with follow-up threats. In Commander, it also works nicely with tax effects or land denial, where the extra basics matter less than clearing the table.

Generated using gpt-5.4-mini · Updated at 2026-08-21 22:40:47 UTC

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