Post by Eric on Mar 30, 2010 14:45:34 GMT -5
Wind Cards: (20/20)
Climatic Shift- (Earth, Arcane, Cost: 3, common)- Destroy an Environment in play.
Gust Screecher- (Wind, Creature- Gryphon, 30/20, Cost: 3, common)- Flight
Howling Gale- (Wind, Burst, Cost: 4, uncommon)- Put a +5/+5 counter on all "wind" creatures you control. Those creatures are treated at "Spirit Wolf" creatures as long as they have a counter on them.
Howl of the Spirit Wolf- (Wind, Arcane, Cost: 5, Uncommon)- Put 3 Spirit Wolf tokens onto the playing zone under your control (Wind, Creature- Spirit Wolf, 20/20)
Hurricane Fiend- (Wind, Creature- Fiend, 30/30, Cost: 4, common)- Flight
Jermik's Fables- (Wind, Arcane, Cost: 5, rare)- Whenever you play Jermik's Fables name a card that is in your deck currently. Draw cards until that card is revealed. Count the number of cards revealed, and return all cards to the deck. Shuffle the deck afterward, and draw that many cards. If you reveal the card you called, draw 2 more cards. You now have no limited hand size for the rest of the game.
Jermik, Wolfcaller- (Wind, Legend- Jermik, 30/30, Speed:5, Cost: 5, Rare)- Pay X Aura. Put X Spirit Wolf tokens onto the war zone (Wind, Creature- Spirit Wolf, 20/20, speed:4). As long as Jermik, Wolfcaller is on the war zone, all "Spirit" creatures get +10/+10 and have Shadow.
Nitra, the Petal Dancer- (Wind, Creature- Faerie Shaman, 30/20, Cost: 5, rare)- Flight, Whenever a player plays a burst or arcane, you may pay 2 aura. If you do, make a copy of that card and choose a target for it.
Siren of the Sky- (Wind, Creature- Siren, 30/50, Cost: 5, uncommon)- When Siren of the Sky comes into play, you may take control of one target creature until Siren of the Sky leaves play.
Spear-wielder Sprite- (Wind, Creature- Faerie Warrior, 20/20, Cost: 1, Uncommon)- Flight
Spell Shatter Sprite- (Wind, Creature- Faerie Mourner, 10/10, Cost: 2, Uncommon)- Flight, When Spell Shatter Sprite leaves play, opponent's can not play creatures, arcane, relic, environments or bursts until the end of the turn.
Spirit Caller Sprite- (Wind, Creature- Faerie Shaman, 10/10, cost: 2, uncommon)- Flight, When Spirit Caller Sprite comes into play, you may put 1 Spirit Wolf Token (wind, creature- spirit wolf, 20/20) into play on your side of the playing zone.
Spirit Dancer, Kila- (Wind, Creature- Spirit Shaman, 10/10, Cost: 4, rare)- Whenever an opponent plays a creature you may pay 3 aura. If you do, counter it and put a +10/+10 counter on Spirit Dancer, Kila.
Spiritual Gust- (Wind, Burst, cost: 2, common)- Counter target burst or arcane.
Storm Ripper - (Wind, Creature- Fiend, 30/10, cost: 2, Uncommon) Flight
Storm Scavenger- (Wind, Creature- Gryphon, 20/20, Cost: 3, uncommon)- Flight, When Storm Scavenger comes into play, you may destroy one Environment in play.
Sun-caller Sprite- (Wind, Creature- Faerie Shaman, 20/10, cost: 2, uncommon)- Flight, When Sun-caller Sprite comes into play, you may put 1 "Plant" creature from your discard pile into your hand.
Wind Feeder- (Wind, Creature- Plant Giant, 30/30, cost: 4, common)- Wind Feeder gets +5/+5 each time you counter a burst or arcane until the end of the turn.
Wind-rider Sentinel- (Wind, Creature- Gryphon Soldier, 30/30, Cost: 4, Uncommon)- Flight, As long as Wind-rider Sentinel is in play, all "Gryphon" creatures get +10/+10.
Wolf Whistle- (Wind, Relic, Cost: 1, common)- Sacrifice Wolf Whistle. Put a Spirit Wolf token into play under your control (Wind, Creature- Spirit Wolf, 20/20).
Climatic Shift- (Earth, Arcane, Cost: 3, common)- Destroy an Environment in play.
Gust Screecher- (Wind, Creature- Gryphon, 30/20, Cost: 3, common)- Flight
Howling Gale- (Wind, Burst, Cost: 4, uncommon)- Put a +5/+5 counter on all "wind" creatures you control. Those creatures are treated at "Spirit Wolf" creatures as long as they have a counter on them.
Howl of the Spirit Wolf- (Wind, Arcane, Cost: 5, Uncommon)- Put 3 Spirit Wolf tokens onto the playing zone under your control (Wind, Creature- Spirit Wolf, 20/20)
Hurricane Fiend- (Wind, Creature- Fiend, 30/30, Cost: 4, common)- Flight
Jermik's Fables- (Wind, Arcane, Cost: 5, rare)- Whenever you play Jermik's Fables name a card that is in your deck currently. Draw cards until that card is revealed. Count the number of cards revealed, and return all cards to the deck. Shuffle the deck afterward, and draw that many cards. If you reveal the card you called, draw 2 more cards. You now have no limited hand size for the rest of the game.
Jermik, Wolfcaller- (Wind, Legend- Jermik, 30/30, Speed:5, Cost: 5, Rare)- Pay X Aura. Put X Spirit Wolf tokens onto the war zone (Wind, Creature- Spirit Wolf, 20/20, speed:4). As long as Jermik, Wolfcaller is on the war zone, all "Spirit" creatures get +10/+10 and have Shadow.
Nitra, the Petal Dancer- (Wind, Creature- Faerie Shaman, 30/20, Cost: 5, rare)- Flight, Whenever a player plays a burst or arcane, you may pay 2 aura. If you do, make a copy of that card and choose a target for it.
Siren of the Sky- (Wind, Creature- Siren, 30/50, Cost: 5, uncommon)- When Siren of the Sky comes into play, you may take control of one target creature until Siren of the Sky leaves play.
Spear-wielder Sprite- (Wind, Creature- Faerie Warrior, 20/20, Cost: 1, Uncommon)- Flight
Spell Shatter Sprite- (Wind, Creature- Faerie Mourner, 10/10, Cost: 2, Uncommon)- Flight, When Spell Shatter Sprite leaves play, opponent's can not play creatures, arcane, relic, environments or bursts until the end of the turn.
Spirit Caller Sprite- (Wind, Creature- Faerie Shaman, 10/10, cost: 2, uncommon)- Flight, When Spirit Caller Sprite comes into play, you may put 1 Spirit Wolf Token (wind, creature- spirit wolf, 20/20) into play on your side of the playing zone.
Spirit Dancer, Kila- (Wind, Creature- Spirit Shaman, 10/10, Cost: 4, rare)- Whenever an opponent plays a creature you may pay 3 aura. If you do, counter it and put a +10/+10 counter on Spirit Dancer, Kila.
Spiritual Gust- (Wind, Burst, cost: 2, common)- Counter target burst or arcane.
Storm Ripper - (Wind, Creature- Fiend, 30/10, cost: 2, Uncommon) Flight
Storm Scavenger- (Wind, Creature- Gryphon, 20/20, Cost: 3, uncommon)- Flight, When Storm Scavenger comes into play, you may destroy one Environment in play.
Sun-caller Sprite- (Wind, Creature- Faerie Shaman, 20/10, cost: 2, uncommon)- Flight, When Sun-caller Sprite comes into play, you may put 1 "Plant" creature from your discard pile into your hand.
Wind Feeder- (Wind, Creature- Plant Giant, 30/30, cost: 4, common)- Wind Feeder gets +5/+5 each time you counter a burst or arcane until the end of the turn.
Wind-rider Sentinel- (Wind, Creature- Gryphon Soldier, 30/30, Cost: 4, Uncommon)- Flight, As long as Wind-rider Sentinel is in play, all "Gryphon" creatures get +10/+10.
Wolf Whistle- (Wind, Relic, Cost: 1, common)- Sacrifice Wolf Whistle. Put a Spirit Wolf token into play under your control (Wind, Creature- Spirit Wolf, 20/20).