Post by Eric on Dec 4, 2010 0:08:29 GMT -5
Wind (19/20)
Hand of Juram- (Wind, Creature- Elemental, 20/20, Cost:2, uncommon)- Flight, When Hand of Juram enters the War zone, your opponent reveals his/her hand. Choose one of them, and remove it from the game. When Hand of Juram leaves the War Zone, return that card to your opponent's hand.
Dread Hawk- (Wind, Creature- Bird, 30/20, Cost: 1, Uncommon)- Flight, When Dread Hawk comes onto the war zone, return target creature or relic under your control to your hand.
Duriah of Hope- (Wind, Creature- Angel, 30/30, Cost: 4, Rare)- Flight, As long as Duriah of Hope is on your war zone, your opponent can not use abilities or cards that counter a single target.
Forced Recession- (Wind, Burst, Cost:3, Common)- Prevent all damage that would be dealt by creatures this turn.
Forceful Entry- (Wind, Arcane, Cost: 3, Rare)- Look at your opponent's hand, a choose a card from it. Your opponent must play that card during his/her next turn, or lose 50 life and discard that card.
Golden Orox- (Wind, Creature- Elemental, Cost: 4, Rare)- Flight
- When Golden Orox comes onto the war zone, you may search your deck for 2 Elemental creatures with cost 2 or less, and put them into your hand. Shuffle the deck afterward.
Grinding Sortox- (Wind, Creature- Elemental, 20/20, Cost: 2, common)- When Grinding Sortox enters the war zone, target player must discard 1 card and put the top card of his/her deck into his/her discard pile.
Jermik's Persuasion- (Wind, Burst, Cost:1, Uncommon)- Counter target Burst or Arcane.
Juram, the Overtaker- (Wind, Creature- Human Shaman, 30/30, Cost: 5, Rare)
- Whenever Juram, the Overtaker enters the war zone, you may search your deck for a card named "Hand of Juram" and put it onto the war zone. Shuffle your deck afterward.
- All Elemental creatures you control get +10/+10 as long as Juram, the Overtaker is on your war zone.
Serashi's Hope- (Wind, Creature- Elemental, 30/10, Cost: 2 , uncommon)- Flight, When Serashi's Hope comes onto the war zone, you may gain 30 life.
Shamrai's Curse- (wind, Arcane, Cost: 3, uncommon)- Put a -10/-10 counter on each non-elemental creature on the war zone.
Shamrai, the Mystic- (Wind, Legendary- Shamrai, 20/40, Cost: 5, Imperial Rare)
- Flight, Shadow
- As long as Shamrai, the Mystic is on the war zone, creatures without flight can't attack.
- Pay 2 aura. Target creature gains flight and gets +20/+10 until the end of the turn.
Siphrus Hawk- (Wind, Creature- Elemental, 20/20, Cost: 2, Uncommon)- Flight, When Siphrus hawk enters the war zone, target player may draw 2 cards.
Spirit Gate- (wind, Relic, Cost: 4, Rare)- Pay x aura. Put any number of creature cards from your hand with cost X onto the war zone.
Storm-caller's Passage- (Wind, Burst, Cost: 3, Common)- Prevent all damage that would be dealt this turn.
Tornado Clasp- (Wind, Relic, Cost: 2, Common)- Target creature can't attack or block as long as Tornado Clasp is on the war zone.
Pay 1 aura. Return Tornado Clasp and the creature it is attached to to their owner's hands.
Windbreaker's Order- (Wind, Arcane, Cost: 5, Rare)- Put 5 Elemental Giant tokens onto the war zone (Wind, Creature- Elemental, 30/30, Overwhelm). Draw 3 cards.
Windbreaker's Snare- (Wind, Burst, Cost: 2, common)- Destroy target attacking creature.
Windcaller Champion- (Wind, Creature- Faerie Warrior, 30/20, Cost: 4, Uncommon)- Flight, Pay 2 aura. Add 2 aura of any type to your aura zone until the end of the turn.
Hand of Juram- (Wind, Creature- Elemental, 20/20, Cost:2, uncommon)- Flight, When Hand of Juram enters the War zone, your opponent reveals his/her hand. Choose one of them, and remove it from the game. When Hand of Juram leaves the War Zone, return that card to your opponent's hand.
Dread Hawk- (Wind, Creature- Bird, 30/20, Cost: 1, Uncommon)- Flight, When Dread Hawk comes onto the war zone, return target creature or relic under your control to your hand.
Duriah of Hope- (Wind, Creature- Angel, 30/30, Cost: 4, Rare)- Flight, As long as Duriah of Hope is on your war zone, your opponent can not use abilities or cards that counter a single target.
Forced Recession- (Wind, Burst, Cost:3, Common)- Prevent all damage that would be dealt by creatures this turn.
Forceful Entry- (Wind, Arcane, Cost: 3, Rare)- Look at your opponent's hand, a choose a card from it. Your opponent must play that card during his/her next turn, or lose 50 life and discard that card.
Golden Orox- (Wind, Creature- Elemental, Cost: 4, Rare)- Flight
- When Golden Orox comes onto the war zone, you may search your deck for 2 Elemental creatures with cost 2 or less, and put them into your hand. Shuffle the deck afterward.
Grinding Sortox- (Wind, Creature- Elemental, 20/20, Cost: 2, common)- When Grinding Sortox enters the war zone, target player must discard 1 card and put the top card of his/her deck into his/her discard pile.
Jermik's Persuasion- (Wind, Burst, Cost:1, Uncommon)- Counter target Burst or Arcane.
Juram, the Overtaker- (Wind, Creature- Human Shaman, 30/30, Cost: 5, Rare)
- Whenever Juram, the Overtaker enters the war zone, you may search your deck for a card named "Hand of Juram" and put it onto the war zone. Shuffle your deck afterward.
- All Elemental creatures you control get +10/+10 as long as Juram, the Overtaker is on your war zone.
Serashi's Hope- (Wind, Creature- Elemental, 30/10, Cost: 2 , uncommon)- Flight, When Serashi's Hope comes onto the war zone, you may gain 30 life.
Shamrai's Curse- (wind, Arcane, Cost: 3, uncommon)- Put a -10/-10 counter on each non-elemental creature on the war zone.
Shamrai, the Mystic- (Wind, Legendary- Shamrai, 20/40, Cost: 5, Imperial Rare)
- Flight, Shadow
- As long as Shamrai, the Mystic is on the war zone, creatures without flight can't attack.
- Pay 2 aura. Target creature gains flight and gets +20/+10 until the end of the turn.
Siphrus Hawk- (Wind, Creature- Elemental, 20/20, Cost: 2, Uncommon)- Flight, When Siphrus hawk enters the war zone, target player may draw 2 cards.
Spirit Gate- (wind, Relic, Cost: 4, Rare)- Pay x aura. Put any number of creature cards from your hand with cost X onto the war zone.
Storm-caller's Passage- (Wind, Burst, Cost: 3, Common)- Prevent all damage that would be dealt this turn.
Tornado Clasp- (Wind, Relic, Cost: 2, Common)- Target creature can't attack or block as long as Tornado Clasp is on the war zone.
Pay 1 aura. Return Tornado Clasp and the creature it is attached to to their owner's hands.
Windbreaker's Order- (Wind, Arcane, Cost: 5, Rare)- Put 5 Elemental Giant tokens onto the war zone (Wind, Creature- Elemental, 30/30, Overwhelm). Draw 3 cards.
Windbreaker's Snare- (Wind, Burst, Cost: 2, common)- Destroy target attacking creature.
Windcaller Champion- (Wind, Creature- Faerie Warrior, 30/20, Cost: 4, Uncommon)- Flight, Pay 2 aura. Add 2 aura of any type to your aura zone until the end of the turn.