Skip to content
Moxonomy

Wind Zendikon

Enchantment — AuraBlue mana

The conceit of the Zendikon cycle is converting a surplus land into a body for a single mana, and the blue version pays for its flying by being the smallest in the line: a 2/2 that taps for mana but stands fully exposed to every removal spell, sweeper, and combat trick the game runs. Animating a land staples a creature to a permanent your manabase depends on, so an answer to the body also costs you a mana source until you replay it. The death clause is the safety valve, though it is a partial one: when the enchanted land dies, the land card returns to its owner's hand while the Aura goes to the graveyard. Destruction does not two-for-one you on cards, but it does cost you the Aura and a tempo swing, leaving the land to be replayed (and re-enchanted only if you draw or hold another copy). That return-to-hand line is what lets the bottom of a land-heavy draw pull double duty, turning a flooded hand into a flying clock without permanently thinning your lands. The evasion makes this the cycle's most aggressive piece and also its most fragile: a tempo gamble that asks you to risk a mana source for a turn of pressure, with the consolation that if the land is destroyed, at least it returns intact to hand.

Wind Zendikon (wwk)
WWK · #46common
Pricing
Normal: $0.09
Foil: $0.52
Oracle Text

Rules text

Enchant land Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land. When enchanted land dies, return that card to its owner's hand.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Quick navigation
move selectesc close