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Moxonomy

Windborne Charge

Sorcery2 generic manaWhite manaWhite mana

White double-pump built for the colors that win the ground war on numbers but stall against reach, this spell sends two of your bodies over the top of a wall that was holding. The flying clause is what does the real work: white floods the board with creatures an opponent can block one-for-one, and converting that stall into damage means getting through the air, not piling on more power. The +2/+2 is secondary, padding the attackers so the push survives a chump block or two, but the evasion is the part that turns presence into a clock. The catch is the one every two-target spell carries: it is dead unless you already control two creatures worth pumping, so it rewards a developed board rather than helping you build one. That makes it a closer, not a stabilizer, the spell you cast when you are ahead on the ground and need a way through. Set between a single-target trick like Gods Willing and a team-wide swing like Overrun, it sits in a deliberate middle: committing to exactly two attackers is less explosive than a mass pump, but cheaper and far harder to two-for-one than dumping the whole effect onto one creature that catches a removal spell in response. It is the finisher for a deck that has already done the work of going wide and just needs the last few points to fly over.

Windborne Charge (zen)
ZEN · #38uncommon
Pricing
Normal: $0.07
Foil:
Oracle Text

Rules text

Two target creatures you control each get +2/+2 and gain flying until end of turn.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
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
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
Printings elsewhere

Other printings

2 sets
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