Winds of Rath
A wrath that rewards you for breaking the symmetry it imposes. Most white sweepers ask you to accept the same losses your opponent does and then race to rebuild faster; this one hands you the asymmetry up front by sparing any creature carrying an enchantment. The design lives or dies on Aura density: a beater wearing Empyrial Armor, or an Auratog with something stuck to it, walks away from a wipe that scoops everyone else's unenchanted board off the table, while the can't-be-regenerated clause slams the door on the regenerating fatties of the era. That makes it less a reset button than a one-sided haymaker tuned for a deck already committed to suiting up its threats, a payoff that asks for a specific board state rather than the neutral catch-up a generic sweeper provides. The asymmetry only works because most decks of the period left their creatures bare; an opponent who happens to be running their own Auras keeps those bodies too, so the card is a mirror that flatters whoever is most invested in enchanting. Five mana is a steep ask for an effect that demands setup, but the trade it offers is the rare wrath you can fire into your own battlefield without flinching, provided you built the battlefield it spares.

Rules text
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Other printings
- Murders at Karlov Manor Commander#93
- Wilds of Eldraine Commander#83
- Forgotten Realms Commander#78
- Commander Legends#392
- Commander 2018#79
- Tempest Remastered#40
- Vintage Masters#53
- Duel Decks: Heroes vs. Monsters#31








