579 views9 days ago
Commander
Size: 100Salt sum: 48.53
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BPRadiant

579 views9 days ago
Commander
Size: 100Salt sum: 48.53

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{"ops":[{"insert":"Bring It Home Wind Drake"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander:"},{"insert":" Alandra, Sky Dreamer | "},{"attributes":{"bold":true},"insert":"Colors:"},{"insert":" Mono-Blue | "},{"attributes":{"bold":true},"insert":"Format:"},{"insert":" Commander | "},{"attributes":{"bold":true},"insert":"Bracket:"},{"insert":" [2]\nThe Commander"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Wind Drake was the very first Magic card ever opened, pulled from a Tempest pack, and this deck exists to celebrate that moment. The tribute goes deep enough that every 2/2 drake token the deck generates is actually drawn from a side deck consisting of every printing of Wind Drake ever made, shuffled up and ready to be pulled whenever "},{"attributes":{"bold":true},"insert":"Alandra"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Talrand"},{"insert":" does their thing. It's one of the most personal decks in the collection and the kind of build that only makes sense when you know the story behind it. Welcome to the Wind Drake fan club.\nHow to Win"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is less of an aggro deck and more of a creature based combo deck that happens to win through combat. The gameplan is generating a drake or two per turn cycle by triggering your draw two effects consistently, then hitting the fifth card drawn in a turn to pop "},{"attributes":{"bold":true},"insert":"Alandra's"},{"insert":" ability and go hard at alpha striking one or two players before they can respond. Knowing when you're safe to make a drake versus when to hold up interaction is the most important skill the deck asks of its pilot. You are essentially a combo deck that wins through air damage.\nThe engine runs on two parallel tracks. The draw two enablers like "},{"attributes":{"bold":true},"insert":"Thirst for Knowledge"},{"insert":" in all four printings, "},{"attributes":{"bold":true},"insert":"Quick Study"},{"insert":", "},{"attributes":{"bold":true},"insert":"Arcane Denial"},{"insert":", "},{"attributes":{"bold":true},"insert":"The Unagi of Kyoshi Island"},{"insert":", the three draw lands, and "},{"attributes":{"bold":true},"insert":"Riptide Laboratory"},{"insert":" keeping your wizard commander safe all keep the drake production consistent. The draw five payoffs of "},{"attributes":{"bold":true},"insert":"Unctus, Grand Metatect"},{"insert":", "},{"attributes":{"bold":true},"insert":"Keep Watch"},{"insert":", "},{"attributes":{"bold":true},"insert":"Windfall"},{"insert":", "},{"attributes":{"bold":true},"insert":"Flow of Knowledge"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Whirlpool Drake"},{"insert":" are what generate your explosive turns and push toward lethal. "},{"attributes":{"bold":true},"insert":"Kindred Discovery"},{"insert":" is probably the single best card in the deck given how many drakes you're putting into play and attacking with, drawing cards off every token that enters and attacks.\nNotable Cards"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Talrand, Sky Summoner"},{"insert":" is the backup commander in everything but name, making wind drakes off instants and sorceries and keeping your board stocked even when "},{"attributes":{"bold":true},"insert":"Alandra"},{"insert":" isn't on the field. "},{"attributes":{"bold":true},"insert":"Archmage Emeritus"},{"insert":" keeps you topped up on gas by drawing off every instant and sorcery you cast, which in a deck this spell dense is a significant advantage. "},{"attributes":{"bold":true},"insert":"Fade Away"},{"insert":" is the spiciest card in the deck, capable of being an incredible board wipe and mana sink turn where you go all out tapping people down, sacrifice your lands to keep your drakes safe, and completely reset the board in your favor. "},{"attributes":{"bold":true},"insert":"Loyal Drake"},{"insert":" deserves a special callout as the in-deck mascot, triggering the draw two, curving perfectly into your commander, and being objectively a better Wind Drake than Wind Drake itself.\nPiloting the Deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The early game is about hitting four mana reliably and starting your draw engine. A turn three rock accelerates you ahead of curve and if you don't have anything more productive to do dropping a "},{"attributes":{"bold":true},"insert":"Howling Mine"},{"insert":" early generates goodwill at the table while setting up your draw chains. Hold your interaction to protect yourself rather than using it proactively since you are essentially a combo deck and every piece of interaction you spend reactively is one you aren't spending to protect your win. Once the draw engine is running start counting toward your fifth draw trigger each turn and hold your big draw five spells for turns where you can immediately capitalize on the drake production.\nWeaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Decks that board wipe consistently are the toughest matchup since the entire win condition is built on accumulating a board of drakes. Repeated removal targeting "},{"attributes":{"bold":true},"insert":"Alandra"},{"insert":" also slows the engine significantly since she's the primary payoff for hitting the fifth draw. Aggressive decks can occasionally be outpaced or blocked at opportune moments since your drakes are decent blockers, but the deck isn't built to race so those games require careful timing of when to block and when to swing.\nOpening Hand"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You need a reliable path to four mana. A few rocks can help you get there on turn three but if you have something more productive like a "},{"attributes":{"bold":true},"insert":"Howling Mine"},{"insert":" to play early that's fine too. The deck has enough draw density that you'll start chaining draws quickly once the engine is online so prioritize hands that hit your early land drops and go to six to find them if needed.\nMaybeboard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The maybeboard contains cards being tested for future inclusion. The reality fracture "},{"attributes":{"bold":true},"insert":"Jace"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Teferi"},{"insert":" are both high on the list for when they release as both feel like they would help with card selection and keeping the draw engine running smoothly.\n"}]}

Commander

Qty: 1 Price: $11.99
Alandra, Sky Dreamer
Whenever you draw your second card each turn, create a 2/2 blue Drake creature token with flying.
Whenever you draw your fifth card each turn, Alandra and Drakes you control each get +X/+X until end of turn, where X is the number of cards in your hand.
Legendary Creature - Wizard Merfolk
Alandra, Sky Dreamer (mkc) 94

Commander

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Artifact

Qty: 1 Price: $0.35
Waterbending Scroll
,
: Draw a card. This ability costs
less to activate for each Island you control.
Artifact
Waterbending Scroll (tla) 81

Artifact

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Cool Drakes(Not Wind)

Qty: 13 Price: $9.63
Cerulean Drake
Flying
Protection from red (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything red.)
Sacrifice this creature: Counter target spell that targets you.
Creature - Drake
Cerulean Drake (m20) 53
Drake Familiar
Flying
When this creature enters, sacrifice it unless you return an enchantment to its owner's hand.
Creature - Drake
Drake Familiar (rav) 44
Drake Hatcher
Vigilance, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever this creature deals combat damage to a player, put that many incubation counters on it.
Remove three incubation counters from this creature: Create a 2/2 blue Drake creature token with flying.
Creature - Human Wizard
Drake Hatcher (fdn) 35
Geyser Drake
Flying
During turns other than yours, spells you cast cost
less to cast.
Creature - Drake
Geyser Drake (otj) 51
Loyal Drake
Flying
Lieutenant — At the beginning of combat on your turn, if you control your commander, draw a card.
Creature - Drake
Loyal Drake (c18) 10
Spiketail Drake
Flying
Sacrifice this creature: Counter target spell unless its controller pays
.
Creature - Drake
Spiketail Drake (plst) PCY-48
Spiketail Drakeling
Flying
Sacrifice this creature: Counter target spell unless its controller pays
.
Creature - Drake
Spiketail Drakeling (tsp) 80
Spiketail Hatchling
Flying (This creature can't be blocked except by creatures with flying or reach.)
Sacrifice this creature: Counter target spell unless its controller pays
.
Creature - Drake
Spiketail Hatchling (pcy) 49
Summon: Valefor
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands.
II, III, IV — Tap up to one target creature and put a stun counter on it.
Flying
Creature Enchantment - Saga Drake
Summon: Valefor (fic) 42
Talrand, Sky Summoner
Whenever you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.
Legendary Creature - Wizard Merfolk
Talrand, Sky Summoner (2x2) 64
Thunderclap Drake
Flying
Instant and sorcery spells you cast cost
less to cast.
, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Creature - Drake
Thunderclap Drake (otc) 17
Volatile Stormdrake
Flying, hexproof from activated and triggered abilities
When this creature enters, exchange control of this creature and target creature an opponent controls. If you do, you get
, then sacrifice that creature unless you pay an amount of
equal to its mana value.
Creature - Drake
Volatile Stormdrake (mh3) 404
Whirlpool Drake
Flying
When this creature enters, shuffle the cards from your hand into your library, then draw that many cards.
When this creature dies, shuffle the cards from your hand into your library, then draw that many cards.
Creature - Drake
Whirlpool Drake (plst) APC-34

Cool Drakes(Not Wind)

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Creature

Qty: 3 Price: $4.77
Harmonized Trio
, Tap two untapped creatures you control: This creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Wizard Merfolk Bard
Harmonized Trio // Brainstorm (sos) 52
Lyra, Tolarian Archangel
Flying
At the beginning of each end step, if you've drawn three or more cards this turn, create a 3/3 blue Angel creature token with flying.
: Until end of turn, whenever Lyra deals combat damage to a player, draw two cards.
Legendary Creature - Wizard Angel
Lyra, Tolarian Archangel (fra) 301
The Unagi of Kyoshi Island
Flash
Ward—Waterbend
. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays
. They can tap their artifacts and creatures to help. Each one pays for
.)
Whenever an opponent draws their second card each turn, you draw two cards.
Legendary Creature - Serpent
The Unagi of Kyoshi Island (tla) 77

Creature

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Draw

Qty: 1 Price: $0.49
Into the Story
This spell costs
less to cast if an opponent has seven or more cards in their graveyard.
Draw four cards.
Instant
Into the Story (fic) 266

Draw

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Draw 2 Triggers

Qty: 10 Price: $18.78
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (fca) 28
Chemister's Insight
Draw two cards.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Instant
Chemister's Insight (plst) GRN-32
Dictate of Kruphix
Flash (You may cast this spell any time you could cast an instant.)
At the beginning of each player's draw step, that player draws an additional card.
Enchantment
Dictate of Kruphix (c18) 86
Flux
Each player discards any number of cards, then draws that many cards.
Draw a card.
Sorcery
Flux (wth) 39
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (dmr) 51
Howling Mine
At the beginning of each player's draw step, if this artifact is untapped, that player draws an additional card.
Artifact
Howling Mine (brr) 83
Quick Study
Draw two cards.
Instant
Quick Study (woe) 65
Thirst for Discovery
Draw three cards. Then discard two cards unless you discard a basic land card.
Instant
Thirst for Discovery (vow) 85
Thirst for Knowledge
Draw three cards. Then discard two cards unless you discard an artifact card.
Instant
Thirst for Knowledge (pip) 180
Thirst for Meaning
Draw three cards. Then discard two cards unless you discard an enchantment card.
Instant
Thirst for Meaning (thb) 74

Draw 2 Triggers

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Draw 5 Payoff

Qty: 8 Price: $50.42
Distant Melody
Choose a creature type. Draw a card for each permanent you control of that type.
Sorcery
Distant Melody (moc) 220
Flow of Knowledge
Draw a card for each Island you control, then discard two cards.
Instant
Flow of Knowledge (bro) 49
Keep Watch
Draw a card for each attacking creature.
Instant
Keep Watch (jud) 43
Kindred Discovery
As this enchantment enters, choose a creature type.
Whenever a creature you control of the chosen type enters or attacks, draw a card.
Enchantment
Kindred Discovery (wot) 22
Titan of Littjara
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Whenever this creature enters or attacks, you may draw a card for each other creature you control that shares a creature type with it. If you do, discard a card.
Creature - Illusion
Titan of Littjara (cmm) 728
Tolarian Winds
Discard all the cards in your hand, then draw that many cards.
Instant
Tolarian Winds (usg) 104
Unctus, Grand Metatect
Other blue creatures you control have "Whenever this creature becomes tapped, draw a card, then discard a card."
Other artifact creatures you control get +1/+1.
: Until end of turn, target creature you control becomes a blue artifact in addition to its other colors and types. Activate only as a sorcery. (
can be paid with either
or 2 life.)
Legendary Creature Artifact - Vedalken Phyrexian
Unctus, Grand Metatect (pone) 75p
Windfall
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Sorcery
Windfall (otc) 123

Draw 5 Payoff

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Flex

Qty: 8 Price: $22.82
Aetherize
Return all attacking creatures to their owner's hand.
Instant
Aetherize (fdn) 151
Amphibian Downpour
Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Enchantment - Aura
Amphibian Downpour (mh3) 51
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (dsc) 110
Archmage Emeritus
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature - Human Wizard
Archmage Emeritus (stx) 377
Commit
Put target spell or nonland permanent into its owner's library second from the top.
Instant
Commit // Memory (akh) 211
Counterspell
Counter target spell.
Instant
Counterspell (dmr) 45
Pongify
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Instant
Pongify (m3c) 190
Rapid Hybridization
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
Instant
Rapid Hybridization (blc) 111

Flex

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Instant

Qty: 2 Price: $1.98
Mana Sculpt
Counter target spell. If you control a Wizard, add an amount of
equal to the amount of mana spent to cast that spell at the beginning of your next main phase.
Instant
Mana Sculpt (sos) 57
Thirst for Identity
Draw three cards. Then discard two cards unless you discard a creature card.
Instant
Thirst for Identity (ecl) 79

Instant

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Land

Qty: 38 Price: $85.42
Agna Qel'a
This land enters tapped unless you control a basic land.
: Add
.
,
: Draw a card, then discard a card.
Land
Agna Qel'a (tla) 264
Demolition Field
: Add
.
,
, Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Demolition Field (fic) 385
Geier Reach Sanitarium
: Add
.
,
: Each player draws a card, then discards a card.
Legendary Land
Geier Reach Sanitarium (afc) 241
Island
(
: Add
.)
Basic Land - Island
Island (dmu) 278
Mikokoro, Center of the Sea
: Add
.
,
: Each player draws a card.
Legendary Land
Mikokoro, Center of the Sea (dmc) 217
Myriad Landscape
This land enters tapped.
: Add
.
,
, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
Land
Myriad Landscape (ncc) 416
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (mkc) 277
Riptide Laboratory
: Add
.
,
: Return target Wizard you control to its owner's hand.
Land
Riptide Laboratory (mh2) 303
Scavenger Grounds
: Add
.
,
, Sacrifice a Desert: Exile all graveyards.
Land - Desert
Scavenger Grounds (fic) 419
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (plst) CMR-361

Land

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Protection

Qty: 3 Price: $15.97
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (c20) 245
Propaganda
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Propaganda (fic) 268
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (pip) 242

Protection

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Ramp

Qty: 11 Price: $36.89
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (ltc) 273
Heraldic Banner
As this artifact enters, choose a color.
Creatures you control of the chosen color get +1/+0.
: Add one mana of the chosen color.
Artifact
Heraldic Banner (fdn) 254
High Tide
Until end of turn, whenever a player taps an Island for mana, that player adds an additional
.
Instant
High Tide (fem) 18a
Midnight Clock
: Add
.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Artifact
Midnight Clock (m3c) 189
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (blc) 280
Patchwork Banner
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
: Add one mana of any color.
Artifact
Patchwork Banner (blb) 247
Sapphire Medallion
Blue spells you cast cost
less to cast.
Artifact
Sapphire Medallion (mh3) 296
Sky Diamond
This artifact enters tapped.
: Add
.
Artifact
Sky Diamond (scd) 273
Sol Ring
: Add
.
Artifact
Sol Ring (40k) 250
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (plg22) 2
Wayfarer's Bauble
,
, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Artifact
Wayfarer's Bauble (pf26) 1

Ramp

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Removal

Qty: 1 Price: $0.79
Fade Away
For each creature, its controller sacrifices a permanent of their choice unless they pay
.
Sorcery
Fade Away (plst) EXO-34

Removal

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Options

Qty: 9 Price: $71.71
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fdn) 160
Curiosity Crafter
Flying
You have no maximum hand size.
Whenever a creature token you control deals combat damage to a player, draw a card.
Creature - Wizard Bird
Curiosity Crafter (blc) 165
Faerie Mastermind
Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
: Each player draws a card.
Creature - Rogue Faerie
Faerie Mastermind (mom) 58
Narset's Reversal
Copy target instant or sorcery spell, then return it to its owner's hand. You may choose new targets for the copy.
Instant
Narset's Reversal (tdc) 92
Raise the Palisade
Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands.
Sorcery
Raise the Palisade (ltc) 23
Spectral Deluge
Return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery
Spectral Deluge (khc) 7
Teferi, Master of Time
You may activate loyalty abilities of Teferi on any player's turn any time you could cast an instant.
+1: Draw a card, then discard a card.
−3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
−10: Take two extra turns after this one.
Legendary Planeswalker - Teferi
Teferi, Master of Time (m21) 275
Teferi's Ageless Insight
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
Legendary Enchantment
Teferi's Ageless Insight (j25) 371
The Magic Mirror
This spell costs
less to cast for each instant and sorcery card in your graveyard.
You have no maximum hand size.
At the beginning of your upkeep, put a knowledge counter on The Magic Mirror, then draw a card for each knowledge counter on The Magic Mirror.
Legendary Artifact
The Magic Mirror (eld) 51

Options

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 3 cards
67 pips - 50 cards
36 mana - 36 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
12 mana - 11 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Bring It Home Wind Drake"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander:"},{"insert":" Alandra, Sky Dreamer | "},{"attributes":{"bold":true},"insert":"Colors:"},{"insert":" Mono-Blue | "},{"attributes":{"bold":true},"insert":"Format:"},{"insert":" Commander | "},{"attributes":{"bold":true},"insert":"Bracket:"},{"insert":" [2]\nThe Commander"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Wind Drake was the very first Magic card ever opened, pulled from a Tempest pack, and this deck exists to celebrate that moment. The tribute goes deep enough that every 2/2 drake token the deck generates is actually drawn from a side deck consisting of every printing of Wind Drake ever made, shuffled up and ready to be pulled whenever "},{"attributes":{"bold":true},"insert":"Alandra"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Talrand"},{"insert":" does their thing. It's one of the most personal decks in the collection and the kind of build that only makes sense when you know the story behind it. Welcome to the Wind Drake fan club.\nHow to Win"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is less of an aggro deck and more of a creature based combo deck that happens to win through combat. The gameplan is generating a drake or two per turn cycle by triggering your draw two effects consistently, then hitting the fifth card drawn in a turn to pop "},{"attributes":{"bold":true},"insert":"Alandra's"},{"insert":" ability and go hard at alpha striking one or two players before they can respond. Knowing when you're safe to make a drake versus when to hold up interaction is the most important skill the deck asks of its pilot. You are essentially a combo deck that wins through air damage.\nThe engine runs on two parallel tracks. The draw two enablers like "},{"attributes":{"bold":true},"insert":"Thirst for Knowledge"},{"insert":" in all four printings, "},{"attributes":{"bold":true},"insert":"Quick Study"},{"insert":", "},{"attributes":{"bold":true},"insert":"Arcane Denial"},{"insert":", "},{"attributes":{"bold":true},"insert":"The Unagi of Kyoshi Island"},{"insert":", the three draw lands, and "},{"attributes":{"bold":true},"insert":"Riptide Laboratory"},{"insert":" keeping your wizard commander safe all keep the drake production consistent. The draw five payoffs of "},{"attributes":{"bold":true},"insert":"Unctus, Grand Metatect"},{"insert":", "},{"attributes":{"bold":true},"insert":"Keep Watch"},{"insert":", "},{"attributes":{"bold":true},"insert":"Windfall"},{"insert":", "},{"attributes":{"bold":true},"insert":"Flow of Knowledge"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Whirlpool Drake"},{"insert":" are what generate your explosive turns and push toward lethal. "},{"attributes":{"bold":true},"insert":"Kindred Discovery"},{"insert":" is probably the single best card in the deck given how many drakes you're putting into play and attacking with, drawing cards off every token that enters and attacks.\nNotable Cards"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Talrand, Sky Summoner"},{"insert":" is the backup commander in everything but name, making wind drakes off instants and sorceries and keeping your board stocked even when "},{"attributes":{"bold":true},"insert":"Alandra"},{"insert":" isn't on the field. "},{"attributes":{"bold":true},"insert":"Archmage Emeritus"},{"insert":" keeps you topped up on gas by drawing off every instant and sorcery you cast, which in a deck this spell dense is a significant advantage. "},{"attributes":{"bold":true},"insert":"Fade Away"},{"insert":" is the spiciest card in the deck, capable of being an incredible board wipe and mana sink turn where you go all out tapping people down, sacrifice your lands to keep your drakes safe, and completely reset the board in your favor. "},{"attributes":{"bold":true},"insert":"Loyal Drake"},{"insert":" deserves a special callout as the in-deck mascot, triggering the draw two, curving perfectly into your commander, and being objectively a better Wind Drake than Wind Drake itself.\nPiloting the Deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The early game is about hitting four mana reliably and starting your draw engine. A turn three rock accelerates you ahead of curve and if you don't have anything more productive to do dropping a "},{"attributes":{"bold":true},"insert":"Howling Mine"},{"insert":" early generates goodwill at the table while setting up your draw chains. Hold your interaction to protect yourself rather than using it proactively since you are essentially a combo deck and every piece of interaction you spend reactively is one you aren't spending to protect your win. Once the draw engine is running start counting toward your fifth draw trigger each turn and hold your big draw five spells for turns where you can immediately capitalize on the drake production.\nWeaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Decks that board wipe consistently are the toughest matchup since the entire win condition is built on accumulating a board of drakes. Repeated removal targeting "},{"attributes":{"bold":true},"insert":"Alandra"},{"insert":" also slows the engine significantly since she's the primary payoff for hitting the fifth draw. Aggressive decks can occasionally be outpaced or blocked at opportune moments since your drakes are decent blockers, but the deck isn't built to race so those games require careful timing of when to block and when to swing.\nOpening Hand"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You need a reliable path to four mana. A few rocks can help you get there on turn three but if you have something more productive like a "},{"attributes":{"bold":true},"insert":"Howling Mine"},{"insert":" to play early that's fine too. The deck has enough draw density that you'll start chaining draws quickly once the engine is online so prioritize hands that hit your early land drops and go to six to find them if needed.\nMaybeboard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The maybeboard contains cards being tested for future inclusion. The reality fracture "},{"attributes":{"bold":true},"insert":"Jace"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Teferi"},{"insert":" are both high on the list for when they release as both feel like they would help with card selection and keeping the draw engine running smoothly.\n"}]}
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