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Legendary Creature — Djinn
Flying {2}{W/U}: Attacking creatures with flying get +1/+1 until end of turn. ({W/U} can be paid with either {W} or {U}.) Whenever three or more creatures you control with flying attack, each player gains control of a nonland permanent of your choice controlled by the player to their right.
“Flying army that steals permanents mid-combat with flying-powered control.”
Inniaz, the Gale Force is all about building a flying-focused deck that turns your air superiority into a unique form of control. Your core plan is to amass a squadron of flying creatures, then trigger Inniaz's second ability by attacking with three or more flyers. When you do, you get to redistribute permanents around the table—stealing your opponents' best threats and gifting them your worst problems. This turns combat into a political minigame where you're essentially playing commander-format theft every turn.
The deck wins by either beating down with your flying army or by simply grinding out value through permanent theft and disruption. With enough flying creatures and evasion, you'll eventually chip away at life totals while simultaneously neutering your opponents' boardstates. The beauty is that Inniaz scales well into the mid-to-late game: early turns build your flying force, mid-game you start triggering the theft ability, and late-game you're either closing out games with flying damage or have already stolen enough value to stabilize.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Use budget flyers like Cloud Sprite, Favorable Winds, and Gravitational Shift instead of premium evasion creatures; swap Counterspell for Dissipate or Countermand.
Inclusion = % of Inniaz, the Gale Force decks running this card. +lift = percentage-point boost over the format average.
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