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Legendary Creature — Mutant Hero
Flying Creatures with flying can't attack you or block creatures you control. Whenever you cast a spell that targets one or more creatures, those creatures gain flying until end of turn.
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“Flying evasion engine that gives wings to creatures and shuts down aerial defense.”
Storm, Windrider is a flying-focused commander that turns your creatures into evasive threats while shutting down your opponents' aerial attacks. Your core gameplan is to cast spells that target your creatures—especially cheap cantrips and combat tricks—to give them flying and break through defenses. You're building an aggressive deck that rewards playing instant-speed spells at key moments, turning simple pump spells or draw effects into evasion engines. The deck wins by dealing consistent flying damage, often with a surprising turn where a ground-bound creature suddenly has evasion and breaks through for lethal.
You'll want cheap interaction and creature-targeting spells that double as efficient flyers. Green provides ramp and efficient creatures, while white adds protection, card draw, and tactical combat tricks. The goal is to make your creatures hard to block, pressure opponents early, and use instants on combat to slip damage through. Storm's flying-granting ability scales naturally as you cast more spells, so you're not heavily combo-reliant—just efficient and tempo-conscious.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip expensive flyers like Solitude or Teferi's Protection; swap in budget cantrips like Ponder, Spell Pierce, and common pump spells like Dauntless Escort or Cartouche of Solidarity.
Inclusion = % of Storm, Windrider decks running this card. +lift = percentage-point boost over the format average.
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