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East Wind AvatarHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Teenage Mutant Ninja Turtles· March 6, 2026
Carte Magic East Wind Avatar

East Wind Avatar is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

Flying, vigilance Alliance — Whenever another creature you control enters, this creature gets +1/+0 until end of turn.

Complete guide

East Wind Avatar is a versatile Bird Spirit Avatar that thrives in decks focusing on creature density. With its keywords and the Alliance keyword ability, it serves as both a sturdy defender and a growing offensive threat. Understanding how its power scaling works in tandem with other permanents is key to mastering its role on the battlefield.

What It Does

East Wind Avatar is a 2/3 creature with Flying and Vigilance, meaning it can attack without tapping and soar over ground blockers. Its primary feature is the Alliance ability, which triggers whenever another creature enters the battlefield under your control. Each time this happens, East Wind Avatar gains +1/+0 until the end of the turn, allowing it to reach significant power levels during a single main phase.

How It Resolves Step by Step

First, East Wind Avatar must be on the battlefield for its Alliance ability to function. When another creature enters the battlefield, the Alliance ability is placed on the stack. Once players pass priority and the ability resolves, East Wind Avatar gains the +1/+0 bonus. If multiple creatures enter simultaneously, the ability triggers once for each of those creatures, and each instance resolves separately, incrementally increasing its power.

Common Mistakes

A common mistake is forgetting that Alliance only triggers for other creatures; East Wind Avatar entering the battlefield itself will not trigger its own ability. Additionally, note that the bonus only applies to power, not toughness. While it becomes a stronger attacker, its 3 toughness remains constant regardless of how many creatures you play, making it still susceptible to spells that deal 3 damage.

When to Play It

This card is best utilized in 'go-wide' strategies or decks that can flicker creatures. Because it has Vigilance, you can play creatures during your first main phase to boost its power for an attack, and it will still be available to block during your opponent's turn with that same increased power if the effect hasn't expired.

Interaction examples

Basic Alliance Trigger

With East Wind Avatar already on the battlefield, you cast Solemn Simulacrum. When Solemn Simulacrum enters, two things happen: Solemn Simulacrum's own ability triggers to find a land, and East Wind Avatar's Alliance ability triggers. After the Alliance ability resolves, East Wind Avatar becomes a 3/3 until the end of the turn.

Doubling the Output

If you control East Wind Avatar and cast Roaming Throne, choosing 'Avatar' as its type, the Throne enters the battlefield. This triggers East Wind Avatar's Alliance ability. Because Roaming Throne is an Avatar you control, its static ability causes East Wind Avatar's Alliance ability to trigger an additional time. East Wind Avatar will get two +1/+0 bonuses, becoming a 4/3 for the turn.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : East Wind Avatar

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacypaupervintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemypaupercommanderduel
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