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Hero of the WindsHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Theros Beyond Death· January 24, 2020
Carte Magic Hero of the Winds

Hero of the Winds 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 Whenever you cast a spell that targets this creature, creatures you control get +1/+0 until end of turn.

Complete guide

Hero of the Winds is a flying Human Soldier that excels at rallying your troops into a focused assault. Whenever you target it with a spell, it inspires your entire battlefield, granting them increased power to overwhelm your opponent's defenses.

Understanding the Trigger

The core mechanic of Hero of the Winds is a triggered ability that responds to you casting a spell that targets it. This ability triggers only when the spell is initially cast from your hand or another zone; it does not trigger if a spell is copied or if its targets are changed to point at the Hero. Additionally, the power bonus only applies to the creatures you control at the moment the ability resolves. Any creatures that enter the battlefield later in the turn will not receive the +1/+0 buff.

Resolution Order

It is important to remember that the triggered ability goes on the stack on top of the spell you cast. This means the +1/+0 bonus will resolve and apply to your creatures before the spell that targeted Hero of the Winds actually takes effect. Even if your opponent counters your original spell, the Hero's ability has already triggered and will still resolve, ensuring your army gets their boost regardless of whether the targeting spell succeeds.

Common Mistakes

One common misconception involves spells with multiple targets. If you cast a spell that targets Hero of the Winds twice (or targets it alongside other creatures), the ability only triggers once per spell cast. Furthermore, remember that this is a 'cast' trigger. If you use an ability or a keyword that doesn't involve casting a spell to target the Hero, the bonus will not occur.

Strategy: When to Play It

Hero of the Winds is most effective in decks that run a high density of targeted spells like Auras or combat tricks. Because it has Flying, it provides a reliable way to chip away at your opponent's life total while simultaneously boosting your ground forces. Timing your spells during the declare attackers step can turn a mediocre board state into a lethal swing.

Interaction examples

Doubling the Inspiration

If you have Roaming Throne on the battlefield and chose 'Human' or 'Soldier' as it entered, Hero of the Winds becomes even more potent. When you cast a spell targeting the Hero, Roaming Throne's replacement effect causes the +1/+0 ability to trigger an additional time. Your creatures will receive two separate +1/+0 bonuses, effectively giving your entire board +2/+0 for the turn.

Coordinating the Strike

Suppose you have both Hero of the Winds and Solemn Simulacrum on the battlefield. You cast a spell like a combat trick targeting your Hero of the Winds. The Hero's ability triggers and resolves first. Even though Solemn Simulacrum is a non-combat oriented creature, it will still receive the +1/+0 bonus because it was under your control at the time the ability resolved, making it a more significant threat if it attacks.

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

How it works : Hero of the Winds

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    An ability that triggers when you cast a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If you cast a spell that targets this creature multiple times, this ability triggers just once.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    This ability doesn’t trigger if you copy a spell that targets it, or if a spell’s targets are changed to target it.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    This effect affects only creatures you control at the time the ability resolves. Creatures you begin to control later in the turn won’t get +1/+0.

    No other card is named in this ruling.

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Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
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