Kykar, Zephyr Awakener 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.
Official card text
Flying Whenever you cast a noncreature spell, choose one — • Exile another target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. • Create a 1/1 white Spirit creature token with flying.
Complete guide
Kykar, Zephyr Awakener is a versatile commander that rewards you for playing spells other than creatures. Whether you are looking to protect your board or swarm the skies with Spirits, this Bird Wizard provides incredible utility. Its ability to blink your own creatures or generate tokens makes it a centerpiece for various Azorius strategies.
What it does
Kykar, Zephyr Awakener features a triggered ability that activates whenever you cast a noncreature spell. This includes artifacts, enchantments, instants, sorceries, and planeswalkers. When this happens, you get to choose between two distinct modes: exiling another creature you control until the next end step (a 'flicker' effect) or creating a 1/1 white Spirit creature token with flying.
How it resolves step by step
First, you cast a noncreature spell. Kykar's ability triggers and is put on the stack on top of that spell. You must choose one of the two modes at this time. If you choose the first mode, you must target another creature you control. The ability then resolves: either the token is created, or the creature is exiled. If a creature is exiled, a delayed triggered ability is created to return it to the battlefield at the start of the next end step. Finally, your original noncreature spell resolves.
Common mistakes
A common mistake is trying to target Kykar, Zephyr Awakener with its own exile ability; however, the text specifies 'another target creature.' Also, remember that the creature returns under its owner's control, not necessarily yours if you had stolen it. Lastly, if you cast a noncreature spell during an end step, the exiled creature won't return until the beginning of the next turn's end step.
When to play it
Kykar is best utilized in decks with high noncreature spell counts and creatures with powerful 'enters-the-battlefield' effects. Use the exile mode to save a key creature from targeted removal or to reuse a card's ability. Use the token mode when you need blockers or are looking to finish the game with a wide board of flying attackers.
Interaction examples
If Roaming Throne enters and you choose 'Bird' or 'Wizard', Kykar's ability will trigger twice whenever you cast a noncreature spell. This allows you to choose both modes—flickering a creature and creating a Spirit—or double up on one mode for every single noncreature spell you cast.
With Solemn Simulacrum on the battlefield, cast a noncreature spell and choose Kykar's first mode to exile the Simulacrum. At the next end step, the Simulacrum returns to the battlefield, triggering its ability again to search your library for another basic land card.
By casting multiple low-cost noncreature spells in a single turn, you can choose the second mode each time to create a swarm of 1/1 white Spirit tokens. Since these tokens have flying, they can quickly overwhelm an opponent who lacks reach or flying blockers.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Kykar, Zephyr Awakener
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Popular combos
Real combos played by the community, sorted by popularity.
Kykar, Zephyr Awakener + Archaeomancer + Time Warp
- 1Cast Time Warp by paying its mana cost.
- 2Kykar triggers, exiling Archaeomancer.
- 3Resolve Time Warp, causing you to take an extra turn after this one.
- 4At the beginning of your end step, Kykar triggers, returning Archaeomancer from exile to the battlefield.
- 5When Archaeomancer enters, it triggers, returning Time Warp from your graveyard to your hand.
- 6Repeat each turn.
Kykar, Zephyr Awakener + Temporal Manipulation + Archaeomancer
- 1Cast Temporal Manipulation by paying its mana cost.
- 2Kykar triggers, exiling Archaeomancer.
- 3Resolve Temporal Manipulation, causing you to take an extra turn after this one.
- 4At the beginning of your end step, Kykar triggers, returning Archaeomancer from exile to the battlefield.
- 5When Archaeomancer enters, it triggers, returning Temporal Manipulation from your graveyard to your hand.
- 6Repeat each turn.
Kykar, Zephyr Awakener + Capture of Jingzhou + Archaeomancer
- 1Cast Capture of Jingzhou by paying its mana cost.
- 2Kykar triggers, exiling Archaeomancer.
- 3Resolve Capture of Jingzhou, causing you to take an extra turn after this one.
- 4At the beginning of your end step, Kykar triggers, returning Archaeomancer from exile to the battlefield.
- 5When Archaeomancer enters, it triggers, returning Capture of Jingzhou from your graveyard to your hand.
- 6Repeat each turn.
Kykar, Zephyr Awakener + Archaeomancer + Walk the Aeons
- 1Cast Walk the Aeons by paying its mana cost.
- 2Kykar triggers, exiling Archaeomancer.
- 3Resolve Walk the Aeons, causing you to take an extra turn after this one.
- 4At the beginning of your end step, Kykar triggers, returning Archaeomancer from exile to the battlefield.
- 5When Archaeomancer enters, it triggers, returning Walk the Aeons from your graveyard to your hand.
- 6Repeat each turn.
Kykar, Zephyr Awakener + Mnemonic Wall + Time Warp
- 1Cast Time Warp by paying its mana cost.
- 2Kykar triggers, exiling Mnemonic Wall.
- 3Resolve Time Warp, causing you to take an extra turn after this one.
- 4At the beginning of your end step, Kykar triggers, returning Mnemonic Wall from exile to the battlefield.
- 5When Mnemonic Wall enters, it triggers, returning Time Warp from your graveyard to your hand.
- 6Repeat each turn.
Kykar, Zephyr Awakener + Shipwreck Dowser + Time Warp
- 1Cast Time Warp by paying its mana cost.
- 2Kykar triggers, exiling Shipwreck Dowser.
- 3Resolve Time Warp, causing you to take an extra turn after this one.
- 4At the beginning of your end step, Kykar triggers, returning Shipwreck Dowser from exile to the battlefield.
- 5When Shipwreck Dowser enters, it triggers, returning Time Warp from your graveyard to your hand.
- 6Repeat each turn.
Kykar, Zephyr Awakener + Temporal Manipulation + Shipwreck Dowser
- 1Cast Temporal Manipulation by paying its mana cost.
- 2Kykar triggers, exiling Shipwreck Dowser.
- 3Resolve Temporal Manipulation, causing you to take an extra turn after this one.
- 4At the beginning of your end step, Kykar triggers, returning Shipwreck Dowser from exile to the battlefield.
- 5When Shipwreck Dowser enters, it triggers, returning Temporal Manipulation from your graveyard to your hand.
- 6Repeat each turn.
Kykar, Zephyr Awakener + Time Warp + Pinnacle Monk // Mystic Peak
- 1Cast Time Warp by paying its mana cost.
- 2Kykar triggers, exiling Pinnacle Monk // Mystic Peak.
- 3Resolve Time Warp, causing you to take an extra turn after this one.
- 4At the beginning of your end step, Kykar triggers, returning Pinnacle Monk // Mystic Peak from exile to the battlefield.
- 5When Pinnacle Monk // Mystic Peak enters, it triggers, returning Time Warp from your graveyard to your hand.
- 6Repeat each turn.
Related cards and tokens
Legal formats
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Kykar, Zephyr Awakener
Roaming Throne
Solemn Simulacrum
Spirit





