Master of 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.
Official card text
Flying When this creature enters, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have this creature's base power and toughness become 4/1 or 1/4 until end of turn.
Complete guide
Master of Winds is a versatile Sphinx Wizard that provides immediate card advantage and dynamic combat stats. By casting spells, you can shift its physical form to suit your needs, making it a tricky threat to block or bypass.
A Gust of Knowledge
When Master of Winds enters the battlefield, its first ability triggers. You draw two cards and then discard one card. This helps you dig for answers while fueling your graveyard for future plays. Because this is an 'enters' trigger, it happens once as the creature successfully resolves and hits the table.
Shifting Stats
The second ability triggers whenever you cast an instant, sorcery, or Wizard spell. Upon resolution, you choose one of three options: make its base power and toughness 4/1, make them 1/4, or leave them unchanged. Note that you make this choice during resolution, not when the ability is put on the stack. This effect changes the base values, meaning any +1/+1 counters or temporary buffs like +2/+2 will still apply on top of the new 4/1 or 1/4 stats.
Timing and Toughness
This trigger resolves before the spell that caused it to trigger. If you cast an instant to save your Master of Winds, it will change stats before that instant even takes effect. Be careful with damage: if your Master of Winds has 1 damage marked on it while it is a 1/4 and you change it to a 4/1, that 1 damage is now lethal and the creature will be destroyed.
Common Mistakes
Only spells with the 'Wizard' creature type count as Wizard spells. Thematic cards or artifacts that mention Wizards do not trigger the ability unless they have the Wizard type. Additionally, remember that changing the base power and toughness overwrites previous 'set' effects (like an effect that says a creature becomes 0/1), but does not remove counters.
Interaction examples
If you control Roaming Throne with 'Wizard' chosen as the creature type, Master of Winds will trigger twice when it enters. You will draw two and discard one, then immediately draw another two and discard another one. Additionally, every time you cast a Wizard spell, the stat-shifting ability will trigger twice, allowing you to change your mind or respond to an opponent's action between resolutions.
Casting Solemn Simulacrum does not trigger the stat-shifting ability of Master of Winds because the Golem is not an instant, sorcery, or Wizard spell. However, the cards you draw from Master of Winds' entry trigger might help you find the land you need to cast the Simulacrum later in the game.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Master of Winds
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You don’t choose a power and toughness for Master of Winds as its ability triggers. Rather, as it resolves, you choose whether to have Master of Winds become 4/1, become 1/4, or not change its power and toughness.
No other card is named in this ruling.
- #2· Wizards of the Coast
The ability of Master of Winds overwrites any previous effects that set its power and/or toughness to specific values. Other effects that set these characteristics to specific values that start to apply after the ability resolves will overwrite that part of the effect.
No other card is named in this ruling.
- #3· Wizards of the Coast
Effects that modify the power or toughness of Master of Winds without setting it will apply to its new base power and toughness no matter when they started to take effect. The same is true for counters that change its power and toughness.
No other card is named in this ruling.
- #4· Wizards of the Coast
Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to Master of Winds may become lethal if you change its base toughness during that turn.
No other card is named in this ruling.
- #5· Wizards of the Coast
An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger, but after targets have been chosen for that spell (if it has any targets). The ability resolves even if that spell is countered.
No other card is named in this ruling.
- #6· Wizards of the Coast
A Wizard spell is one with the creature type Wizard. Spells that are Wizard-themed (such as Relic Amulet) aren’t Wizard spells.
No other card is named in this ruling.
Legal formats
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Meta decks with Master of Winds
No archived Top 8 deck with this card yet.



Roaming Throne
Solemn Simulacrum