Release to the Wind 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
Exile target nonland permanent. For as long as that card remains exiled, its owner may cast it without paying its mana cost.
Complete guide
Release to the Wind is a versatile blue instant that allows you to temporarily remove a threat or retrigger your own powerful enter-the-battlefield effects. By exiling a nonland permanent and allowing its owner to recast it for free, it opens up a world of strategic repositioning. Whether you are protecting a key piece of your board or resetting a card, understanding its timing is crucial for success.
How It Works
When you cast Release to the Wind, you target one nonland permanent currently on the battlefield. Upon resolution, that permanent is moved to the exile zone. The card then gains a special continuous effect: its owner is permitted to cast it from exile without paying its mana cost. This permission lasts for as long as the card remains in exile, meaning there is no immediate expiration date on when the owner can use this ability.
Step-by-Step Resolution
First, the spell targets a nonland permanent and is put onto the stack. When it resolves, the permanent is exiled. If the permanent was a token, it ceases to exist and cannot be cast. If it was a card, it stays in exile with a new 'permission' attached to it. The owner of that card can then choose to cast it from exile at any time they could normally cast a spell of that type. If it is a creature, sorcery, or artifact, they must wait for their main phase when the stack is empty, unless the card has Flash.
Important Timing and Costs
Casting the card 'without paying its mana cost' is an alternative cost. Because of this, you cannot use other alternative costs, but you must still pay mandatory additional costs. Furthermore, if the exiled card has an {X} in its mana cost, you must choose 0 as the value for X. Remember that once the card is cast from exile, it becomes a new object on the stack and eventually enters the battlefield as a fresh permanent, resetting any damage or counters it previously had.
When to Play It
Release to the Wind is best used defensively to save a creature from a removal spell or offensively to 'blink' your own permanents to reuse their 'enters the battlefield' abilities. It can also be used to temporarily remove an opponent's blocker or a problematic nonland permanent, though you must be careful as they will eventually be able to cast it again for free.
Interaction examples
If an opponent targets your creature with a removal spell, you can cast Release to the Wind targeting your own creature. The creature is exiled, and the opponent's spell fails to resolve because its target is gone. Later, you can recast your creature from exile for free. If your opponent tries to cast Counterspell when you eventually recast your creature from exile, the creature will be countered and moved to the graveyard, as it is being cast like any other spell.
When you recast a card from exile via Release to the Wind, it is treated as casting a spell. This means an opponent can respond by casting Arcane Denial to counter it. If they do, your card will go to the graveyard instead of the battlefield. The 'free' cast provided by Release to the Wind only covers the mana cost; it does not make the resulting spell uncounterable.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Release to the Wind
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If a token is exiled this way, it can’t be cast.
No other card is named in this ruling.
- #2· Wizards of the Coast
If an exiled card has
in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
No other card is named in this ruling.
- #3· Wizards of the Coast
Casting the exiled card follows the normal timing rules for casting that card. For example, if the card is a creature card, you can cast that card only during your main phase while the stack is empty.
No other card is named in this ruling.
- #4· Wizards of the Coast
If you cast a card “without paying its mana cost,” you can’t pay any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Silvergill Adept, those must be paid to cast the card.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Release to the Wind + Dualcaster Mage
- 1Cast Release to the Wind by paying
- 2Holding priority, cast Dualcaster Mage by paying its mana cost.
- 3When Dualcaster Mage enters, it triggers, copying Release to the Wind, targeting Dualcaster Mage.
- 4Resolve the Release to the Wind copy, exiling Dualcaster Mage
- 5Cast Dualcaster Mage from exile without paying its mana cost.
- 6Repeat from step 3.
Release to the Wind + Naru Meha, Master Wizard
- 1Cast Release to the Wind by paying
- 2Holding priority, cast Naru Meha by paying its mana cost plus commander tax if applicable
- 3When Naru Meha enters, it triggers, copying Release to the Wind, targeting Naru Meha.
- 4Resolve the Release to the Wind copy, exiling Naru Meha
- 5Cast Naru Meha from exile without paying its mana cost.
- 6Repeat from step 3.
Release to the Wind + Lutri, the Spellchaser
- 1Cast Release to the Wind by paying
- 2Holding priority, cast Lutri either from your hand or from the command zone by paying its mana cost plus commander tax if applicable.
- 3When Lutri enters, it triggers, copying Release to the Wind, targeting Lutri.
- 4Resolve the Release to the Wind copy, exiling Lutri
- 5Cast Lutri from exile without paying its mana cost.
- 6Repeat from step 3.
Kaervek's Spite + Release to the Wind + Barren Glory
- 1Cast Release to the Wind by paying
, exiling Barren Glory with the ability to cast it from exile.
- 2Cast Kaervek's Spite by paying
, discarding your hand, and sacrificing all permanents, causing target player to lose 5 life.
- 3Cast Barren Glory from exile without paying its mana cost.
- 4At the beginning of your next upkeep, Barren Glory triggers, causing you to win the game.
Fire Lord Azula + Transcendent Dragon + Release to the Wind
- 1Declare Fire Lord Azula as an attacker, triggering its ability, adding
.
- 2Holding priority, cast Release to the Wind by paying
.
- 3Fire Lord Azula triggers, copying Release to the Wind, targeting Transcendent Dragon.
- 4Resolve the copy of Release to the Wind, exiling Transcendent Dragon with the ability to play it from exile without paying its mana cost.
- 5Holding priority, cast Transcendent Dragon from exile without paying its mana cost.
- 6Fire Lord Azula's second ability triggers, copying the Transcendent Dragon spell.
- 7Resolve the copy of the Transcendent Dragon spells. When it enters, it triggers, countering Release to the Wind with the ability to cast it from exile without paying its mana cost.
- 8Resolve the original Transcendent Dragon spell.
Dihada, Binder of Wills + Underworld Breach + Release to the Wind
- 1Activate Dihada's second loyalty ability by removing three loyalty counters from it, causing you to mill four cards and create four Treasure tokens.
- 2Activate three Treasures by tapping and sacrificing them, adding
.
- 3Cast Release to the Wind from your graveyard for its escape cost by paying
and exiling three other cards from your graveyard, blinking Dihada.
- 4Repeat.
Elite Arcanist + Release to the Wind + Flaxen Intruder // Welcome Home + Intruder Alarm
- 1Activate any number of creatures you control by tapping them, adding at least
.
- 2Activate Elite Arcanist by paying
and tapping it, causing you to cast a copy of Release to the Wind.
- 3Resolve Release to the Wind, exiling Flaxen Intruder and allowing you to cast it from exile without paying its mana cost for as long as it remains exiled.
- 4Cast Welcome Home from exile by paying
, creating three 2/2 Bear creature tokens and exiling Welcome Home.
- 5When the Bears enter the battlefield, Intruder Alarm triggers three times.
- 6Resolve the first trigger, untapping all creatures.
- 7Activate any number of creatures you control by tapping them, adding at least
.
- 8Repeat steps 6 and 7 two additional times.
Legal formats
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Counterspell
Arcane Denial










