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ShinewendHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Morningtide· February 1, 2008
Carte Magic Shinewend

Shinewend 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 This creature enters with a +1/+1 counter on it. {1}{W}, Remove a +1/+1 counter from this creature: Destroy target enchantment.

Complete guide

Shinewend is a versatile white Elemental that offers both aerial presence and targeted removal. As a creature that utilizes counters to fuel its abilities, it provides a unique utility for decks looking to handle problematic enchantments while maintaining board pressure.

What It Does

Shinewend is a 0/0 creature that enters the battlefield with a +1/+1 counter, effectively making it a 1/1 flyer for two mana. Its primary utility lies in its activated ability, which allows you to spend two mana and remove a +1/+1 counter from it to destroy a target enchantment. Once the counter is removed, if no other effects are boosting its toughness, Shinewend will have 0 toughness and be put into its owner's graveyard.

Step-by-Step Resolution

When you activate Shinewend's ability, you first pay the mana cost of {1}{W} and remove a +1/+1 counter as part of the activation cost. You then choose a target enchantment. The ability goes on the stack, and players may respond. When the ability resolves, the targeted enchantment is destroyed. Note that if you remove the last counter from Shinewend, it will die due to state-based actions before the ability even resolves.

Common Mistakes

A common error is forgetting that removing the counter is a cost, not an effect. You cannot activate the ability if Shinewend does not have a +1/+1 counter to remove. Additionally, players often forget that destroying an enchantment does not require Shinewend to stay on the battlefield; even if Shinewend dies immediately after the counter is removed, the ability remains on the stack and will still destroy the target.

When to Play It

Shinewend is most effective in formats where powerful enchantments define the game state. Because it is a creature, it can be easily tutored or recurred, making it more flexible than a standard Disenchant spell. It is best deployed when you anticipate your opponent playing high-value targets like Sagas or Class cards.

Interaction examples

Removing an Early Threat

If your opponent controls an Esper Sentinel, you can cast Shinewend. Because Esper Sentinel is an artifact creature and not an enchantment, Shinewend cannot target it with its ability. You must wait for an actual enchantment to appear to utilize the destruction effect, though Shinewend's flying allows it to safely block or attack over the Sentinel.

Fixing Mana for Removal

If you are short on white mana to activate Shinewend, you can tap Ornithopter of Paradise to add {W}. You then spend that mana plus one generic mana to pay the {1}{W} cost. You remove the +1/+1 counter from Shinewend to target an opponent's enchantment. Shinewend moves to the graveyard if it has no other counters, but the enchantment is successfully destroyed.

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

How it works : Shinewend

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

modernlegacypaupervintagepennycommanderoathbreakerpaupercommanderduelpredhtlr
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