Tradewind Rider 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, Tap two untapped creatures you control: Return target permanent to its owner's hand.
Complete guide
Tradewind Rider is a classic blue Spirit that provides unparalleled board control by bouncing permanents back to their owners' hands. By leveraging your other creatures as resources, you can reset powerful threats or reuse your own cards for additional value. Its flying ability also makes it an evasive threat while it stays on the battlefield.
What it Does
Tradewind Rider has an activated ability that allows you to return any target permanent to its owner's hand. To activate this, you must pay the cost: tap Tradewind Rider itself and tap two other untapped creatures you control. Because the cost involves tapping other creatures, those creatures do not need to have haste; however, Tradewind Rider itself must have haste or have been under your control since the beginning of your most recent turn to use its tap symbol.
Step-by-Step Resolution
First, you announce the activation of Tradewind Rider's ability and choose a legal target permanent. Second, you pay the costs by tapping Tradewind Rider and two other untapped creatures you control. The ability is then put onto the stack. When the ability resolves, the targeted permanent is returned to its owner's hand. If the target becomes illegal before resolution, such as gaining Hexproof, the ability will fail to resolve.
Common Mistakes
A frequent error is forgetting that Tradewind Rider can target any permanent, including lands. Another mistake involves summoning sickness; while the two 'other' creatures you tap can be newly played that turn, Tradewind Rider cannot tap itself for its own ability unless it has been on the battlefield since the start of your turn. Lastly, remember that tapping the creatures is a cost, so your opponent cannot respond to the tapping itself, only to the ability once it is on the stack.
When to Play It
This card excels in creature-heavy decks where you have a surplus of bodies to fuel its ability. It is best used during your opponent's end step to clear blockers for your next turn, or in response to a spell that would destroy one of your important permanents, effectively 'saving' your card by returning it to your hand.
Interaction examples
If you have Solemn Simulacrum on the battlefield, you can tap it as one of the two creatures to pay for Tradewind Rider's ability, targeting the Solemn Simulacrum itself. This returns the Golem to your hand, allowing you to cast it again next turn to search for another basic land.
If you choose 'Spirit' for Roaming Throne, it will not cause Tradewind Rider's ability to trigger twice. This is because Tradewind Rider has an 'activated ability' (identified by the colon), not a 'triggered ability' (usually starting with When, Whenever, or At). Roaming Throne only interacts with triggered abilities.
During your opponent's upkeep, you can tap Tradewind Rider and two other creatures to target one of your opponent's lands. By returning the land to their hand before they draw or cast spells, you can effectively set their mana production back a turn.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Tradewind Rider
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.
The One Ring + Tradewind Rider
- 1Activate Tradewind Rider by tapping it and two other untapped creatures you control, returning The One Ring from the battlefield to your hand.
- 2Cast The One Ring by paying
.
- 3The One Ring triggers, giving you protection from everything until your next turn.
- 4Repeat each turn.
Tradewind Rider + Intruder Alarm + Peregrine Drake
- 1Activate up to five lands by tapping them, adding at least
.
- 2Cast Peregrine Drake by paying
.
- 3When Peregrine Drake enters the battlefield, it and Intruder Alarm trigger.
- 4Resolve the Peregrine Drake trigger, untapping up to five lands.
- 5Resolve the Intruder Alarm trigger, untapping all creatures.
- 6Activate Tradewind Rider by tapping it, Peregrine Drake and one other creature you control, returning Peregrine Drake from the battlefield to your hand.
- 7Repeat.
Tradewind Rider + Intruder Alarm + Palinchron
- 1Activate up to seven lands by tapping them, adding at least
.
- 2Cast Palinchron by paying
.
- 3When Palinchron enters the battlefield, it and Intruder Alarm trigger.
- 4Resolve the Palinchron trigger, untapping up to seven lands.
- 5Resolve the Intruder Alarm trigger, untapping all creatures.
- 6Activate Tradewind Rider by tapping it, Palinchron and one other creature you control, returning Palinchron from the battlefield to your hand.
- 7Repeat.
Tradewind Rider + Intruder Alarm + Cloud of Faeries
- 1Activate up to two lands by tapping them, adding at least
.
- 2Cast Cloud of Faeries by paying
- 3When Cloud of Faeries enters the battlefield, it and Intruder Alarm trigger.
- 4Resolve the Cloud of Faeries trigger, untapping up to two lands.
- 5Resolve the Intruder Alarm trigger, untapping all creatures.
- 6Activate Tradewind Rider by tapping it, Cloud of Faeries and one other creature you control, returning Cloud of Faeries from the battlefield to your hand.
- 7Repeat.
Tradewind Rider + Intruder Alarm + Ornithopter
- 1Cast Ornithopter by paying its mana cost.
- 2When Ornithopter enters the battlefield, Intruder Alarm triggers, untapping all creatures.
- 3Activate Tradewind Rider by tapping it, Ornithopter and one other creature you control, returning Ornithopter from the battlefield to your hand.
- 4Repeat.
Elvish Piper + Intruder Alarm + Tradewind Rider
- 1Activate a creature you control by tapping it, adding at least
.
- 2Activate Elvish Piper by paying
and tapping it, putting any creature card from your hand onto the battlefield.
- 3The creature enters the battlefield, triggering Intruder Alarm, untapping all creatures.
- 4Activate Tradewind Riders by tapping it and two other creatures you control, returning a creature card from the battlefield to your hand.
- 5Repeat.
Tradewind Rider + Intruder Alarm + Great Whale
- 1Activate up to seven lands by tapping them, adding at least
.
- 2Cast Great Whale by paying
.
- 3When Great Whale enters the battlefield, it and Intruder Alarm trigger.
- 4Resolve the Great Whale trigger, untapping up to seven lands.
- 5Resolve the Intruder Alarm trigger, untapping all creatures.
- 6Activate Tradewind Rider by tapping it, Great Whale and one other creature you control, returning Great Whale from the battlefield to your hand.
- 7Repeat.
Sneak Attack + Intruder Alarm + Tradewind Rider
- 1Activate a creature you control by tapping it, adding at least
.
- 2Activate Sneak Attack by paying
, putting any creature card from your hand onto the battlefield.
- 3The creature enters the battlefield, triggering Intruder Alarm, untapping all creatures.
- 4Activate Tradewind Riders by tapping it and two other creatures you control, returning a creature card from the battlefield to your hand.
- 5Repeat.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Tradewind Rider
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Roaming Throne







