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Rules guide · Sorcery

Windborne ChargeHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Conspiracy: Take the Crown· August 26, 2016
Carte Magic Windborne Charge

Windborne Charge 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.

01

Official card text

Two target creatures you control each get +2/+2 and gain flying until end of turn.

Complete guide

Windborne Charge is a powerful white sorcery that can turn a ground-based stalemate into a sudden, airborne victory. By granting two of your creatures a significant power boost and the flying keyword, it forces your opponent to find answers quickly or face a massive life total swing.

Dual Targets and Requirements

When you cast Windborne Charge, you must choose exactly two target creatures you control. This is a mandatory requirement; if you only control one creature, or no creatures at all, you are legally unable to cast this spell. If one of the targets becomes illegal before the spell resolves (for example, if a creature is destroyed), the remaining legal target will still receive the +2/+2 bonus and flying.

Resolution Step by Step

First, the spell is put onto the stack and you choose your two targets. Once both players pass priority and the spell resolves, the game checks if the targets are still valid. If at least one target is still legal, the spell proceeds to apply the +2/+2 stat increase and the flying keyword to the remaining legal targets. These bonuses last until the cleanup step of the current turn.

Common Mistakes

A frequent error is trying to cast Windborne Charge to save a single creature. Because the spell requires 'two target creatures,' you cannot target the same creature twice to give it +4/+4. Additionally, since the spell specifies 'creatures you control,' you cannot target an opponent's creature to give it flying in hopes of using a specific removal spell later.

Strategic Timing

As a sorcery, Windborne Charge is best used during your pre-combat main phase to maximize the impact of the flying keyword during your attack. It is most effective when your opponent has established a strong defensive line of non-flying blockers, allowing you to bypass their creatures entirely.

Interaction examples

Post-Board Wipe Recovery

If your opponent casts Wrath of God, all creatures are destroyed. On your next turn, you must play at least two new creatures before you can cast Windborne Charge. You cannot cast it on an empty board to 'prep' for future creatures, as the targets must exist at the time of casting.

Synergy with Small Permanents

If you have two small creatures in your graveyard, you can use Sevinne's Reclamation to bring one back (or two if cast for its Flashback cost). Once those creatures are back on the battlefield, they become valid targets for Windborne Charge, allowing you to turn low-cost utility creatures into immediate aerial threats.

Standard Gameplay Example

With two 2/2 Soldier tokens on the battlefield, you cast Windborne Charge targeting both. Upon resolution, both Soldiers become 4/4 creatures with flying. You may then move to your combat phase and attack with 8 total power in the air, likely soaring over your opponent's ground blockers.

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

How it works : Windborne Charge

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You must target two creatures you control as you cast Windborne Charge. If you can’t (because you control just one creature, perhaps), you can’t cast the spell.

    No other card is named in this ruling.

02

Legal formats

modernlegacyvintagepennycommanderoathbreakerduelpredh
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