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Windbrisk HeightsHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Tarkir: Dragonstorm Commander· April 11, 2025
Carte Magic Windbrisk Heights

Windbrisk Heights 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

Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {W}. {W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.

Complete guide

Windbrisk Heights is one of the most powerful 'free cast' lands ever printed, allowing you to hide a secret weapon under a land. By meeting a specific combat requirement, you can cast a high-mana spell for just a single white mana. This guide will help you master the timing and requirements of its unique Hideaway ability.

What It Does

Windbrisk Heights enters the battlefield tapped and has the Hideaway 4 keyword. When it arrives, you look at the top four cards of your library, exile one face down, and randomize the rest on the bottom of your deck. This land provides white mana, but its true power lies in the activated ability that lets you play that hidden card for free if you have attacked with three or more creatures during the turn.

How it Resolves Step by Step

First, the land enters the battlefield tapped and the Hideaway trigger goes on the stack. You select your card and exile it. Later, during a turn where you have declared at least three creatures as attackers, you can activate the second ability by paying one white mana and tapping the land. Upon resolution, the game checks if the attack condition was met; if it was, you may play the card immediately from exile without paying its mana cost.

Common Mistakes to Avoid

The most frequent error involves 'attacking' versus 'entering the battlefield attacking.' Only creatures declared as attackers during the Turn-Based Action of the Declare Attackers step count toward the three-creature requirement. Furthermore, if you take multiple combat phases, the same creature attacking twice only counts as one attacker toward the requirement. Note that you must still follow timing restrictions for lands (you cannot play a hidden land on an opponent's turn).

When to Play It

You should play Windbrisk Heights early to set up your 'hidden' play, but be mindful that it enters tapped and may slow down your curve. It is best used in aggressive decks that can easily swarm the board with three creatures. Since you play the card during the resolution of the ability, it is an excellent way to drop a massive creature or spell at instant speed during your second main phase or even during the combat phase after attackers are declared.

Interaction examples

Establishing Your Mana Base

If you have Windbrisk Heights, Command Tower, and Exotic Orchard in your opening hand, you should plan your turns carefully. Since Windbrisk Heights enters tapped, you might play Command Tower on turn one to stay on curve, then play Windbrisk Heights on turn two to hide a card, and finally use Exotic Orchard on turn three to ensure you have the white mana needed to activate the Heights later.

Activating the Heights

During your turn, you declare three 1/1 Soldier tokens as attackers. Even if your opponent blocks and destroys all three tokens, the requirement for Windbrisk Heights has been met because you 'attacked' with them. In your Second Main Phase, you can tap a Plains and Windbrisk Heights to play the exiled card for free.

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

How it works : Windbrisk Heights

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    "Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    At the time the ability resolves, you'll get to play the card if you declared three different creatures as attackers at any point in the turn. A creature declared as an attacker in two different attack phases counts only once. A creature that entered attacking (such as a token created by Militia's Pride) doesn't count because you never attacked with it.

    No other card is named in this ruling.

02

Legal formats

modernlegacyvintagepennycommanderoathbreakerduelpredhtlr
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