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Rules guide · Sorcery

Winds of ChangeHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Masters Edition· September 10, 2007
Carte Magic Winds of Change

Winds of Change 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

Each player shuffles the cards from their hand into their library, then draws that many cards.

Complete guide

Winds of Change is a classic Red sorcery that can completely alter the landscape of a game for just one mana. By forcing every player to trade their current hand for a fresh set of cards, it serves as both a powerful hand-refresher and a way to disrupt your opponents' carefully crafted plans.

What It Does

Winds of Change is a symmetrical effect that targets every player's hand. Unlike some discard effects, this card requires players to shuffle their hands back into their libraries, meaning no cards enter the graveyard during this process. Each player then draws a new hand containing the exact same number of cards they previously held.

How It Resolves

When the spell resolves, first, the active player shuffles their hand into their library, followed by all other players. Once all hands are tucked away and libraries are shuffled, each player checks how many cards they contributed to the shuffle. Finally, each player draws that many cards simultaneously. If a player had zero cards in hand, they shuffle zero cards and draw zero cards.

Common Mistakes

A frequent error is assuming that players draw back up to their maximum hand size; instead, they draw only the amount they shuffled away. Additionally, since the cards are shuffled into the library rather than discarded, effects that trigger on discarding cards will not activate. Also, remember that Winds of Change itself is on the stack while it resolves, so the player who cast it does not count the spell itself as part of the cards shuffled or redrawn.

When to Play It

This card is most effective when you have a hand full of situational cards or extra lands that you no longer need. It is also a potent tool against opponents who have just searched their library for specific combo pieces. Because it costs only one Red mana, it is easy to cast early to disrupt an opponent's ideal opening hand or late in the game to dig for a win condition.

Interaction examples

Refreshing a Spent Hand

If you have three cards in your hand and cast Winds of Change, you put your remaining two cards back into your library and shuffle. You then draw two new cards, effectively replacing the two you didn't want while the spell itself goes to your graveyard.

Digging for Answers

If you cast Faithless Looting and find that the new cards don't help your situation, you can immediately follow up with Winds of Change. This allows you to shuffle those unwanted cards back into your library for a second chance at finding the right spells.

Clearing the Way

Imagine your opponent has a hand full of protective spells to stop your Vandalblast. By casting Winds of Change first, you force them to shuffle those protections away. If they don't draw new counterspells in their replacement hand, your Vandalblast is much more likely to resolve and destroy their artifacts.

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

How it works : Winds of Change

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Each player draws a number of cards equal to the number of cards they shuffled into their own library.

    No other card is named in this ruling.

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Legal formats

historictimelessgladiatorlegacyvintagecommanderoathbreakerbrawlcompetitivebrawlduelpremodernpredhtlr
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