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Rules guide · Sorcery

Winds of RathHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Secrets of Strixhaven Commander· April 24, 2026
Carte Magic Winds of Rath

Winds of Rath 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

Destroy all creatures that aren't enchanted. They can't be regenerated.

Complete guide

Winds of Rath is a unique board wipe that offers a conditional escape for creatures that have been enhanced by Auras. While most sweepers hit everything, this sorcery rewards strategies focused on building up individual threats with enchantments. It is a powerful tool for Voltron-style decks looking to clear the path while keeping their commander safe.

What it Does

Winds of Rath destroys every creature on the battlefield that does not have an Aura attached to it. The spell specifically checks for the 'enchanted' status, which according to official rulings, simply means the creature has at least one Aura currently attached. Furthermore, it prevents regeneration, ensuring that creatures without protection cannot survive through standard shield abilities.

How it Resolves Step by Step

First, the spell is cast and put onto the stack. Upon resolution, the game checks every creature currently on the battlefield. If a creature has zero Auras attached to it, it is marked for destruction. All such creatures are then moved to their owners' graveyards simultaneously. Because the spell states they 'can't be regenerated,' players cannot use regeneration shields to save their unenchanted creatures during this process.

Common Mistakes

A frequent misconception is that Equipment makes a creature 'enchanted.' It does not; only Auras count toward the 'enchanted' status. Additionally, if an Aura is removed in response to Winds of Rath, the creature will no longer be protected when the spell resolves. Remember that the spell does not target, so it can destroy creatures with Hexproof or Shroud if they are not enchanted.

When to Play it

This card is best utilized in decks that run a high density of Auras. By enchanting your own key creatures, you create a one-sided board wipe that leaves your attackers standing while your opponents' forces are decimated. It is particularly effective against go-wide strategies that rely on many small, unenchanted creatures.

Interaction examples

Selective Survival

You control a creature with an Aura attached and two other creatures without Auras. When you cast Winds of Rath, your enchanted creature remains on the battlefield, while your other two creatures are destroyed and cannot be regenerated.

Comparing Board Wipes

Unlike Austere Command or Farewell, which offer modular choices to destroy or exile various permanent types, Winds of Rath is highly specialized. While Farewell can exile all enchantments and creatures at once, Winds of Rath specifically leaves enchanted creatures behind, making it the superior choice if you want to preserve your own Aura-based setup while clearing the rest of the board.

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

How it works : Winds of Rath

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    A creature is "enchanted" if it has any Auras attached to it.

    No other card is named in this ruling.

02

Legal formats

legacyvintagepennycommanderoathbreakerduelpremodernpredh
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