Wind Zendikon MTG Card


Wind Zendikon - Worldwake
Mana cost
Converted mana cost1
RarityCommon
TypeEnchantment — Aura
Abilities Enchant
Released2010-02-05
Set symbol
Set nameWorldwake
Set codeWWK
Number46
Frame2003
LayoutNormal
BorderBlack
Illustred byVincent Proce

Key Takeaways

  1. Wind Zendikon offers rapid board presence, allowing lands to become aggressive creature assets.
  2. It synergizes well with landfall and replayable lands for combo-rich gameplay experiences.
  3. Countering Wind Zendikon effectively involves strategic removal or creature deployment.

Text of card

Enchant land Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land. When enchanted land is put into a graveyard, return that card to its owner's hand.


Card Pros

Card Advantage: Transforming your land into a creature with Wind Zendikon can provide a quick attacker or blocker, essentially giving you an additional resource without losing a land.

Resource Acceleration: As Wind Zendikon turns a land into a 2/2 creature, this can be a cost-effective way to increase your battlefield presence and apply pressure early in the game.

Instant Speed: While Wind Zendikon is not an instant, its low cost allows for a swift alteration of the battlefield dynamic, keeping your mana open to cast other spells at crucial moments.


Card Cons

Discard Requirement: Activating the abilities of Wind Zendikon comes with the steep price of discarding another card from your hand. This can be a particularly tough pill to swallow when your hand size is dwindling and every card counts.

Specific Mana Cost: To cast Wind Zendikon, you need to tap one blue mana along with a generic one. This seemingly small requirement can actually restrict the card’s playability to decks that can reliably produce blue mana, potentially leaving others at a disadvantage.

Comparatively High Mana Cost: Although two mana might not seem much, for the effect that Wind Zendikon offers—turning a land into a creature until the end of the turn—it can be argued that there are alternatives that might provide a more substantial impact or bring additional benefits for a similar or lower investment.


Reasons to Include Wind Zendikon in Your Collection

Versatility: Wind Zendikon offers the unique ability to turn any land into a quick offensive threat, making it a useful tool in decks that need a surprise blocker or a sudden increase in board presence.

Combo Potential: This card works seamlessly with landfall abilities and can be returned to your hand to replay lands for additional effects. It’s an asset for synergies that capitalize on lands entering the battlefield or becoming creatures.

Meta-Relevance: In matches where tempo plays a crucial role, Wind Zendikon can be a game-changer by providing an unexpected blocker or attacker. It keeps opponents on their toes, adapting to ever-changing board states which is essential in dynamic metas.


How to beat

Wind Zendikon is an intriguing blue enchantment aura in Magic: The Gathering that turns a land into a 2/2 blue Elemental creature with flying. This transformation is a double-edged sword, offering offensive potential in the air while leaving the land vulnerable to removal spells. Understanding this trade-off is key to countering Wind Zendikon effectively.

To surpass this challenge, prioritizing spell removal or board wipes can neutralize the threat quickly. Cards like Doom Blade for black decks that target creatures, or sweepers like Supreme Verdict for white-blue control decks, can dispatch the animated land with ease. Additionally, targeting the enchantment directly, with disenchantment spells, such as Disenchant or Naturalize, can revert the land back to its original state without the risks associated with creature combat.

Navigating around the flying capability of the Wind Zendikon-enchanted land is also essential. Deploying creatures with reach or abilities like flying of your own can block and potentially destroy the Elemental. In essence, strategic removal and creature deployment are effective strategies for any player aiming to dismantle the aerial advantage granted by Wind Zendikon in the game.


Cards like Wind Zendikon

Wind Zendikon brings a unique twist among enchantment auras in Magic: The Gathering. This blue enchantment notably turns a target land into a 2/2 blue Elemental creature with flying, which is similar to the function of the card Coralhelm Guide. Both can provide an aggressive aerial strategy, yet Wind Zendikon does so while utilizing a resource that typically remains untapped for such offenses—land.

Another comparable card is Noyan Dar, Roil Shaper, which also turns lands into formidable threats. Whereas Wind Zendikon is a low-cost enchantment, Noyan Dar takes a more synergistic approach, targeting lands whenever you cast an instant or sorcery spell. This can create multiple land creatures over time but requires a larger mana investment and a specific type of deck build to shine. On the other hand, Halimar Tidecaller can also interact beneficially with Wind Zendikon by giving land creatures flying, thus sharing the theme of animated lands.

Deciding on which card to incorporate is often a matter of how quickly you want to establish a presence in the sky and the level of synergy with your deck build. Wind Zendikon’s ease of use and immediate impact make it a formidable option for any player aiming to bring a gust of surprise onto the battlefield.

Coralhelm Guide - MTG Card versions
Noyan Dar, Roil Shaper - MTG Card versions
Halimar Tidecaller - MTG Card versions
Coralhelm Guide - MTG Card versions
Noyan Dar, Roil Shaper - MTG Card versions
Halimar Tidecaller - MTG Card versions

Cards similar to Wind Zendikon by color, type and mana cost

Flight - MTG Card versions
Unstable Mutation - MTG Card versions
Field of Dreams - MTG Card versions
Dream Coat - MTG Card versions
Tangle Kelp - MTG Card versions
Tidal Flats - MTG Card versions
Flood - MTG Card versions
Backfire - MTG Card versions
Mystic Remora - MTG Card versions
Essence Flare - MTG Card versions
Cloak of Invisibility - MTG Card versions
Mana Chains - MTG Card versions
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Veiled Sentry - MTG Card versions
Air Bladder - MTG Card versions
Seal of Removal - MTG Card versions
Shimmering Wings - MTG Card versions
Aboshan's Desire - MTG Card versions
Curiosity - MTG Card versions
Genju of the Falls - MTG Card versions
Flight - MTG Card versions
Unstable Mutation - MTG Card versions
Field of Dreams - MTG Card versions
Dream Coat - MTG Card versions
Tangle Kelp - MTG Card versions
Tidal Flats - MTG Card versions
Flood - MTG Card versions
Backfire - MTG Card versions
Mystic Remora - MTG Card versions
Essence Flare - MTG Card versions
Cloak of Invisibility - MTG Card versions
Mana Chains - MTG Card versions
Telepathy - MTG Card versions
Veiled Sentry - MTG Card versions
Air Bladder - MTG Card versions
Seal of Removal - MTG Card versions
Shimmering Wings - MTG Card versions
Aboshan's Desire - MTG Card versions
Curiosity - MTG Card versions
Genju of the Falls - MTG Card versions

Where to buy

If you're looking to purchase Wind Zendikon MTG card by a specific set like Worldwake, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Wind Zendikon and other MTG cards:

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Legalities

Magic the Gathering formats where Wind Zendikon has restrictions

FormatLegality
CommanderLegal
LegacyLegal
PaupercommanderLegal
ModernLegal
OathbreakerLegal
PauperLegal
VintageLegal
DuelLegal
PredhLegal
PennyLegal

Rules and information

The reference guide for Magic: The Gathering Wind Zendikon card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2010-03-01 An ability that turns a land into a creature also sets that creature’s power and toughness. If the land was already a creature, this will overwrite the previous effect that set its power and toughness. Effects that modify its power or toughness, such as the effects of Disfigure or Glorious Anthem, will continue to apply, no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.
2010-03-01 An attacking or blocking creature that stops being a creature is removed from combat. This can happen if a Zendikon enchanting an attacking or blocking creature leaves the battlefield, for example. The permanent that was removed from combat neither deals nor is dealt combat damage. Any attacking creature that the land creature was blocking remains blocked, however.
2010-03-01 If a Zendikon and the land it’s enchanting are destroyed at the same time (due to Akroma’s Vengeance, for example), the Zendikon’s last ability will still trigger.
2010-03-01 If a Zendikon’s last ability triggers, but the land card it refers to leaves the graveyard before it resolves, it will resolve but do nothing.
2010-03-01 The enchanted permanent will be both a land and a creature and can be affected by anything that affects either a land or a creature.
2010-03-01 When a land becomes a creature, that doesn’t count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won’t trigger.

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