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Thousand Winds

~$0.14 low · ~$0.75 high

Blue. Creature — Elemental

four generic manaone blue manaone blue mana

Thousand Winds

Commander 2019 #100 · Illustrated by Raymond Swanland

What is Thousand Winds worth?

Cheapest copy

~$0.14

Non-foil · Duel Decks: Speed vs. Cunning #58

Buy on TCGplayer

Highest TCGplayer price

~$0.75

Promo foil · Khans of Tarkir Promos #58s

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6 prices from $0.14 to $0.75. Every price is in the printings table below.

TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.

Oracle text

Flying

Morph five generic manaone blue manaone blue mana (You may cast this card face down as a 2/2 creature for three generic mana. Turn it face up any time for its morph cost.)

When this creature is turned face up, return all other tapped creatures to their owners' hands.

5/6

All 5 printings of Thousand Winds

PrintingRarityNon-foilFoilCardmarket (EUR)My collection
The List #DDN-58
The List
plst #DDN-58· 2022rare· Cardmarket €0.16
rare$0.42No foil printing€0.16
Khans of Tarkir #58
Khans of Tarkir
ktk #58· 2014rare· Cardmarket €0.18 · €0.46 foil
rare$0.15$0.54€0.18€0.46 foil
Khans of Tarkir Promos #58s
Khans of Tarkir Promos
pktk #58s· 2014Promorare· Cardmarket €1.05 foil
rareNo non-foil printing$0.75€1.05 foil
Duel Decks: Speed vs. Cunning #58
Duel Decks: Speed vs. Cunning
ddn #58· 2014rare· Cardmarket €0.20
rare$0.14No foil printing€0.20

Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.

Where to buy Thousand Winds

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Card details

First printed
2014
Printings
5
Mana value
6
EDHREC rank
#11,470 on EDHREC (Commander popularity)
Keywords
Flying, Morph
Artist
Raymond Swanland

Rulings (10)

  1. 2014-09-20

    Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.

  2. 2014-09-20

    The face-down spell has no mana cost and has a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay three generic mana. This is an alternative cost.

  3. 2014-09-20

    Any time you have priority, you may turn the face-down creature face up by revealing what its morph cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.

  4. 2014-09-20

    Morph lets you cast a card face down by paying three generic mana, and lets you turn the face-down permanent face up any time you have priority by paying its morph cost.

  5. 2014-09-20

    When the spell resolves, it enters the battlefield as a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the creature can still grant it any of these characteristics.

  6. 2014-09-20

    At any time, you can look at a face-down spell or permanent you control. You can't look at face-down spells or permanents you don't control unless an effect instructs you to do so.

  7. 2014-09-20

    It doesn't matter if Thousand Winds is tapped or untapped (or even on the battlefield) when its last ability resolves. Tapped creatures except Thousand Winds will be returned to their owners' hands.

  8. 2014-09-20

    A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.

  9. 2014-09-20

    If a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.

  10. 2014-09-20

    You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.

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