You're going to Terminate my creature? Oh, I'll bounce my creature and an open mana of yours back. Oh, you were planning to use that? How unfortunate for you.
mutantman
★★★★☆ (4.0/5.0)(2 votes)
This reminds me of Narrow Escape, only better. Except Narrow Escape was bad, so I guess this makes AEther Tradewinds...medium? Sure.
I'd say mid-pick in Limited. It actually seems like pretty nice tech with all the synergy in the block. (Allies, Kabira Crossroads lands, landfall, kicker dudes, Gomazoa...)
With many cards now having etb effects, this is a great way to reuse them plus bounce something your opponent has.
Mode
★★★★★ (5.0/5.0)(3 votes)
The instant speed is what makes this card that good. You can fizzle your opponent's removal spell by rescuing the target, or you can make use of your permanent's cip/etb effect a second time. Whether you are able to do one or both by casting this spell, you'll always also even get to bounce any of your opponents permanents. I would have loved it for , but it's still decent nontheless.
A bit limited as a bounce in most cases unless you use it to save your creature. I mean, I suppose if there was some benefit to bouncing a land back to your hand, that could be useful, but there isn't much in this block that benefits from that is there? ;-) Just Kidding.
XDaragoX
★★☆☆☆ (2.5/5.0)(3 votes)
It's probably one of the better blue cards in the set, which is a little sad, but it's still neat and has a certain amount of Johnny-ish appeal. Bounce their land, bounce your EtB-trigger guy or your about-to-get-removed permanent.
Gaussgoat
★★★★☆ (4.2/5.0)(4 votes)
Great flex card on either offense or defense, with tons of options. Remove a blocker and trigger landfall for yourself? Save your guy and bounce their attacker? Bounce a land?
Lower cost would be brutal, I think this cost is very solid where it is.
4/5
Master_Yumyums
★★☆☆☆ (2.8/5.0)(2 votes)
Play Journey of Nowhere. Respond with this. Bounce one of their permanents, one of their creatures is RFG permanently. Oh, and you get to Journey another one of their creatures.
majinara
★★☆☆☆ (2.8/5.0)(6 votes)
It's neither boomerang nor capsize and no recoil either, but still one of the better bounce cards from the resent sets. 2.5/5
DlCK
☆☆☆☆☆ (0.0/5.0)
i'm really liking this the more i see it. i played it in the pre-release and it was really just a perfect utility card, played both offense and defense when used instantly i found. i kept bouncing pilgrim's eye which ensured the ever-important landfall in my zendikar/worldwake deck, and bounced enemy enchanted creatures which really ensured a smooth game. will deffenitly add some blue to my landfall deck with roil elemental and tideforce elemental. 4/5
Von_Lust
☆☆☆☆☆ (0.0/5.0)
It' a good card, especially for the type of deck that uses the Landfall/Enters the battlefield abilities...It is good in my that type of deck.
Khias
☆☆☆☆☆ (0.0/5.0)
I'm building a standard deck and starting it featuring 2 of these. It's a great combo card, and if you use Halimar Depths it always has a viable self target.
Selez
☆☆☆☆☆ (0.0/5.0)
Somebody should use this with Allies.
Tommy9898
★★★★★ (5.0/5.0)(1 vote)
Turn one- Forest, llanowar elves or arbor elf Turn two- Island, aether trade wind your elf and their land. Boomerang is back
Cheza
☆☆☆☆☆ (0.7/5.0)(5 votes)
>>> You're going to Terminate my creature? Oh, I'll bounce my creature and an open mana of yours back. Oh, you were planning to use that? How unfortunate for you. <<< An answer to an answer is a VERY bad thing. Rather play another threat.
This card costs exactly the same as a Consign to Dream and since returning something on your side should be considered an additional drawback, the cost should have been lower. This was printed because it enables some silly landfall or ally combo, if you can return that permanent you need to your hand. But I would rather stay to a Withdraw, choosing a permanent I control as the second option.
Graphec
☆☆☆☆☆ (0.0/5.0)
Seems like just the card I was looking for to complete my Spreading Seas, Convincing Mirage, Cascade deck. Bounce one of their creatures, then bounce your Ardent Plea and lock down their land by playing Ardent Plea again on your turn.
Envee
☆☆☆☆☆ (0.0/5.0)
At first i don't like this card, i said to myself that this will just delay me
but now i kinda liked it maybe one of my keycards
situations where i used this is when i save my permanent, or bouncing something i can't counter now then ill bounce back my spreading seas(for extra draw) or pilgrim's eye(ramp on blue! yay!) also i can choose new target for my seas(valakut? now ur an island haha)
but this card is still situation wise
3.8/5 for me,
PS: bounce persist?
nammertime
★★★★★ (5.0/5.0)(1 vote)
Now that levelers are out, this could be used with Venerated Teacher for some leveling shenanigans.
edeloso
★★★★☆ (4.8/5.0)(2 votes)
One of my favorite cards in the set.
The dirty secret with this card is that you can nullify two attacking creatures with one chump blocker. Block one with your chump. Before damage: bounce the chump, and then bounce another of their attackers. Added bonus if your blocker has a comes into play effect.
As someone already mentioned, its natural pair in set, imho, is Pilgrim's Eye.
Ladon---
★★★★★ (5.0/5.0)(1 vote)
I'm currently running two of these in a blue deck with lots of enchantments, which has been letting me do lots of fun things. If they try to destroy the creature I've Mind Controlled, or just naturalize my enchantment, I can return it to my hand AND set them back a turn or so by bouncing something they wouldn't want bounced. Or I can use Narcolepsy without fear to buy myself time in the early turns, knowing that I can always return it to my hand later and cast it on one of their bigger creatures, and maybe even bounce said creature, just so they know that if they DO play it again... it'll get awfully sleepy :D
It's not quite as nice as flexible as Into the Roil, but with a little creativity I've noticed there's a lot of things that can be done. I think this is primarily a defensive tool, while the aforementioned is more aggressive.
n00bmag1
☆☆☆☆☆ (0.0/5.0)
@Tommy9898
Drop an Ornithopter in there and avoid the mana-tempo loss.
Stray_Dog
★★★★★ (5.0/5.0)(1 vote)
I like cards that are sort of a minigame unto themselves, and this is one of those cards.
Man I wanna make that landfall deck...
ayefightbears
★★★☆☆ (3.0/5.0)(1 vote)
This works great with Precursor Golem. Bounce it back for recasting (and more Golems), but keep the other two it made the first time around, since the spell won't get copied for each. And you get to bounce something of your opponents as well!
divine_exodus
★★★★★ (5.0/5.0)(1 vote)
The key word here is "permanent".
VoidedNote
★★★★★ (5.0/5.0)(2 votes)
@Cheza "An answer to an answer is a VERY bad thing. Rather play another threat."
I suppose by that logic every single counterspell ever made is garbage? You simply don't understand how blue plays. Blue is all about answers, not threats. An answer to an answer is one of the things blue relishes above all else, I've played blue in almost every single deck I've ever made and that is always its role other than card draw.
If you can't offer anything that gets you above a .5 rating, just don't comment on blue cards because you obviously have no idea how blue plays.
Now then... As for the card itself, it's an ally enabler for sure, a deadly one at that. Landfall also works well with it. Within the block, it's an excellent answer to an answer and a good threat reloader. Outside, it's more or less an answer to an answer and decent threat reloader. 4.5/5 in block, 3.5/5 outside. 4/5 overall.
This is a really fun card. It has great synergy with Elvish Visionary and thus provides card draw as well as removal in my casual Lorescale Coatl deck.
drossap1
☆☆☆☆☆ (0.0/5.0)
Combos with Omniscience and archeomancer. 1. Omniscience makes your spells free. 2. Archeomancer fetches an instant or sorcery from graveyard. 3. Use tradewinds to bounce archeomancer and an opponent's permanent. 4. Replay archeomancer and get back tradewinds. 5. Bounce everyone's board.
Majora_13
☆☆☆☆☆ (0.0/5.0)
@PEVE_O
No it's not. Peel from reality says target creature. Aether Tradewinds says target permanent. In response to removal, you can bounce the target and bounce a... well, anything.
RiftenBlack
☆☆☆☆☆ (0.0/5.0)
@VoidedNote:
"I suppose by that logic every single counterspell ever made is garbage?"
This card is so different from a counterspell, that your analogy is flawed. Æther Tradewinds is a very narrow card. When it's good, it's very good. The amount of things that have to align for it to be really good though are a lot, so most of the time, any other reasonable card is going to be better than Æther Tradewinds.
"You simply don't understand how blue plays. Blue is all about answers, not threats."
I think he does understand it. Blue's best answers are generic. Cancel is good because it counters anything. A counter that only gets instants and lets the opponent pay 2 to ignore it becomes even more narrow, making it much worse than Cancel. Just like with creatures, not all "answer" cards are equal.
Worldwalker1
☆☆☆☆☆ (0.0/5.0)
I don't know about certain other commenters, but, in my mind, an opponent playing an instant that can delay or even nullify your strategy, leave you vulnerable, and give your opponent an extra use out of an etb effect is a threat. You won't always have good counters in hand, so this is for when something gets through.
It doesn't just have to be a reactionary card, either. You could use this to open an opponent's defense in exchange for bouncing something of your own you could live without for a turn and it's easy to gear a deck full of "Enters the battlefield" effects and Haste to make it even more useful. Also, keep in mind that in format this card has natural synergy with Allies and Landfall.
All this for the same cmc as a Cancel, but with a little more splashability.
Comments (36)
I'd say mid-pick in Limited. It actually seems like pretty nice tech with all the synergy in the block. (Allies, Kabira Crossroads lands, landfall, kicker dudes, Gomazoa...)
Most awesome combo if you pull it: Avenger of Zendikar.
You can fizzle your opponent's removal spell by rescuing the target, or you can make use of your permanent's cip/etb effect a second time.
Whether you are able to do one or both by casting this spell, you'll always also even get to bounce any of your opponents permanents.
I would have loved it for
Lower cost would be brutal, I think this cost is very solid where it is.
4/5
Bounce one of their permanents, one of their creatures is RFG permanently. Oh, and you get to Journey another one of their creatures.
Turn two- Island, aether trade wind your elf and their land.
Boomerang is back
An answer to an answer is a VERY bad thing. Rather play another threat.
This card costs exactly the same as a Consign to Dream and since returning something on your side should be considered an additional drawback, the cost should have been lower. This was printed because it enables some silly landfall or ally combo, if you can return that permanent you need to your hand. But I would rather stay to a Withdraw, choosing a permanent I control as the second option.
but now i kinda liked it maybe one of my keycards
situations where i used this is when i save my permanent, or bouncing something i can't counter now then ill bounce back my spreading seas(for extra draw) or pilgrim's eye(ramp on blue! yay!) also i can choose new target for my seas(valakut? now ur an island haha)
but this card is still situation wise
3.8/5 for me,
PS: bounce persist?
The dirty secret with this card is that you can nullify two attacking creatures with one chump blocker.
Block one with your chump.
Before damage: bounce the chump, and then bounce another of their attackers.
Added bonus if your blocker has a comes into play effect.
As someone already mentioned, its natural pair in set, imho, is Pilgrim's Eye.
It's not quite as nice as flexible as Into the Roil, but with a little creativity I've noticed there's a lot of things that can be done. I think this is primarily a defensive tool, while the aforementioned is more aggressive.
Drop an Ornithopter in there and avoid the mana-tempo loss.
Man I wanna make that
"An answer to an answer is a VERY bad thing. Rather play another threat."
I suppose by that logic every single counterspell ever made is garbage? You simply don't understand how blue plays. Blue is all about answers, not threats. An answer to an answer is one of the things blue relishes above all else, I've played blue in almost every single deck I've ever made and that is always its role other than card draw.
If you can't offer anything that gets you above a .5 rating, just don't comment on blue cards because you obviously have no idea how blue plays.
Now then... As for the card itself, it's an ally enabler for sure, a deadly one at that. Landfall also works well with it. Within the block, it's an excellent answer to an answer and a good threat reloader. Outside, it's more or less an answer to an answer and decent threat reloader. 4.5/5 in block, 3.5/5 outside. 4/5 overall.
1. Omniscience makes your spells free.
2. Archeomancer fetches an instant or sorcery from graveyard.
3. Use tradewinds to bounce archeomancer and an opponent's permanent.
4. Replay archeomancer and get back tradewinds.
5. Bounce everyone's board.
No it's not. Peel from reality says target creature. Aether Tradewinds says target permanent. In response to removal, you can bounce the target and bounce a... well, anything.
"I suppose by that logic every single counterspell ever made is garbage?"
This card is so different from a counterspell, that your analogy is flawed. Æther Tradewinds is a very narrow card. When it's good, it's very good. The amount of things that have to align for it to be really good though are a lot, so most of the time, any other reasonable card is going to be better than Æther Tradewinds.
"You simply don't understand how blue plays. Blue is all about answers, not threats."
I think he does understand it. Blue's best answers are generic. Cancel is good because it counters anything. A counter that only gets instants and lets the opponent pay 2 to ignore it becomes even more narrow, making it much worse than Cancel. Just like with creatures, not all "answer" cards are equal.
It doesn't just have to be a reactionary card, either. You could use this to open an opponent's defense in exchange for bouncing something of your own you could live without for a turn and it's easy to gear a deck full of "Enters the battlefield" effects and Haste to make it even more useful. Also, keep in mind that in format this card has natural synergy with Allies and Landfall.
All this for the same cmc as a Cancel, but with a little more splashability.
Situational, but solid. 4/5
Now who is going to rescue that poor goblin?
"The wind smells of social justice. Check your privilege."