Age of Wild Magic

Tailwind

spell

2

hex - air

Move a friendly creature. If it is Flying, it becomes Ready.

Tailwind

Move a friendly creature. If it is Flying, it becomes Ready.

Kind
spell
Branch
wind
Prefix
hex
Suffix
air
Mana cost
2
Set
Core Set
Starter decks
Tempest

Effects

  • Free Move Friendly

    freeMoveFriendly

    Move a friendly creature. That move does not use its Action.

Tailwind — Age of Wild Magic