- Commander Nexus
- Commanders
- Inniaz, the Gale Force
Command zone
Inniaz, the Gale Force
Legendary Creature — Djinn
Inniaz wants a deck that helps every player at the table, itself included. It also works in a deck built around Djinn / Efreet.
- Mana cost
- White, Blue ()
- Power / toughness4 / 4
- RarityRare
Flying
: Attacking creatures with flying get +1/+1 until end of turn. (
can be paid with either
or
.)
Whenever three or more creatures you control with flying attack, each player gains control of a nonland permanent of your choice controlled by the player to their right.
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- Archetypes
- Themes
Cards That Fit Inniaz, the Gale Force
Picked for what they do in Inniaz's deck. When two cards do the same job, the one with the lower comes first. All of them fit Inniaz's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.
Open the full glossary
plan6
Does what Inniaz, the Gale Force does6
Rulings for Inniaz, the Gale Force
explain how Inniaz works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
If any player controls no nonland permanents, the player to their left doesn’t gain control of anything.
If you give away a creature you control with flying that attacked, it’s removed from combat. It will still be tapped if it was tapped, so it won’t be able to block.
In a Two-Headed Giant game, Inniaz’s ability ignores who’s on which team. The leftmost player on each team gains control of a teammate’s permanent, and the rightmost player gains one from the opposing team’s leftmost player. If your teammate gains control of an attacking creature this way, it’s still removed from combat.
In a two-player game, you exchange control of two permanents of your choice with your opponent.
Inniaz’s ability resolves before blockers are chosen.
Inniaz’s ability resolves even if some or all of the attacking creatures lose flying or leave combat before it resolves.
Inniaz’s ability triggers just once, no matter how many creatures with flying attack beyond the third.
The control-change effect of Inniaz’s last ability lasts indefinitely. It doesn’t wear off during the cleanup step, and it doesn’t expire if Inniaz leaves the battlefield. In a multiplayer game, a player who leaves the game takes back their permanent and gives back the one they took.
You choose the permanents to be blown over to other players while Inniaz’s ability is resolving. No player may take actions between the time you make the choices and the time control changes.
9 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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