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Inniaz, the Gale Force

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 cost3 genericblueblue
  • White, Blue ()
  • Power / toughness4 / 4
  • RarityRare

Flying

2 genericwhite or blue: Attacking creatures with flying get +1/+1 until end of turn. (white or blue can be paid with either white or blue.)

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

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.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what Inniaz, the Gale Force does6

The 6 Cards

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

Wizards of the Coast 23 Jun 2020

If any player controls no nonland permanents, the player to their left doesn’t gain control of anything.

Wizards of the Coast 23 Jun 2020

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.

Wizards of the Coast 23 Jun 2020

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.

Wizards of the Coast 23 Jun 2020

In a two-player game, you exchange control of two permanents of your choice with your opponent.

Wizards of the Coast 23 Jun 2020

Inniaz’s ability resolves before blockers are chosen.

Wizards of the Coast 23 Jun 2020

Inniaz’s ability resolves even if some or all of the attacking creatures lose flying or leave combat before it resolves.

Wizards of the Coast 23 Jun 2020

Inniaz’s ability triggers just once, no matter how many creatures with flying attack beyond the third.

Wizards of the Coast 23 Jun 2020

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.

Wizards of the Coast 23 Jun 2020

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 ↗

Similar Commanders

Commanders that share the most with Inniaz, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWUPlayers write colors as letters: W for white, U for blue. Blue is U because B was already taken by black.Group HugGroup Hug decks give every player extra cards, mana or life, making friends at the table while they quietly work toward their own win. The trick is to be the player best placed to use all that extra.Open the Group Hug pageDonateGives an opponent control of one of your own permanents. Sometimes the gift is generous, sometimes it is a cursed object; either way the card changes hands on purpose. Zedruu the Greathearted, Akroan Horse, Harmless OfferingOpen the Donate pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink pageCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick page