Spellfire cards

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Favorable Winds
24 / 100

Favorable Winds

Must be played immediately upon being drawn. Each player draws one card for each flyer in his pool. (Helpful)

This is an old and copyrighted card, and it is restricted to use in the New Spellfire Game or official tournaments.

Properties

Type
Event card type
Rarity
Rare
World
AD&D
Edition
Draconomicon
Level
1
Phases
1/2/3/4/5/6

Copyrights:
TSR
Wizards of the Coast

Extended description

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Upon first glance, this sounds like a good card for a flyer deck. You get a free card for each flyer in your pool. But this card doesn't always work out the way one might like. First of all, it affects all players, so you can just as likely give your opponent(s) more cards then you can get. Secondly, and more important, Favorable Winds must be played as soon as it's drawn. If this event comes up early in a game, you could end up with no extra cards and an event wasted in your Void.

Unless you like the gamble of possibly being able to get a lot of cards, stick with one of the other cards that grant you extra cards, like Good Fortune [4th-120]. As a theme deck idea though, Favorable Winds combined with Council of Wyrms [DR-16] are mainstays in the "Liquid Dragon" deck. This deck is filled with flying dragon champions and can result in huge card draws from the above two events. This is still risky, as you might draw Favorable Winds too early to be put to good use.