Yeah, I can't remember a single time I've cast Winds of Abandon and not had it win me the game either on the spot or within a turn. Especially with so many people relying on graveyard recursion, exiling large amounts of creatures later in the game, when hands might be fairly empty, tends to be pretty good. Plus I have had plenty of games when I cast Winds and opponents werent' able to pull many - or occasionally any - lands because they had few basics in their deck or none still there when it was cast.
It's very much a timing thing, of course. Winds is what you cast when you are ready to win,. As just a "clear the board of nuisances" boardwipe midgame, it's pretty bad.
As to today's cards, the Zeniths are all pretty good. I don't think I currently run the red one in any deks, but I have in the past and probably will again. Red exile removal with the possibility of drawing it again later is pretty good.
I run all of the others in a variety of decks. I started running Black Sun back when Avacyn was a constant presence in games, and I have never regretted drawing into it. White Sun being an instant offers incredible value. I have won combats by adding a bunch of cats when it appeared I had no blockers, and I have cast it right before my turn then swung with a big army more times than I can count. Blue Sun is among my favorite big-draw U spells, both because it's an instant and because you can draw it repeatedly. And Green Sun is a spectacular tutor, with its limitations rarely mattering much.