1.8k
3/3/2025
Lord Windgrace EDH
Deck Size: 100
Commander
Legal
Est deck cost: $1639.86
Salt sum: 62.67
1.8k
3/3/2025
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Commander

Qty: 1 Price: $7.99
Lord Windgrace

+2: Discard a card, then draw a card. If a land card is discarded this way, draw an additional card. −3: Return up to two target land cards from your graveyard to the battlefield. −11: Destroy up to six target nonland permanents, then create six 2/2 green Cat Warrior creature tokens with forestwalk. Lord Windgrace can be your commander.

Planeswalker
Lord Windgrace (spg) 14

Commander

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Land Destruction

Qty: 3 Price: $8.07
Destructive Force

Each player sacrifices five lands of their choice. Destructive Force deals 5 damage to each creature.

Sorcery
Destructive Force (m11) 133
Tectonic Break

Each player sacrifices X lands of their choice.

Sorcery
Tectonic Break (mmq) 216
Wildfire

Each player sacrifices four lands of their choice. Wildfire deals 4 damage to each creature.

Sorcery
Wildfire (mm2) 134

Land Destruction

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Synergy

Qty: 4 Price: $52.06
Ancient Greenwarden

Reach (This creature can block creatures with flying.) You may play lands from your graveyard. If a land entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

Creature
Ancient Greenwarden (znr) 178
Evolution Sage

Landfall — Whenever a land you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Creature
Evolution Sage (lcc) 240
Nissa, Resurgent Animist

Landfall — Whenever a land you control enters, add one mana of any color. Then if this is the second time this ability has resolved this turn, reveal cards from the top of your library until you reveal an Elf or Elemental card. Put that card into your hand and the rest on the bottom of your library in a random order.

Creature
Nissa, Resurgent Animist (mat) 22
Tireless Provisioner

Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life." Treasure is an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Creature
Tireless Provisioner (mh2) 180

Synergy

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Draw

Qty: 2 Price: $10.98
Braids, Arisen Nightmare

At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.

Creature
Braids, Arisen Nightmare (dmu) 288
The Gitrog Monster

Deathtouch At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land. You may play an additional land on each of your turns. Whenever one or more land cards are put into your graveyard from anywhere, draw a card.

Creature
The Gitrog Monster (soi) 245

Draw

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Ramp / Lands ETB

Qty: 10 Price: $55.30
Cultivate

Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.

Sorcery
Cultivate (m21) 317
Farseek

Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.

Sorcery
Farseek (who) 232
Harrow

As an additional cost to cast this spell, sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.

Instant
Harrow (40k) 216
Into the North

Search your library for a snow land card, put it onto the battlefield tapped, then shuffle.

Sorcery
Into the North (plst) CSP-111
Kodama's Reach

Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.

Sorcery
Kodama's Reach (cmm) 649
Nature's Lore

Search your library for a Forest card, put that card onto the battlefield, then shuffle.

Sorcery
Nature's Lore (dmr) 346
Reshape the Earth

Search your library for up to ten land cards, put them onto the battlefield tapped, then shuffle.

Sorcery
Reshape the Earth (cmr) 249
Sakura-Tribe Elder

Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Creature
Sakura-Tribe Elder (scd) 208
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (cmm) 703
Three Visits

Search your library for a Forest card, put it onto the battlefield, then shuffle.

Sorcery
Three Visits (clb) 837

Ramp / Lands ETB

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Token Generators

Qty: 1 Price: $22.99
Greensleeves, Maro-Sorcerer

Protection from planeswalkers and from Wizards Greensleeves's power and toughness are each equal to the number of lands you control. Landfall — Whenever a land you control enters, create a 3/3 green Badger creature token.

Creature
Greensleeves, Maro-Sorcerer (dmc) 27

Token Generators

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Extra Land Drops

Qty: 6 Price: $68.94
Azusa, Lost but Seeking

You may play two additional lands on each of your turns.

Creature
Azusa, Lost but Seeking (m21) 173
Dryad of the Ilysian Grove

You may play an additional land on each of your turns. Lands you control are every basic land type in addition to their other types.

Creature Enchantment
Dryad of the Ilysian Grove (thb) 169
Exploration

You may play an additional land on each of your turns.

Enchantment
Exploration (cns) 164
Mina and Denn, Wildborn

You may play an additional land on each of your turns. {R}{G}, Return a land you control to its owner's hand: Target creature gains trample until end of turn.

Creature
Mina and Denn, Wildborn (pogw) 156s
Oracle of Mul Daya

You may play an additional land on each of your turns. Play with the top card of your library revealed. You may play lands from the top of your library.

Creature
Oracle of Mul Daya (2x2) 154
Wayward Swordtooth

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) You may play an additional land on each of your turns. This creature can't attack or block unless you have the city's blessing.

Creature
Wayward Swordtooth (rix) 150

Extra Land Drops

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Recursion

Qty: 6 Price: $73.44
Bala Ged Recovery

Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (znr) 180Bala Ged Recovery // Bala Ged Sanctuary (znr) 180
Conduit of Worlds

You may play lands from your graveyard. {T}: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery.

Artifact
Conduit of Worlds (one) 163
Crucible of Worlds

You may play lands from your graveyard.

Artifact
Crucible of Worlds (m19) 229
Life from the Loam

Return up to three target land cards from your graveyard to your hand. Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)

Sorcery
Life from the Loam (uma) 172
Splendid Reclamation

Return all land cards from your graveyard to the battlefield tapped.

Sorcery
Splendid Reclamation (vow) 221
Walk-In Closet

Enchantment
Walk-In Closet // Forgotten Cellar (dsk) 205

Recursion

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Tutors

Qty: 10 Price: $315.70
Archdruid's Charm

Choose one — • Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle. • Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control. • Exile target artifact or enchantment.

Instant
Archdruid's Charm (mkm) 151
Chord of Calling

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.

Instant
Chord of Calling (2xm) 384
Crop Rotation

As an additional cost to cast this spell, sacrifice a land. Search your library for a land card, put that card onto the battlefield, then shuffle.

Instant
Crop Rotation (dmr) 154
Demonic Tutor

Search your library for a card, put that card into your hand, then shuffle.

Sorcery
Demonic Tutor (sta) 27
Elvish Reclaimer

This creature gets +2/+2 as long as there are three or more land cards in your graveyard. {2}, {T}, Sacrifice a land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.

Creature
Elvish Reclaimer (m20) 169
Expedition Map

{2}, {T}, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.

Artifact
Expedition Map (j22) 765
Grim Tutor

Search your library for a card, put that card into your hand, then shuffle. You lose 3 life.

Sorcery
Grim Tutor (m21) 315
Imperial Seal

Search your library for a card, then shuffle and put that card on top. You lose 2 life.

Sorcery
Imperial Seal (2x2) 354
Realms Uncharted

Search your library for up to four land cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle.

Instant
Realms Uncharted (roe) 206
Worldly Tutor

Search your library for a creature card, reveal it, then shuffle and put the card on top.

Instant
Worldly Tutor (dmr) 353

Tutors

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Land

Qty: 42 (43 w/ MDFC)Price: $861.44
Arid Mesa

{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.

Land
Arid Mesa (zne) 9
Blood Crypt

({T}: Add {B} or {R}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Blood Crypt (unf) 279
Bloodstained Mire

{T}, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.

Land
Bloodstained Mire (zne) 3
Bojuka Bog

This land enters tapped. When this land enters, exile target player's graveyard. {T}: Add {B}.

Land
Bojuka Bog (brc) 176
Boseiju, Who Endures

{T}: Add {G}. Channel — {1}{G}, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs {1} less to activate for each legendary creature you control.

Land
Boseiju, Who Endures (neo) 412
Cinder Glade

({T}: Add {R} or {G}.) This land enters tapped unless you control two or more basic lands.

Land
Cinder Glade (scd) 295
City of Brass

Whenever this land becomes tapped, it deals 1 damage to you. {T}: Add one mana of any color.

Land
City of Brass (2x2) 403
Command Beacon

{T}: Add {C}. {T}, Sacrifice this land: Put your commander into your hand from the command zone.

Land
Command Beacon (sld) 470
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (sld) 1697
Demolition Field

{T}: Add {C}. {2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.

Land
Demolition Field (bro) 260
Fabled Passage

{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.

Land
Fabled Passage (pw21) 4
Field of the Dead

This land enters tapped. {T}: Add {C}. Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.

Land
Field of the Dead (spg) 28
Forest

({T}: Add {G}.)

Land
Forest (znr) 278
Marsh Flats

{T}, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.

Land
Marsh Flats (zne) 6
Misty Rainforest

{T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.

Land
Misty Rainforest (zne) 10
Mountain

({T}: Add {R}.)

Land
Mountain (znr) 275
Overgrown Tomb

({T}: Add {B} or {G}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Overgrown Tomb (unf) 284
Polluted Delta

{T}, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.

Land
Polluted Delta (zne) 2
Prismatic Vista

{T}, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.

Land
Prismatic Vista (zne) 27
Scalding Tarn

{T}, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.

Land
Scalding Tarn (zne) 7
Smoldering Marsh

({T}: Add {B} or {R}.) This land enters tapped unless you control two or more basic lands.

Land
Smoldering Marsh (scd) 319
Snow-Covered Forest

({T}: Add {G}.)

Land
Snow-Covered Forest (mh1) 254
Snow-Covered Mountain

({T}: Add {R}.)

Land
Snow-Covered Mountain (mh1) 253
Snow-Covered Swamp

({T}: Add {B}.)

Land
Snow-Covered Swamp (mh1) 252
Stomping Ground

({T}: Add {R} or {G}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Stomping Ground (rvr) 299
Strip Mine

{T}: Add {C}. {T}, Sacrifice this land: Destroy target land.

Land
Strip Mine (sld) 472
Swamp

({T}: Add {B}.)

Land
Swamp (znr) 272
Talon Gates of Madara

When this land enters, up to one target creature phases out. {T}: Add {C}. {1}, {T}: Add one mana of any color. {4}: Put this card from your hand onto the battlefield.

Land
Talon Gates of Madara (m3c) 134
Urza's Cave

{T}: Add {C}. {3}, {T}, Sacrifice this land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.

Land
Urza's Cave (mh3) 234
Verdant Catacombs

{T}, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.

Land
Verdant Catacombs (zne) 8
Vesuva

You may have this land enter tapped as a copy of any land on the battlefield.

Land
Vesuva (tsr) 289
Wasteland

{T}: Add {C}. {T}, Sacrifice this land: Destroy target nonbasic land.

Land
Wasteland (zne) 30
Windswept Heath

{T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.

Land
Windswept Heath (zne) 5
Wooded Foothills

{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.

Land
Wooded Foothills (zne) 4
Woodland Chasm

({T}: Add {B} or {G}.) This land enters tapped.

Land
Woodland Chasm (khm) 274
Ziatora's Proving Ground

({T}: Add {B}, {R}, or {G}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Land
Ziatora's Proving Ground (snc) 295

Land

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Removal

Qty: 10 Price: $51.00
Assassin's Trophy

Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.

Instant
Assassin's Trophy (2x2) 372
Beast Within

Destroy target permanent. Its controller creates a 3/3 green Beast creature token.

Instant
Beast Within (pca) 57
Chaos Warp

The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.

Instant
Chaos Warp (scd) 127
Damnation

Destroy all creatures. They can't be regenerated.

Sorcery
Damnation (2x2) 353
Dire-Strain Rampage

Destroy target artifact, enchantment, or land. If a land was destroyed this way, its controller may search their library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Otherwise, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Flashback {3}{R}{G}

Sorcery
Dire-Strain Rampage (mid) 219
Maelstrom Pulse

Destroy target nonland permanent and all other permanents with the same name as that permanent.

Sorcery
Maelstrom Pulse (2xm) 207
Nature's Claim

Destroy target artifact or enchantment. Its controller gains 4 life.

Instant
Nature's Claim (plst) IMA-177
Pest Infestation

Destroy up to X target artifacts and/or enchantments. Create twice X 1/1 black and green Pest creature tokens with "When this token dies, you gain 1 life."

Sorcery
Pest Infestation (c21) 65
Tear Asunder

Kicker {1}{B} (You may pay an additional {1}{B} as you cast this spell.) Exile target artifact or enchantment. If this spell was kicked, exile target nonland permanent instead.

Instant
Tear Asunder (dmu) 183
Windgrace's Judgment

For any number of opponents, destroy target nonland permanent that player controls.

Instant
Windgrace's Judgment (ncc) 358

Removal

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Win Condition

Qty: 5 Price: $111.95
Craterhoof Behemoth

Haste When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.

Creature
Craterhoof Behemoth (jmp) 385
Finale of Devastation

Search your library and/or graveyard for a creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.

Sorcery
Finale of Devastation (war) 160
Rebuild the City

Choose target land. Create three tokens that are copies of it, except they're 3/3 creatures in addition to their other types and they have vigilance and menace. (They're affected by summoning sickness.)

Sorcery
Rebuild the City (mat) 43
Scapeshift

Sacrifice any number of lands. Search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.

Sorcery
Scapeshift (m19) 201
Scute Swarm

Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of this creature instead.

Creature
Scute Swarm (znr) 308

Win Condition

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Sideboard

Qty: 24 Price: $180.28
Arcane Lighthouse

{T}: Add {C}. {1}, {T}: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.

Land
Arcane Lighthouse (cm2) 233
Augur of Autumn

You may look at the top card of your library any time. You may play lands from the top of your library. Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library.

Creature
Augur of Autumn (mid) 168
Avenger of Zendikar

When this creature enters, create a 0/1 green Plant creature token for each land you control. Landfall — Whenever a land you control enters, you may put a +1/+1 counter on each Plant creature you control.

Creature
Avenger of Zendikar (j22) 629
Blasphemous Act

This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.

Sorcery
Blasphemous Act (scd) 124
Deathsprout

Destroy target creature. Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Instant
Deathsprout (c20) 208
Diabolic Intent

As an additional cost to cast this spell, sacrifice a creature. Search your library for a card, put that card into your hand, then shuffle.

Sorcery
Diabolic Intent (bro) 89
Eternal Witness

When this creature enters, you may return target card from your graveyard to your hand.

Creature
Eternal Witness (2x2) 145
Gaze of Granite

Destroy each nonland permanent with mana value X or less.

Sorcery
Gaze of Granite (c21) 217
Ghost Quarter

{T}: Add {C}. {T}, Sacrifice this land: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.

Land
Ghost Quarter (plst) CM2-253
Ignoble Hierarch

Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) {T}: Add {B}, {R}, or {G}.

Creature
Ignoble Hierarch (mh2) 166
Lotus Cobra

Landfall — Whenever a land you control enters, add one mana of any color.

Creature
Lotus Cobra (znr) 193
Lotus Field

Hexproof This land enters tapped. When this land enters, sacrifice two lands. {T}: Add three mana of any one color.

Land
Lotus Field (m20) 249
Nissa, Vital Force

+1: Untap target land you control. Until your next turn, it becomes a 5/5 Elemental creature with haste. It's still a land. −3: Return target permanent card from your graveyard to your hand. −6: You get an emblem with "Whenever a land you control enters, you may draw a card."

Planeswalker
Nissa, Vital Force (kld) 163
Perennial Behemoth

You may play lands from your graveyard. Unearth {G}{G} ({G}{G}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

Creature Artifact
Perennial Behemoth (bro) 202
Putrefy

Destroy target artifact or creature. It can't be regenerated.

Instant
Putrefy (plst) KHC-91
Rakdos Charm

Choose one — • Exile target player's graveyard. • Destroy target artifact. • Each creature deals 1 damage to its controller.

Instant
Rakdos Charm (scd) 239
Ramunap Excavator

You may play lands from your graveyard.

Creature
Ramunap Excavator (phou) 129
Return to Nature

Choose one — • Destroy target artifact. • Destroy target enchantment. • Exile target card from a graveyard.

Instant
Return to Nature (scd) 206
Shared Summons

Search your library for up to two creature cards with different names, reveal them, put them into your hand, then shuffle.

Instant
Shared Summons (m20) 193
Torment of Hailfire

Repeat the following process X times. Each opponent loses 3 life unless that player sacrifices a nonland permanent of their choice or discards a card.

Sorcery
Torment of Hailfire (plst) HOU-77
Urza's Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — This Saga gains "{T}: Add {C}." II — This Saga gains "{2}, {T}: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'" III — Search your library for an artifact card with mana cost {0} or {1}, put it onto the battlefield, then shuffle.

Land Enchantment
Urza's Saga (mh2) 259
War Room

{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.

Land
War Room (cmr) 361
Winding Canyons

{T}: Add {C}. {2}, {T}: You may cast creature spells this turn as though they had flash.

Land
Winding Canyons (wth) 167
World Shaper

Whenever this creature attacks, you may mill three cards. When this creature dies, return all land cards from your graveyard to the battlefield tapped.

Creature
World Shaper (ncc) 323

Sideboard

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Maybeboard

Qty: 8 Price: $68.52
Boom

Sorcery
Boom // Bust (tsr) 156
Death Cloud

Each player loses X life, discards X cards, sacrifices X creatures of their choice, then sacrifices X lands of their choice.

Sorcery
Death Cloud (mma) 76
Decree of Annihilation

Exile all artifacts, creatures, and lands from the battlefield, all cards from all graveyards, and all cards from all hands. Cycling {5}{R}{R} ({5}{R}{R}, Discard this card: Draw a card.) When you cycle this card, destroy all lands.

Sorcery
Decree of Annihilation (plst) SCG-85
Jokulhaups

Destroy all artifacts, creatures, and lands. They can't be regenerated.

Sorcery
Jokulhaups (6ed) 192
Obliterate

This spell can't be countered. Destroy all artifacts, creatures, and lands. They can't be regenerated.

Sorcery
Obliterate (plst) INV-156
Ruination

Destroy all nonbasic lands.

Sorcery
Ruination (cmd) 134
Squandered Resources

Sacrifice a land: Add one mana of any type the sacrificed land could produce.

Enchantment
Squandered Resources (vis) 137
Titania, Protector of Argoth

When Titania enters, return target land card from your graveyard to the battlefield. Whenever a land you control is put into a graveyard from the battlefield, create a 5/3 green Elemental creature token.

Creature
Titania, Protector of Argoth (mh2) 287

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
14 pips - 11 cards
14 mana - 14 cards
11 pips - 8 cards
13 mana - 13 cards
61 pips - 46 cards
18 mana - 18 cards
0 pips - 0 cards
9 mana - 8 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"\tThis is a landfall deck helmed by "},{"insert":{"card-link":"Lord Windgrace"}},{"insert":" that wins by tutoring "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" or "},{"insert":{"card-link":"Scute Swarm"}},{"insert":", stacking their Landfall triggers to build a wide board, followed by "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" to alpha strike the entire table. Not the most original win condition, but the decision points in the deck make all the difference. While it did start as the Lord Windgrace pre-constructed commander deck way back in 2018, it shares almost no cards with the original deck and therefore I would hardly call it an upgraded version.\n\n\tMy first iteration of the deck was a mildly upgraded version of the precon, but I did not have fetchlands or any particularly expensive cards back in 2018 so the deck was not quite strong enough to hold it's own in my pod. Now, quite a few years later, it's one of my favorite decks that I have tweaked repeatedly over the years and I have also invested heavily into \"blinging it out\". This is one of my favorite decks of all time, although it should be said that the land destruction variant is relatively new and I am not yet certain how I feel about it. Note that the most optimized/successful version of the deck ran "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" to grab Craterhoof Behemoth but I have since moved that card to another deck. The haste on the X+= 10 was huge for the deck, and I can definitely see adding that card back in at some point down the road. \n \n\tIn this iteration, there is a moderate amount of targeted and mass land destruction to cripple opponents while setting up the win, as well as a heavy amount of control since the deck can take a little while to get online. The deck relies on Lord Windgrace for draw, and also abuses his second ability to recur fetchlands and stack landfall triggers. There are a fair few tutors in the deck because we need to have our token generators, and eventually Craterhoof, in order to win the game.\n\n\tOk, let's break down the categories in the deck.\n\nDraw:\n\tWindgrace is our main source of draw, but "},{"insert":{"card-link":"Braids, Arisen Nightmare"}},{"insert":" is also excellent in this deck because we can sacrifice lands and our opponents are typically not willing to follow suite. And, if they do, then it plays to our advantage anyway because we will recur our sacrificed lands with either a "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" effect or Windgrace's -3 ability. Obviously "},{"insert":{"card-link":"The Gitrog Monster"}},{"insert":" is just absurd in this deck, as he triggers off of our Windgrace's +2 discard, fetches, etc. Often we even appreciate that he forces us to sacrifice a land because it means we'll have the two we want in the yard for Windgrace's -3 ability. \n\nRamp / Lands ETB:\n\tThis category is mostly green ramp spells that put lands onto the battlefield from our library. Of course, with 2 colorless in Windgrace's casting cost, "},{"insert":{"card-link":"Sol Ring"}},{"insert":" is a must even though this is a Landfall deck; the tempo advantage of dropping him 2 turns early is just too insane to pass up. "},{"insert":{"card-link":"Reshape the Earth"}},{"insert":" could probably be listed as a win con, because it often can close out a game, but I left it here for somewhat arbitrary reasons. \n\nExtra Land Drops:\n\tWe want to pay as many lands in a turn as possible to trigger "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" or "},{"insert":{"card-link":"Scute Swarm"}},{"insert":" , and these help us do just that. This also helped us get ahead early, and can fuel the Landfall triggered ramp creatures in "},{"insert":{"card-link":"Lotus Cobra"}},{"insert":" and "},{"insert":{"card-link":"Tireless Provisioner"}},{"insert":" to really get ahead. \n\nToken Generators: \n\tI guess this category only has "},{"insert":{"card-link":"Avenger of Zendikar"}},{"insert":" at the moment, so 'nuff said. \n\nRemoval:\n\tThere is a hefty amount of removal for the reasons listed above: Landfall can be a slow burn (although I have won with this deck by turn 6 on many occasions) and so we need as many tools to slow down our opponents as possible. Board wipes can be huge for us, as Field of the Dead and Windgrace will survive them, so a well-timed "},{"insert":{"card-link":"Damnation"}},{"insert":" can be game winning when we break parity and keep all of our important pieces on the board. \n\nLand Destruction:\n\tThis is the newest addition to the deck, but I really like the idea of making tempo plays to slow down the table as I overwhelm them with my land recursion and ramp. I love "},{"insert":{"card-link":"Tectonic Break"}},{"insert":" here because we can pick X=2 and set our opponents way back and then use Windgrace's -3 to bring our lands right back. If we have multiple land drops and a "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" effect then we can be even more greedy. It also has a lower CMC so it can be cast earlier to really cripple our opponents in the early game. I elected not to include the \"destroy all lands\" cards because they are much harder to break parity on, whereas forcing everyone to sac 5 lands is a huge loss for our opponents that this deck can recover from with ease. As I mentioned above regarding the board wipes: these land destruction + creature damage cards allow us to break parity on two fronts, so they can be extra juicy. It is also worth noting that looping "},{"insert":{"card-link":"Strip Mine"}},{"insert":" and the like is a perfectly viable strategy to cripple the opponent who worries you the most, be it the blue player or the combo player. \n\nRecursion: \n\tMost of these cards are used to recur lands from the graveyard, allowing us to loop fetches for landfall triggers as well as play lands we discard to Windgrace's +2, but we also run "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" and "},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":" for other important pieces or reusing removal or tutors. Note that Bala Ged is particularly strong in this deck as it can be a recurred as a land after being cast as a spell. \n\nSynergy:\n\tI kept the Landfall ramp creatures ("},{"insert":{"card-link":"Lotus Cobra"}},{"insert":" and "},{"insert":{"card-link":"Tireless Provisioner"}},{"insert":") in this category to separate them from the landfall triggering ramp, but don't let that fool you: these two can ramp at an absurd rate and almost every single one of my quickest wins involved dropping one or both of these early. "},{"insert":{"card-link":"Ancient Greenwarden"}},{"insert":" is both a Landfall "},{"insert":{"card-link":"Panharmonicon"}},{"insert":" effect as well as a Crucible effect, so it is an absolute all-star in the deck. \n\nTutors:\n\tMost of these are straightforward, but I would like to draw attention to the fact that Windgrace's +2 makes top of the deck tutors much more reliable. Also, "},{"insert":{"card-link":"Realms Uncharted"}},{"insert":" is broken here because no matter what they pick we almost certainly get all 4 of the lands eventually. Often we will grab "},{"insert":{"card-link":"Field of the Dead"}},{"insert":", "},{"insert":{"card-link":"Vesuva"}},{"insert":" (which is to copy the FotD), "},{"insert":{"card-link":"Strip Mine"}},{"insert":", some fetches, maybe other utility options like "},{"insert":{"card-link":"Arcane Lighthouse"}},{"insert":", "},{"insert":{"card-link":"Command Beacon"}},{"insert":", "},{"insert":{"card-link":"Bojuka Bog"}},{"insert":", etc. Also, as always, remember that we don't always need to hold our tutors for a win condition; there are plenty of times where an early tutor into a value piece to get ahead is a winning move. I really like pushing ahead with an early Lotus Cobra or Tireless Provisioner; obviously the land tutors should almost always be used to grab Field of the Dead, but the unrestricted tutors and creature tutors have some flexibility. \n\nWin Conditions:\n\tI chose to put "},{"insert":{"card-link":"Scute Swarm"}},{"insert":" here rather than in the Token Maker section because unlike the other token maker(s) it can definitely close a game without the help of "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":". I have yet to pull off copying "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" with "},{"insert":{"card-link":"Rebuild the City"}},{"insert":", mostly because I have been building many new decks recently so this one is seeing far less play at the moment, but the day I do it will be glorious. Once we have pulled ahead of our opponents, through a combination of intensive ramp, destroying their lands, and constant interaction, we can go for the win by flooding the board with tokens and then using any one of our myriad tutors to drop a Craterhoof. Of course, since the deck does not currently include a "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":", we do need to wait for a turn rotation after making our tokens before we can attack. It's for this reason that I may reinstate Finale in the deck, because you don't need that many tokens down when you cast it with X+=10 and grab a Craterhoof, and the Haste is a huge boon. \n\n\n\tThis is one of my favorite and longest-tenured decks, so it holds a special place in my collection. It is a blast to play, can be absurdly powerful, and includes a lot of decision points and game actions. Better be good at shuffling your deck though, because Landfall requires a lot of it and you don't want to bore your opponents; obligatory apology and shout out to my play group as they have put up with my Landfall obsession in the form of many different decks over the years without (too much) complaining. As always, please leave any comments, questions or suggestions you may have down below! Cheers\n\n\nEdit 01:\nLotus Cobra out for "},{"insert":{"card-link":"Nissa, Resurgent Animist"}},{"insert":". Return to Nature out for "},{"insert":{"card-link":"Archdruid's Charm"}},{"insert":". Perennial Behemoth and Eternal Witness both out for "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" and "},{"insert":{"card-link":"Evolution Sage"}},{"insert":". \nThe first two are easy swaps, while the latter two are less so. Nissa is a straight upgrade over Lotus Cobra since it can also find important pieces. Archdruid's Charm is a creature or land tutor that can also be removal; it's an incredibly flexible card. Evolution Sage used to perform well in previous versions of the deck, so I want to bring her back since the Perennial Behemoth has underperformed for me. I decided that I want the Finale back in the deck, and I since it can retrieve the Craterhoof from the graveyard the Eternal Witness is maybe less necessary for now. I may end up wanting that recursion again, so it may be reinstated. \n\nEdit 02:\nAvenger of Zendikar out for "},{"insert":{"card-link":"Greensleeves, Maro-Sorcerer"}},{"insert":". Obviously AoZ is a classic landfall staple, but I want to try out Greensleeves. The 3/3 tokens are pretty beefy, and her P/T being large will make a good blocker to protect Windgrace. We'll see how it goes. \n\nEdit 03: 05/29/24\n"},{"insert":{"card-link":"Urza's Cave"}},{"insert":" is a new land from MH3 that can tutor lands, and then Windgrace will be able to recur it and do it again. I removed "},{"insert":{"card-link":"War Room"}},{"insert":" for it. \n\nEdit 04: 09/10/24\n"},{"insert":{"card-link":"Talon Gates of Madara"}},{"insert":" is an excellent new land from the MH3 Simic precon; it will be great in this deck, and I slotted it in for "},{"insert":{"card-link":"Arcane Lighthouse"}},{"insert":". \n\nEdit 05: 10/30/24\n"},{"insert":{"card-link":"Walk-In Closet // Forgotten Cellar"}},{"insert":" is coming in for "},{"insert":{"card-link":"Ramunap Excavator"}},{"insert":". Enchantments are harder to interact with and also survive my boardwipes; on top of that, the second door is just upside. \n"}]}
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