: Add to your mana pool.
, , Sacrifice a land: Destroy target nonbasic land.
|Have (2)||gildan_bladeborn , metalmagic|
Printings View all
|Zendikar Expeditions (EXP)||Mythic Rare|
|Mercadian Masques (MMQ)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Dust Bowl occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Dust Bowl Discussion
1 week ago
Alright. Into phase two of a lands deck! So, the very best thing you can do is abuse Glacial Chasm. Use land tutors to find defensive lands, such as Maze of Ith or Strip Mine for the sake of dissuading attacks.
Furthermore, the glory of a land-based strategy is that your battlefield always remains untouched. Wraths never do, or typically don't, tarnish your board-state.
In short, I'd recommend perhaps 2-4 wraths and a Glacial Chasm package. Drownyard Temple goes well with it. Effects such as Crucible of Worlds and Ramunap Excavator are imperative for replaying the Chasm from the bin, thusly negating the sacrifice cost. With extra-land effects it can be very potent. Life from the Loam is also strong, granting another form of card advantage with cycling lands.
If you need to live more, just more interaction is great. I only run a few in my lands build, but it's a matter of taste. Beast Within is never lacking.
With great wraths comes great planeswalkers. You need some more value engines and constant draw! I don't care what people say, they're still fine in commander. Especially in lands decks, for a multitude of wraths keeps the table away:
Vital Force ultimates quickly and draws much.
Vivien Reid draws and murders. She's great but slow.
Chandra, Torch of Defiance may not say "land" but draws, ramps, kills, and kills some more.
For what I would cut:
Chandra's Ignition is cute but an eleven-mana kill.
Boundless Realms just ramps you more at seven mana.
The rest of what you remove comes down to repeated gameplay. The standard I hold my decks to is having ramp and draw fully assembled by the end of turn-four if uninterupted, if you need a reference.
So, more lines of attack outside of combat, disruption, and defensive options.
Good luck! It all comes down to choice.
2 weeks ago
Glad you agree on Atarka. Hope that swap helps!
Doesn't have to be heroic intervention per say, I just like it and thought you might find it worthwhile. But it has saved my ass multiple times.
Summoning Trap - Instant speed is nice, but you really want it that turn or else you are just waiting a turn when you could have had it earlier. If you never whiff, then thats fine. I whiffed on it MANY times with 30+ creatures in the deck so I took it out. I guess we have different luck!
I would put in Savage over Kozilek because the tempo is so important. That being said, it's VERY fun to Tooth and Nail Kozilek + Archtype of Endurance. You don't get the cast trigger, but a 24/24 hasty Annihlator 4 WITH hexproof is a threat that should not be overlooked. Has forced opponents to wipe which is understandable. All of that said, I like ventmaw because tempo is SUPER useful.
Worldspire Wurm - I overlooked how many cheating cards you had, with that said, then I take back my statement. If I had more cheating in my deck, I might consider it too. I hope you enjoy it! :D
I would put Questing Beast instead of Ventmaw in Point #4 after reading your post because it acts as a creature and a PW remover since your meta is littered with them. If they also have maze of ith lands, then I would cut Inkmoth Nexus for Strip Mine and similar friends such as Wasteland, Field of Ruin, Ghost Quarter, Dust Bowl, etc.... depending on budget and availability. Strip mine and Wasteland preffered. You really only need Strip mine, but everyone has their preferences. Keep Star of extinction since it appears to be very helpful in your meta.
I agree with basically all your points. Well said my good sir!
2 months ago
Not a bad start! My one real recommendation is to try and focus the deck up a bit more. It seems to me that the deck is trying to go into a few different directions, I'm seeing 1) a landfall strategy, which is typical for most Lord Windgrace decks, 2) land destruction with Strip Mine, Wasteland, Tectonic Edge, Dust Bowl & Destructive Flow and 3)a little bit of artifact hate, Collector Ouphe & Damping Matrix. Personally, I think that's a little bit scattered and I'd recommend trying to focus it up a bit more. I'm personally not a fan of Amulet of Vigor in these decks. Windgrace builds typically are slower decks to begin with and I just think it's a wasted spot in the deck. It's definitely a powerful card though for sure. Also, I think you need more lands. I haven't seen a good and well functioning Lands Matter deck with less than 40 lands in it. On a similar note, being a landfall strategy, you need more ways to play multiple lands per turn. Cards like Oracle of Mul Daya and Azusa, Lost but Seeking are amazing..and expensive yes I know. Dryad of the Ilysian Grove is a recent printing that has the same effect for 3 mana.
All in all I think you have a good start to your Windgrace deck! My build I am constantly tinkering with and I'm at a good spot now where I like it. Take a look and maybe it'll give you some ideas for your own!
Commander / EDH
SCORE: 5 | 6 COMMENTS | 660 VIEWS | IN 1 FOLDER
2 months ago
jdwork I found a compromise!
I decided that dorks were not the way to go. However, I had, and still have, over 30 spells that kill land, and that's a few more than I need. So I enacted the following revisions:
Still don't know what I can do without to include Acidic Slime, but the creature removal part of it is certainly appealing. Maybe you or someone else has a suggestion for that.
2 months ago
2 months ago
Might not be competitive but it's a fun white good stuff list.
Sun Titan great synergy with peacekeeper.
2 months ago
2 months ago
The best upgrades to a land based deck are a fetch shock/triome/dual land-in-general-mana-base. Up your land count to a higher than normal amount, like 40 or more. A land based deck would work well by focusing around Field of the Dead. You can use Scapeshift for a ton of zombies out of nowhere. Crop Rotation does great as well. Assuming you have fetchlands, Titania, Protector of Argoth is very powerful. Ramunap Excavator goes well with fetches, too. As does Life from the Loam. Sylvan Safekeeper is a great card for a land deck as well. As an FYI, you can give opponent creatures shroud as well to mess with them trying to use equipment, auras, or spells (like Chandra's Ignition or Tainted Strike). Other good lands to sacrifice are the horizon lands, Waterlogged Grove, and Strip Mine or Dust Bowl.
I assume you already have the landfall creatures Roil Elemental and Avenger of Zendikar. But some other cards that work well with a land based ramp deck are X spells like Torment of Hailfire and Finale of Devastation.