Legendary Planeswalker — 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 2 target land cards from your graveyard to the battlefield under your control.
-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.
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Lord Windgrace Discussion
4 days ago
Personally i don't tend to run over 36 lands in a deck, especially if i have some artifact ramp, unless of course its a land matters deck like Lord Windgrace or Omnath, Locus of Rage. 37 lands should be more than enough especially if you can draw a few cards through the game to get your land drops! Rhystic Study is definitely worth it, if you can get it out early and keep it on the table it normally gains you a massive card advantage over the other players, especially if they are casting multiple spells a turn.
5 days ago
I'm a fellow Gitrog player. I started building it because I like to draw cards. Didnt think there were any combos involved. But i do run that main combo, but it's hard to understand. I'm thinking about turning my Gitrog into Lord Windgrace.
1 week ago
I never claimed that perception didn't make it seem worse, however perception doesn't make it worse. Players who don't play around MLD might be screwed, if they don't sandbag unnecessary lands they are asking for it though.
This idea is a very simple one that many players, especially in EDH are familiar with, "overextending into a board wipe". Heard of it?
My points never stated that players should love MLD, they shouldn't, but they can't cope with things they outright ban, and you trying to support their idealistic world of no interaction is downright disgusting. If a player loses to something, they should either
A: Not get mad, because it was a loss out of luck.
B: Not get mad, learn something from it, perhaps play around it, change their playstyle.
C: Get mad, because the loss was unwarranted, and was predicated on collusion (players teaming up outside of the game), something outside of the game outside of collusion (an example is a player conceding when you stole a permanent of theirs, therefor depriving you of a resource you fairly gained), or something inside of the game that is broken for obvious reasons, such as a combo that is particularly degenerate due to game rules that do not work in the given format (many believe Felidar Sovereign falls under this category).
Which does land destruction fall under? No one has been able to convince me that C is the appropriate response, and a deck built around it is most likely much more consistent than A would have me believe.
This implies that B is the proper response.
If you think we should frown upon learning experiences, you know, like any interaction, win, or play in any game of magic, then you might as well not play, or is there something so integrally broken about the removal of lands that it in particular is the focus of contempt?
"MLD leaves many players bitter in a way that no other strategy does."
Leovold shutting off hands, GAAIV stax type decks, stax decks of nearly any kind, decks that use Blood Moon, Contamination, Back to Basics, Static Orb, Hall of Gemstone, Winter Orb, Stasis, Tangle Wire, and other cards of that vein, decks that abuse discard like Nath and any deck with Sadistic Hypnotist for that matter, any deck that takes advantage of infinite turns or particularly long turns that imply storm or another slow to watch, difficult to interact with once it is going off style deck.
Yes, many of these are frowned upon, yet Land Destruction is the target of much more hate. Why? Can you explain that to me?
Above was my argument to anyone like Shrazik who reads your BS, , I honestly didn't dislike you until the last paragraph.
Nope, not one bit, but at that point I was considering going off on you, however thought that anyone who read this would think I didn't have a rebuttal to your first 5 paragraphs. Those are above.
Here is a quote, sentence #2, paragraph #6, comment #26. Don't hand me BS like this anecdote again, as anyone with half-working eyes and a quarter-working brain can see that it won't work:
"Recently, a fairly competitive pod of 4 I was playing in lost to a Lord Windgrace deck that cast Silence + Armageddon + Splendid Reclamation on turn 6 - it was a brilliant play and the game was over in less than 10 minutes from that play."
Nice, a jund (Lord Windgrace's color identity of , , and ) deck that can run Armageddon and Silence. Also, nice that a combo that a third grader could see from miles away is considered "brilliant" in a moderately competitive table. BTW that combo takes 9 mana and seems like hot trash for even moderate cEDH IMO, specifically Splendid Reclamation, as Windgrace can do that effect himself.
Also, try not to claim that Ruination and Autumn's Veil are the cards at hand, or that he cycled Decree of Annihilation, or that Impending Disaster was the real effect, as all of those are extremely different and memorably so.
I almost could respect you.
Shrazik I hope your eyes glanced over the end, so you didn't see 's BS in the last paragraph that you quoted, however I will attempt to answer your questions anyway.
"Going a little off topic here but do you think that delves deeper into a more community based issue? One where players would ignore how wrong or right a strategy/playstyle might be in favor of their own perception of what should or shouldn't be played within their playgroup?"
This is the reason that I personally don't play casual EDH, it is competitive EDH, but less compassionate to new strategies, and is so toxic I just can't handle it.
The vast majority of formats, cEDH, Standard, Modern, Pauper, Legacy, Vintage, etc. are all more accepting than casual EDH, so I have just had to stop playing it. Almost every other MTG community is cool with land destruction, Ponza lists in modern are fun midrange strategies that blow up lands and want to go turn one Arbor Elf, turn two Utopia Sprawl and get 4 mana for some sick plays early on. It is a nice and hilarious deck.
Other times it has occurred in modern like in some newer Ramunap Excavator/Azusa, Lost but Seeking/Ghost Quarter lists with Collected Company in modern the decks have been cool but not oppressive, and though they can be rough matchups for some decks, they aren't ever called out to be banned or anything, and even in Vintage when Shops, a deck with some land destruction (Strip Mine, etc.) was a problem the issue was the turn one Lodestone Golem, not land destruction, and no one really minded or thought Wasteland should be restricted, but the Golem should.
As you can see, toxicity of casual EDH isn't much further, but is a problem for a lot of less toxic players who play EDH casually and want to bring a fun, janky Hokori, Dust Drinker to the table, but are banned from playgroups (anecdotal, and an example, not anyone I know, but I have heard of this situation).
Outside of land destruction, I think combo is pretty fair game as long as it doesn't do something unable to be interacted with. Like Flash Hulk turn two is cool, but Spell Pierce exists, so does Spell Snare, Swan Song, Containment Priest, Rest in Peace, Grafdigger's Cage, Leyline of the Void, Force of Will, etc.
1 week ago
I have long been interested in the black/white Innistrad Angel, and hope it someday sees a printing.
Yawgmoth may be one of the biggest characters not to have a card - and it would be cool to see an Urza planeswalker outside of the Un-sets.
Lord Windgrace recently saw a printing - I wonder if we will see the likes of Guff, Tevesh Szat, Kristina of the Woods, Daria, or Bo Levar from the Titans story.
Leshrac is a big baddie who would be cool to see.
One guy who will almost certainly never see a printing, but who rivals if not surpases Urza (at least canonically) in terms of sheer power is Taysir of Rabiah. I doubt he will ever get a card because he is from Rabiah, but it would be really cool.
1 week ago
I believe that I have too many decks as well, I’m a student at university and I have a part time job, yet that hasn’t stopped me from building a total of 12 commander decks all at various levels of competitiveness. They include the following that I rank from likely strongest to weakest: Atraxa, Praetors' Voice, Sliver Overlord, Meren of Clan Nel Toth, Kruphix, God of Horizons, Oloro, Ageless Ascetic, Nekusar, the Mindrazer, Talrand, Sky Summoner, Edgar Markov, Brago, King Eternal, The Ur-Dragon, Lord Windgrace, and Tuvasa the Sunlit.
On top of that there’s been a number that I have had interest in possibly building including Animar, Gonti, and Muldrotha, but I feel they are all too similar to decks that I already have.
2 weeks ago
I just started dipping my toes into Lord Windgrace. I like this build; it's definitely more fun than mine (I run mass land-denial and boardwipes to back up Windgrace's land engine). I'd say if you have room for Centaur Vinecrasher and Anger, both are definitely worth it: mass difficult-to-disrupt haste is amazing in this type of deck, and Vinecrasher can just keep piling on hurt: it's only a big creature, but it's a big creature.
If you hate friends and have some spare cash, I'd recommend Jokulhaups. Even if you don't go for the rest of the land destruction, it's a good card and incredibly powerful when you can reliably recur your entire land base. Death Cloud is also a similarly awful card that's still horrendously powerful.
If you want to see what monstrosity I've created after having mentioned those cards, it's Ashes and Arbors, Wreckage and Woodlands.
3 weeks ago
If you are looking to build your first commander deck, my suggestion is that you shouldn't spend too much time fretting about color combinations. I think you should first land on what strategy you enjoy playing the most. Are you a control player? Combo? Timmy? Johnny? Tribal? Lands-matter? etc. Commander is such a vast format that you could achieve any of these strategies in just about any color combination. That being said, certain strategies do rely heavily on certain color combinations. Once you land on a strategy (even the list of commanders you mentioned has a wide range) it will be easier to provide suggestions.
I'd suggest checking places like EDHrec or some of the youtube streamers (like JumboCommander) for more ideas once you land on a strategy or a commander. EDHrec even has things organized by strategies and/or colors which makes it nice and easy to navigate.
Also, don't be afraid of mono-colored decks, especially Black. They can be extremely powerful.
Lastly, I'll leave a list of my current decks here if you just want to see some more. I tend to have a wide variety of deck focuses as I prefer less conventional strategies:
This deck has HUGE tracks of land - My baby, which I have been building/modifying over years. It's a lands deck that was originally led by Omnath, Locus of Rage, but it is now helmed by Lord Windgrace because I have been missing the addition of black.
I am also working on a Boros Reanimator list which is turning out to be pretty spicey.
All of these decks came from me wanting to execute a specific strategy or from a commander which just spoke to me. So first find that, and then go from there. Good Luck!
3 weeks ago
One of the most fun Commanders I've ever played (or played against) is Lord Windgrace.
Also, because of its versatility, I also find Marath, Will of the Wild extremely entertaining to play/build around.
Finally, I've heard many people say many times how fun Roon of the Hidden Realm is.