Lord Windgrace

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Leviathan Legal
Duel Commander Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Mythic Rare

Combos Browse all

Tokens

Related Questions

Lord Windgrace

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

x1214Tango on Amazing Grace How Sweet the Lands

3 days ago

Blackerlotus13 i do have Phyrexian Tower to sac World Shaper to. i will most likely add Crop Rotation in i just got my playset for my legacy Turbo Depths deck, but if i can get another it will most likely go in the deck. I may add high market if i find that i am having issues with getting World Shaper off the board i will look at re-adding Ulvenwald Hydra i took it out to put in a different high drop that i have since then replaced it will get to go back in the maybe board

its kinda funny i have also had a Omnath, Locus of Rage and a The Gitrog Monster deck and loved them both and this allowed for that piece of both that they were missing but yeah love Lord Windgrace and it has risen to be my favorite commander to play.

Blackerlotus13 on Amazing Grace How Sweet the Lands

3 days ago

I like to think this commander is natural for me to play because I had both an Omnath, Locus of Rage EDH and a The Gitrog Monster EDH deck. I had taken pieces from both of them to build a couple of Simic Commander decks. Not wanting to take apart my new decks, I had a dilemma if i wanted to play them again, THAT IS UNTIL Lord Windgrace showed his head. I got the bright idea to combine the remnants of those two decks (both being land theme) into the smosh you see now (link provided above). Although some people will look at my deck and be daunted by the budget. I happened to get lucky a LOT when I was trading out of modern to get into EDH.

I will make 3 other recommendations based on my experience. I see that you play a World Shaper but no ways to sacrifice him on command. The additions of High Market, Crop Rotation, and Ulvenwald Hydra will help your consistency quite a bit. not just for the High Market but for other lands you might want to search out, or even just to get extra landfall triggers.

x1214Tango on Amazing Grace How Sweet the Lands

3 days ago

Blackerlotus13 yeah i am needing to grab a Ob Nixilis, the Fallen and i have played with The Gitrog Monster and i will probably end up putting him back in the deck now that i have it at lot more tuned to recursion, but back when it was a new deck to me i didnt have much recursion other than Lord Windgrace's -3 now that i have some reliable ways to get lands back he is going to be a staple piece now to just take a piece out i will most likely take out Loyal Guardian as its ok but The Gitrog Monster would be better. in fact i just swapped them lol i really do appreciate all the help fellow windgrace players have done to make this deck better and i will defiantly take a look at your deck and

Incubi on Lands Are Permanents Too! Lord Windgrace Combo

5 days ago

48 lands would be a lot in a traditional deck but in this deck it feels so good. Because there are so many utility lands in the deck, having options for lands to play instead of being forced to just hit land drops is significant. It also provides me with more lands to be able to pitch with Lord Windgrace and play with Oracle of Mul Daya and Azusa, Lost but Seeking. I find when running <40 lands I have potentially one explosive turn with them and then I run out of lands in hand or on top of the deck because there aren't a lot of draw spells, (unless you pair it with Horn of Greed in which case you're winning). Also it shores up the dredge game plan so that I am able to hit more lands with Life from the Loam. Having the extra lands just ensures that I am able to have options and get additional value out of my land matters spells and effects.

Incubi on Lands Are Permanents Too! Lord Windgrace Combo

5 days ago

Well that's the beauty of Lord Windgrace is if I do draw one of the shufflers I have an easy way of pitching it out of my hand. I can also stack triggers so that I'm not drawing cards until after everyone is dead already. Also Dread is decent on the battlefield since it dissuades people from attacking me. I thought about running Kozilek, Butcher of Truth but when on the dredge plan it sucks to have to shuffle everything back in. That's why I opted for having 2 shufflers versus 1 complete shuffler. It sucks when I am close to having combo in the graveyard and I dredge and hit an eldrazi and have to shuffle it all away. It's already hard to mill me out since I have two shufflers but with Volrath's Stronghold I can't be milled out unless they force me to draw out which I would die to regardless.

DrukenReaps on Windgrace's World

1 week ago

x1214Tango everything you mention would be great additions. Urborg and the fetches are missing because of cost. I might pick them up in a few months, so far I've enjoyed the deck but not super excited about it so I dunno if I'm keeping it around or if I'm going to make a Vaevictis Asmadi, the Dire instead. I really like the chaos Vaevictis brings. Land destruction especially in the form of Strip Mine should be pretty busted with Lord Windgrace. I'm just not a fan of land destruction. A few of the more fair pieces should probably make it in though... I'll try and take a look at your deck within a few days.

pryrates on Zur the Enchanter - Killing me softly

1 week ago

I added single target removal and it feels a lot smoother to play now.

I recently played in a group with Lord Windgrace, Edgar Markov and Ayli, Eternal Pilgrim as enemies and won. I had a bad start and was behind, so I waited to turn 7 before I could cast Zur. Went pretty well from then, with Edgar Markov giving me a lot of trouble with his vampire army and lifegain.

Incubi on Lands Are Permanents Too! Lord Windgrace Combo

3 weeks ago

I apologize for the long delay in my response. I really appreciate your feedback! I am currently working on updating the list with interaction/removal; however, it may change the game plan of the deck slightly. As I have been playing the deck I am finding more often that a combo kill is easier to assemble (thanks to redundancy and consistency) than killing via traditional combat damage. Therefore, I am going to cut down the amount of creatures and lack luster spells that are in the deck (keeping key creatures like Gitrog, Azusa, and Eternal Witness creatures) and put cards in such as No Mercy, Tainted AEther, board wipes, and spot removal. I think that a control approach versus a beat down plan will prove to be more efficient. I think that Null Rod is a fantastic addition! I'm going to look into more hate cards that will hinder my opponents but won't make the game not enjoyable. I have also thought about Riftsweeper, but as of right now he isn't high on my priority list. This is because there is a lot of redundancy within the deck. I have multiple different avenues for performing the combo and if I go to a more control style deck then I will be able to protect the combo better.

As for mana rocks and artifact mana ramp, I understand the arguments made for them and why they should be ran in a deck. I personally only play mana rocks in decks that are not green. I think that having synergy within the deck is more beneficial in the long run versus explosive ramp turns 1-3. With lands being the nature of this deck I rarely miss land drops and having extra lands in hand is great for pitching to Lord Windgrace. Yes, the only real ramp spell in the deck is Tempt with Discovery, but I would rather play more lands and cards that accelerate land drops than play a few mana rocks that late game don't have as much value. I'm not saying they aren't good, because they are definitely good, I just personally don't like to play them if I can help it.

When I created this list I was exploring how viable the combo kills would be and how fast/easily I could assemble them. I am now finding that I can assemble the combo fairly quickly (by turn 7 usually), and a lot of the high mana costing creatures would be better as removal instead, which I knew at some point I would need to put in. While turn 7 combo kills are too slow for competitive play, I think that they are reasonable when playing against a more casual playgroup. If I wanted to make this deck a turn <5 kill deck I would definitely add mana rocks and tighten up the curve. I thought about focusing more combos around Gitrog but I didn't want to make the deck into one of those decks that needs to have the lieutenant on the battlefield or it doesn't work right kind of decks.

I will modify the deck to have more interaction and will get back to you on my findings. Thank you for the feedback and suggestions I really appreciate it!

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