|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Mythic Rare|
Combos Browse all
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.
|Have (22)||ironax , Fleshxandxbone , marcus638 , mziter501 , SirFowler , webdokkeren , redlegs_17 , REV666 , EliGjerdingen , switchkill65 , LoneCrusader399 , joshw335 , frederiklw , Reliva , superdude2431 , Melmo , Epidilius , The_Munchkin , Va1mar , FALLEN-X-ANGEL , mazrimtaim , Horizon97|
|Want (3)||vashaclarens , helium2 , binarysecond|
Commander Recommendations Start Commander Deck
Latest as Commander
Lord Windgrace Discussion
5 days ago
UPDATE: I might be on to something in regards to such stupidity of mine: https://www.youtube.com/watch?v=oc4bOo9MX4k
I dunno if this is legit or not, he's not as well known as most, but... maybe I don't need an alt to Power Artifact anyway; but I also want a way to do just as the vid shows; just not w/ the following:
- Mana Vault (I'm unsure how this can help w/ Grim Monolith .)
- Thran Dynamo (To costly for something I could've earlier)
All else are even worse.
Al I ask is: Is at least either of the two examples good for Grim Monolith ? Even though I'm planning a Lord Windgrace Experimental Frenzy deck, one mana source makes me want to make a Temur X-Cost deck; also including X Spells is opposed to my previous Kruphix, God of Horizons experiment gone wrong. Back to the question: Is Mana Vault / Thran Dynamo a good alt for Sol Ring when using Grim Monolith ? I'm just curious...
BTW: The URL is to be copypasted, but it only applies to Basalt Monolith 's part of it's kind of the "Monolith/Rings" combo concept... I'd really like to talk more of some stuff mentioned on the OP though...
1 week ago
While on paper Deserted Temple seemed like a good addition for mana fixing, the only real synergy it has in the deck is untapping a Cabal Coffers with Urborg, Tomb of Yawgmoth . Deserted Temple generally works a lot better when paired alongside lands like City of Traitors or Scorched Ruins but since this deck doesn't play either of those options it is a prime candidate for cutting. The most likely replacement is another basic Forest . Vesuva covers the same angle, but with far more flexibility.
Worm Harvest is another candidate for replacement. In a grand total of one game I have cast this spell, and the advantage is that it can be reused from the graveyard but unfortunately it is slow strategy (even for this deck) and is an inefficient way of getting land into the graveyard even if that becomes the main reason for using it in the first place.
More and more I find myself falling out of love with Wayward Swordtooth . Early game it provides some slight ramp, but ultimately a 5/5 that doesn't block effectively for Lord Windgrace until we get city's blessing is underwhelming. Especially in that critical 3-drop where we would otherwise want to cast an Azusa, Lost but Seeking for even more land drop potential (especially with Crucible of Worlds ) or Harrow for mana fixing.
I've also had a change of heart of Journey to Eternity Flip. This has mainly become tech against sacrifice-based strategies such as Sheoldred, the Whispering One or any deck playing Grave Pact / Dictate of Erebos .
Another few additions to the maybe-board that I've seen played across a few other Lord Windgrace decks are:
The primary issue with Chandra, Torch of Defiance is that her uptick for quasi-card advantage can exile an essential land with no chance to bring it back, but she does represent another win condition with her ultimate (even if it is slow). If you are only using Chandra for her mana uptick, I think that it's a waste as a 4-mana ramp spell. Whereas Nissa, Vastwood Seer Flip provices something the deck really likes doing: ramping or drawing cards. The downside of this Nissa is that her downtick is not fantastic, but I guess it provides a blocker to help protect her or Lord Windgrace . Further her ultimate (turning 6 lands into 6/6s) leaves lands vulnerable, but also represents a potential game-winning swing *(note that this does not give the lands haste so this has absolutely no synergy with anything that brings land back from the graveyard to the battlefield or making extra land drops as they would be subject to summoning sickness and would not even be able to tap for mana if you were planning of using it for Exsanguinate or Torment of Hailfire ).
1 week ago
Since you mention control-combo I have to plug my favorite deck Should I Pretend This Or That?. It requires you to control the game on some level until you can pull the right pieces together to win. My version is toned down a bit but should be good for most metas.
There are some commanders that would like scapeshift if you want to play it. Lord Windgrace , Omnath, Locus of Rage , and The Gitrog Monster . All of which are strong decks, Gitrog can even be a competitive deck.
1 week ago
SynergyBuild You must have not read my entire post.
"Perhaps it's not that Temple is an objectively bad land, so much as it is a bad land for your particular builds?"
Is it a good card - objectively? That depends on what you are measuring it by. What your criteria are.
If you are strictly looking for lands that produce more than one mana, yes it is a good card. If that is your ONLY metric - it fits that one.
If you are looking for lands that produce multiple COLORS of mana, no it is terrible as it does not even fit this basic requirement.
Are you looking for lands that do not enter the battlefield tapped? Well, now you need to assess the number of turns you are into the game and the number of lands you have out.
Consider the following scenario:
- You are on T6 in a 4-player pod.
- You topdeck Temple of the False God
- You look at your boardstate; 4 lands. You are a few drops behind.
- You play Temple; It's the 5th land and can be used for immediately
- You are now able to produce 6 mana on 5 lands, bringing you back into the appropriate mana resources. You are only 5 lands on T6 now, but Temple makes up for it by providing a second mana, for free because you met it's condition
Compare this scenario with a similar one, but with Sol Ring .
- You are on T6 in a 4-player pod.
- You topdeck Sol Ring
- You pay to bring it out, but still only have 4 lands because you've missed your drops
- While you are thrilled that you can now access via Sol Ring , you also now have three lands left untapped with a total mana output for 5 - in this regard while you improved your mana resources, you are still technically behind in that you should be able to produce 6 on this turn, had you hit all of your land drops
Continue this with the aforementioned Gruul Turf .
- Turn 6 again in a 4-player pod
- You instead topdeck Gruul Turf
- You tap a land for it's mana so that you can return it to your hand without losing that precious resource
- You play Gruul Turf and it enters tapped
- You can tap your other three lands for mana, putting you at 4 mana
- You are still 2 mana behind on resources, despite playing a land this turn
In all three scenarios, we look at the idea that you TOPDECK a resource. In all three identical scenarios, you come out ahead the MOST - the best position - with Temple of the False God .
IN THAT REGARD, TEMPLE IS A GOOD LAND
You need to base the metrics of your approach on various factors. Magic, as with most things in life, is not a one-shot question. You have to assess multitudes of situations, take in points of data, and assess your best move.
Is opening with a 7-card hand with Temple of the False God in it a good start? Hell no. Absolutely not. You have a dud card you can't use.
Is topdecking it later on in the game a good thing? Absolutely yes.
Are the chances of getting the Temple in your opening hand lower than getting it off the top of your deck? Absolutely.
So the pros of it being useful later in game, and the likelihood of finding it later in the game, outweigh the cons of it being a dud in an opening hand.
The same can be said about really anything in the game. Would you being the game with a hand full of 7 and 8 drop spells, with no resources to cast them? Absolutely not. They are duds in your hand and slow you down. You lose interaction within the game.
But would you remove those same cards from your deck, knowing they can be played later on and have massive impacts when you do? Again, absolutely not - they are specifically meant for late-game interactions.
Everybody needs to stop judging cards at face value and start realizing that the game is fluid and interactions change on the fly. Just because something is terrible in the first two or three turns does not make it objectively bad. It means you are failing to understand the mechanics of the card in general.
As I said, in a Lord Windgrace deck, SPECIFICALLY DESIGNED TO BE LANDFALL, Temple of the False God is a beautiful card because it goes off quick and hits hard. I've had turns were I bring out 11 lands.
E L E V E N --- L A N D S
In one single turn.
So the next time you wish to call someone "delusional", try reading their post in it's entirety and take the time to actually comprehend what they are saying.
- Your apology is not accepted.
1 week ago
@Mj3913: Sorry guys. But this guy already has a good idea at this point. It's ironic I wanted to put this guy in a Superfriends deck, but now I found a use for Lord Windgrace in this kind of aspect...
...I'll just have to find some stuff outside of for library manipulation...
Actually, now I think about it: Rings of Brighthearth + Grim Monolith seems entirely useless; even IF you can pull it off, you literally get Zilch from it after all that; & Grim Monolith 's Untap is too much. Now I think of it, How does both Monoliths be used by Rings of Brighthearth anyway? I already made my decision for the Commander, I just want to know how this works for Basalt Monolith + Rings of Brighthearth , & Grim Monolith + Rings of Brighthearth ; then I'll consider the matter compleat.
EDIT: Actually, both combos seem to have a link each. I'll check both, & then we're finished here; wait, Grim Monolith requires Power Artifact ? I wonder if there is a budget option out there; I ain't spending that much moolah... X/
1 week ago
Idk. Temple is sort of like a worse version of Sol Ring in my opinion. Like, OBVIOUSLY they are not the same. Even functionally, they just aren't. Ring doesn't have a condition.
But hear me out: We don't always get Ring in our opening hand. Some games, you might not even get it out at all. Most games, you end up topdecking it during a draw.
Consider that Temple is in the same ballpark as that. You probably aren't taking a hand with Temple in it. But, later on in the game when everyone is several lands in play, topdecking a Temple is super sweet. Comes swinging right out of the bat, unlike other 2-mana lands such as Gruul Turf .
Perhaps it's not that Temple is an objectively bad land, so much as it is a bad land for your particular builds?
For example, I have a Lord Windgrace landfall deck that absolutely loves Temple in it. It's a free second mana for a condition that I can very easily meet.
So realistically, it's better to ask the question: "Is this land a good fit for my deck?" and less about "Is this card garbage?"
1 week ago
Well this is tricky, I think DrukenReaps is on the right track though. So building on that we can establish we want RG for sure for Mina, Wayward Swordtooth , maybe Crucible of Worlds and Ramunap Excavator if you include a discard theme. I know, I know... "but discard is black?" you say. And so are a plethora of tutors so you can find your Experiment and employ it.
So we're on a "lands matter" track, should it also be top deck matters? That's mostly blue but there are alot of artifacts that fill the spot to scry, surveil, or otherwise rearrange the top cards like Scroll Rack and Sensei's Divining Top . So lands matter, Jund, so... Lord Windgrace maybe?
Well, I got nothing else atm, so hopefully this helps.
1 week ago
I activated Lord Windgrace 's -11, targeted Tajuru Preserver , Butcher of Malakir , and 3 creatures the Butcher player controls. It started a debate whether or not the Preserver's controller was still protected on not. We decided to just call the game a draw because it was 1:30am and we were all too tired to deal with it.
Lord Windgrace occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
BRG (Jund): 0.49%