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PSA - if you want to see the sub mechanics in this deck please change the view to custom categories. There is a number of themes, including removal, graveyard, etc, that include all card types including land abilities, creatures and everything in between.

Welcome to my Jund Windgrace lands deck! This deck is a high-utility, high-value, janky, graveyard, tokens, combo, aggro mish mash deck that is incredibly fun to play. Windgrace is a bombshell card and all his abilities contribute to abuse of the various mechanics in the deck. No matter whether you're throwing cards away, filtering, hard casting or reanimating creatures, there is no shortage of gameplay avenues with this deck.

Little backstory here - I have previously built various tried and true decks for commander that I have in my possession (golos, krenko, narset, kykar), however, recently I got a new playgroup of 6 people to play in. Previously, I had been in a 2-3 person group (including myself) which made my other, more aggressive decks more resilient in that meta. Now, in the larger group, I decided to build a deck with more high-impact spells, recursion choices and bigger creatures in order to withstand the longer games and more mature boardstates. Thus, this deck was born.

Lord Windgrace has 3 strong abilities. In addition to this, he is easy to ultimate in most games (especially longer ones) meaning that when we do so we get a huge advantage on the board by removing 6 perms and getting 6 tokens. With this deck I have a lot of token production from landfall and cards like Worm Harvest, in addition to some very potent and high quality removal spells that more or less wipe the board. The goal here is to filter through resources in order to harness the power we need, allthewhile getting additional value from the cards we're discarding, etb triggers and having the ability to dredge, reanimate and so on.

As with my other decks I attempted to keep this deck on a relatively low budget. After playing and refining it the deck is strong and efficient and where I want it at 250 dollars. It is a perfect build for the group I play in, which is comprised of a multitude of tier 3-4 decks, with medium, focused power level.

This deck has evolved into a grave-based deck with a lot of powerful avenues to exploit. That said, I did not include any infinite combos, mass land destruction, stax elements, or anything that's overly degenerate because the group of dudes I play with likes to have fun and enjoy the game.

That said, this deck has a ton of resources that can be cultivated.

Some of the main interactions with graveyard are copying abilities, creating tokens, reanimating creatures en masse, reclaiming lands, doing individual land destruction and dredging.

Generally speaking I like decks that are thought provoking and provide many avenues of gameplay - as opposed to linear decks with a single strategy (such as burn or combo decks). I find that in group play these decks are much more fun and rewarding to pilot, and further they can showcase your skills and ability to problem solve much better as a player.

To sum it up, this deck provides a lot of ways to fill the grave and select resources from your hand, grave and library in order to cheat and steal. The removal components in the deck are really heavy hitters which help to balance out this deck in grindy games or against aggro.

All-in-all a good player should have a lot of success with this deck because of the amount of different resources there are to employ throughout the game. Also, because grave synergies are generally incredibly powerful there is a lot of ways to completely master the deck and dominate games when you have access to a good hand or even a few solid cards.

Here are just some of the interactions and combos in the deck
  1. Hermit Druid to mill, Worm Harvest for tokens, Dread Return to reanimate

  2. Necrotic Ooze + Borborgymos Enraged in the grave

  3. Borborgymos Enraged + discarding Dakmor Salvage with The Gitrog Monster on the field

  4. Hermit Druid to mill + Living Death to wipe board/mass reanimate

  5. Splendid Reclamation + Field of the Dead

  6. Archfiend of Ifnir + Borborgymos Enraged

  7. Lord Windgrace + dredge or Archfiend of Ifnir

  8. titania, protector or argoth + Crucible of Worlds/remunap excavator + field of ruins/Evolving Wilds/Terramorphic Expanse/etc

  9. Rampaging Baloths + Splendid Reclamation

  10. Chandra, Flamecaller + archfield of ifnir

  11. Life from the Loam + Borborgymos Enraged

  12. Worm Harvest + Dread Return to reanimate

you get the point............

Anyway, thanks for stopping in to read and please leave a +1 so others on TappedOut can see the deck - also please leave comments for any potential additions/upgrades for the deck that would still fall within a reasonable budget.

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99% Casual

Competitive

Revision 11 See all

(4 years ago)

+1 Soul of Innistrad main
-1 Wildfire main
Top Ranked
Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

40 - 0 Rares

18 - 0 Uncommons

26 - 0 Commons

Cards 100
Avg. CMC 3.44
Tokens Beast 4/4 G, Cat Warrior 2/2 G, Elemental 3/1 R, Elemental 5/3 G, Plant 0/1 G, Worm 1/1 BG, Zombie 2/2 B
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