Maybeboard


Well, this deck and I had a lot of fun, but I think my playstyle has evolved a little over the years, and this deck doesn't play how I want it to. I might come back to it eventually, but for now, peace out.


The panther warrior Lord Windgrace once helped Urza fight the Phyrexians on Dominaria.

Prior to Commander 2018, I had always wanted to build a lands matter deck style, so when Lord Windgrace was spoiled, I went through the roof.

Centuries after the Phyrexian Invasion, Windgrace gave up his Planeswalker spark to close a time rift above Urborg, his home. To this day, the Windgrace Acolytes purge Urborg of artifacts in his name.

Lord Windgrace deck that I've been messing around with for a while now.

This deck looks to ramp out plenty of mana, then play out the big token generators to protect Lord Windgrace and keep his value engine going until we find our key pieces to win the game.

  • Turn 1 Options: Green Sun's Zenith for to find Dryad Arbor

  • Turn 2 Options: Farseek, Nature's Lore, Three Visit (CMR) - These can go grab us a dual land to color fix. Good targets for Farseek are the Cycling Dual Lands from Amonkhet (Sheltered Thicket and Canyon Slough) or the Battle Lands from Battle for Zendikar (Smoldering Marsh and Cinder Glade as they enter the battlefield tapped anyways, but we are also running all the Shock Lands, so we can fetch anything depending on what color mana we need.

  • Turn 3 Options: Cultivate, Realms Uncharted - We are currently running a few Basic Lands, but they are a mix of both Snow and regular variants, and to trigger Field of the Dead efficiently, it's important to hit seven differently named lands as soon as possible to start getting our 2/2 Zombie Tokens. And Realms Uncharted puts two lands in our hand and two in the graveyard, which we can then grab with Lord Windgrace

  • Turn 4-5 Options: If you haven't ramped out enough by this point, you picked a poor hand. Hopefully, you have enough to cast Lord Windgrace and start doing stuff.

  • Azusa, Lost but Seeking - One of, if not the best of the multiple land drop enablers.

  • Dryad of the Ilysian Grove - Gives us an additional land drop and also color fixes. Works great in conjunction with Valakut, the Molten Pinnacle and Dread Presence to trigger them with every land drop.

  • Exploration - A great early play, can allow us to get really far ahead on mana compared to the rest of the table.

  • Mina and Denn, Wildborn *f-pre* - Gives us an additional land drop and can bounce a land back to our hand. We don't care too much about giving a creature Trample, but we can abuse a Landfall trigger or return a tapped land like Cabal Coffers to tap it again for even more mana.

  • The Gitrog Monster *f-pre* - Give us an additional land drop, and also turns each land that we put into the graveyard into card draw.

  • Wrenn and Seven - Wrenn's 0 allows us to put all lands in our hand onto the battlefield tapped.

  • Avenger of Zendikar - We can create a lot of 0/1 Plant tokens and easily turn them into an army with the Landfall triggers.

  • Beledros Witherbloom - Creates a 1/1 Pest Token with "When this creature dies, you gain 1 life" at each players upkeep. Perfect chump blockers to keep Lord Windgrace alive.

  • Dark Depths - Once the 10 ice counters are removed, you sac Dark Depths and create a 20/20 Flying Indestructible Marit Lage Token.

  • Field of the Dead - When we have seven lands with different names, our Landfall Trigger gives us a 2/2 Zombie token.

  • Lord Windgrace - While we primarily use Lord Windgrace for a value engine, if he's got enough Loyalty, we can -11 to destroy up to six target non-land permanents, then create six 2/2 Cat Warrior Tokens.

  • Omnath, Locus of Rage - Each Landfall trigger makes a 3/3 Elemental Token. When an Elemental dies, Omnath, Locus of Rage deals 3 damage to ANY target.

  • Rampaging Baloths - Simple and effective. Landfall triggers give us 4/4 Beast tokens that can be used as attackers or as chump blockers to keep Lord Windgrace around.

  • Scute Swarm - On Landfall, we create a 1/1 Insect Token, but once we have 6 or more lands, we create a copy of Scute Swarm. Then, Prepare to Math! Each Scute Swarm makes another, so they grow at an exponential rate.

  • Tireless Tracker - On Landfall, we create a Clue Token, which for and sacing the Token, we can draw a card.

  • Titania, Protector of Argoth - We run a lot of Fetchlands and Harrow/Crop Rotation like effects that can take advantage of Titania's ability to create 5/3 Elemental tokens. Good synergy with Omnath, Locus of Rage to make all the Elemental tokens.

  • Worm Harvest - We create 1/1 Worm Tokens for each land in our graveyard, and can Retrace it from the graveyard over and over again.

  • Wrenn and Seven - It's -3 ability creates a Treefolk Token with Reach and Power/Toughness equal to the number of lands we control.

Scapeshift Shenanigans

Scapeshift is one of the most powerful cards in this deck. We can go find any lands we need to complete combos, generate a ton of mana, and/or create a bunch of tokens.

Most of these combos could also add + Splendid Reclamation to drastically increase the potency when all the lands sacrificed to Scapeshift come back onto the battlefield.

To make sure we don't have anyone or anything get in our way, we run plenty of removal options and board wipes to deal with a variety of threats and recursion to bring back cards or land.

Single Target Removal

Wide-Spread Removal/Board Wipes

Recursion


Potential Directions and Future Inclusions

"I Feel The Need… The Need For Speed!"

  • I've seen a few decks that utilize the Titania, Protector of Argoth + Need for Speed to create a bunch of hasty 5/3 Elementals to close out the game. This sounds both terribly effective and hilarious, so I might try to find a way to include that.

"But he despises artifacts and the trouble that magical artificers can cause–emphatically including Urza, whose long-ago detonation of a cataclysmic magical device devastated Windgrace's people."

  • From a lore perspective, Lord Windgrace hated artifacts. I'm a big sucker for lore and Vorthos deck building, so I've made a personal decision to include as few artifacts as possible, with Crucible of Worlds as my big exception, as it is just too good not to use.

  • I'd obviously like to get the ABR Dual lands, but those are a little pricy right now, and I don't like proxying cards I don't own at least one copy of.

Other Cards I'm considering:


Thank you for looking at the deck. If you liked it please give it a +1. If you have any suggestions, please let me know.

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Revision 4 See all

(1 year ago)

+1 Bloodstained Mire main
-1 Evolving Wilds main
Top Ranked
Date added 3 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

21 - 0 Mythic Rares

50 - 0 Rares

14 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 3.41
Tokens Beast 3/3 G, Beast 4/4 G, Cat Warrior 2/2 G, Clue, Copy Clone, Elemental 5/3 G, Elemental 5/5 RG, Emblem Nissa, Vital Force, Emblem Wrenn and Seven, Emblem Wrenn and Six, Insect 1/1 G, Marit Lage, Pest 1/1 BG, Plant 0/1 G, Monarch Emblem, Treefolk */* G w/ Reach, Worm 1/1 BG, Zombie 2/2 B
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