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Windgrace, Panther Lord of Lands

Commander / EDH BRG (Jund) Landfall Lands

RyoToya


Lord Windgrace is a badass. Let's just get that out of the way. He's an old planeswalker, gifted with near godlike power. He ruled over Urborg centuries, if not millenia before it became the swampy isle it is, helped take down Phyrexia, and gave his own life and spark to help heal Dominaria and infused his spirit into Urborg so he could always watch over it.

Needless to say I was ecstatic when they printed him as a commander. I had to get the deck, and it was pretty strong to start, it just needed a few tweaks. It can use a few more, but this is what I have so far, a deck focused on card advantage, land interactions, and landfall in general.

Ramp up quickly. Use Sakura-Tribe Elder, Cultivate, and the like to get to five mana as soon as possible. Getting defenses up is important, so the Elder and other cheap creatures can block for Windgrace as you use his abilities.

Use Lord Windgrace's +2 to dump cards in your graveyard for more drawn cards. You can dump lands, and if you have Dakmor Salvage you're in business. Discard the Salvage, Dredge to get it back, and draw a card. Hopefully you'll get good things in your graveyard to retrieve with Takenuma, Abandoned Mire, Nissa, Vital Force, and Wildest Dreams. Then use Windgrace's -3 to get lands back and trigger Landfall on all the cards you have in play.

You can go wide with Scute Swarm Omnath, Locus of Rage, or tall with Tireless Tracker, Ulvenwald Hydra, and Multani, Yavimaya's Avatar.

If it comes to it, just use your copious amount of land to channel mana into X spells like the Ribbons half of Cut / Ribbons, Torment of Hailfire, and Lavalanche. Those can end the game for one or more of your opponents.

In the late game, should you want, Worm Harvest will destroy opponents should they stall you out, all you need is discard a land... which improves the harvest of new worms. And since the Harvest stays in your graveyard (note it doesn't say to exile it after casting), then you can cast it over and over.

I like the deck so far, but I'm always looking to improve and suggestions are welcome. Thanks for reading!

Suggestions

Updates Add

Small tweak to move the deck more into a spellslinger rather than creature-oriented deck.

Charnelhoard Wurm out, Wildest Dreams in. The Wurm is slow and expensive. For the same mana you can get back 3 cards immediately, or even more late game once you're set up.

Soul of Innistrad out, Moonlight Bargain in. It lets you go five cards deep, choosing what to keep and what to dump. Plus the Soul doesn't help me as much later game.

Grim Backwoods out, Green Sun's Zenith in. Check it for yourself. There are only three creatures out of 19 that Zenith cannot get. And sacrifice outlets aren't as important in a spell-centered deck like the one I'm working on for this. Especially one you can only use once a turn.

Terastodon out, Cut / Ribbons in. Cut can remove a problem creature given it not being too large, and Ribbons ends games. Basically all I have to say.

Putrefy out, Assassin's Trophy in. To make up for the removal of Terastodon, I did upgrade my targeted removal. Simple as that.

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Revision 21 See all

(23 hours ago)

-1 Bojuka Bog main
+1 Commercial District main
-1 Jund Panorama main
+1 Raucous Theater main
-1 Roiling Regrowth main
-1 Sheltered Thicket main
+1 Tireless Provisioner main
+1 Underground Mortuary main
Date added 5 years
Last updated 23 hours
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

19 - 0 Mythic Rares

46 - 0 Rares

12 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 3.49
Tokens Beast 3/3 G, Beast 4/4 G, Cat Warrior 2/2 G, Clue, Copy Clone, Elemental 5/5 RG, Emblem Garruk, Cursed Huntsman, Emblem Nissa, Vital Force, Emblem Nissa, Who Shakes the World, Emblem Wrenn and Realmbreaker, Emblem Wrenn and Seven, Emblem Wrenn and Six, Food, Forest Dryad 1/1 G, Insect 1/1 G, Plant 0/1 G, Treasure, Treefolk */* G w/ Reach, Wolf 2/2 BG, Worm 1/1 BG, Zombie 2/2 B
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