INTRO

Lord Windgrace is a midrange attrition style deck that aims to slow the board down with stax pieces before resolving an Obliterate or cycling Decree of Annihilation while Lord Windgrace is on the field. Once resolving one of those two effects you can use Lord Windgrace -3 ability to break parity with the table rebuilding your land base. You can then close out the game with a Saw in Half combo, or a Sire Of Insanity soft lock, or attack damage with Titania, Protector of Argothfoil.

WHY THIS DECK

If your CEDH meta is mostly stax decks and/or grindy decks this may be the deck for you. While Jund and Lord Windgrace are not the best CEDH archetypes the deck can have a lot of success in the right circumstances. Most stax pieces don't effect this deck. As an Attrition style deck we are built to play under the most common stax pieces and run a lot of them ourselves. Things like Trinishpere and Sphere of Resistance can be crippling for combo decks and spell heavy decks. We run these cards in our deck to disrupt those decks and thus can play around them. Our ability to ramp faster than most decks with out being reliant on cheap artifacts or dorks given Lord Windgrace -3 ability makes it easier for us to play under these type of effects. While we are a creature based deck, cards like Torpor Orb and Cursed Totem slow us down but do not stop us. You will need to kill Torpor Orb if going for the combo win with Dockside Extortionist and Eternal Witness or Dualcaster Mage. In a similar vein because we are not extremely reliant on artifacts Null Rod and Collector Ouphe also slow us down but do not stop us. Both need to be killed before going for a Dockside Extortionist and Eternal Witness combo. The main goal of the deck is to utilize Lord Windgrace as a card and mana advantage engine which doesn't make us reliant on typical CEDH strategies to get ahead in the early and mid turns like artifact and creature based strategies. Similarly, cards like Rule of Law are not a huge issue for us either as it hurts other decks more to not play multiple cards in a turn. We can simply sit back, utilize Lord Windgrace, use our plethora of kill spells on other turns, and prepare with a tutor on other turns to set up an Obliterate win.

Additionally, If you like playing land based strategies, land destruction, and having access to some fun ramp and draw engines this is the deck for you. As a long time player of EDH and other formats such as legacy I have always looked for a CEDH deck that can utilize timeless strategies like Wasteland and Strip Mine plus Crucible of Worlds. Using Life from the Loam in CEDH feels so good. Other CEDH land based strategies like Omnath, Locus of Creation never really scratched the same itch for me as they are typically more true combo decks that just utilize some minor land based strategies. The closest thing for me has been Kodama of the East Tree and Sakashima of a Thousand Faces. While I love that deck, and it does use true land based strategies to win, it can struggle just waiting to land both generals and is not the grindy attrition style land deck I craved. This creation of Lord Windgrace feeds that craving.

Lastly, I think Lord Windgrace is particularly situated now in 2023 to really be a higher tier CEDH deck than previously rated. Playing with Power and other CEDH channels have had this deck on before utilizing the Obliterate style win but the deck just wasn't the same. I think the addition of Opposition Agent, Orcish Bowmasters, Force of Vigor, Deflecting Swat, Saw in Half, Ignoble Hierarch, and Delighted Halfling over the last few years gives this deck a massive upgrade. Additionally, while fast combo decks and heavy spell control decks will always have a place in CEDH I think the overall CEDH meta has become significantly more stax heavy and midrange over the years. Decks like Blood Pod and Blue farm stand out as mid range decks that are very popular and see significant play while decks like Urza, Lord High Artificerfoil and Winota, Joiner of Forces are high tier Stax decks. While there is plenty of spell control and fast combo I think overall the standard CEDH table is likely to have 1-2 mid range or stax decks every game if not more. Additionally, spell control decks have added more stax elements in the last few years as wizards has continued to print more stax type cards such as Orcish Bowmasters, Opposition Agent, and Archivist of Oghma. While none of this makes Lord Windgrace a top tier deck I think it all contributes to taking him from a traditional low tier or fringe playable CEDH deck to more of a B tier Commander.

PROS

  • Being good into stax
  • Resilient deck/ not reliant on any one strategy
  • Great card advantage with Lord Windgrace
  • Great mana ramp given your colors and Lord Windgrace
  • Plenty of access to anti blue strategies
  • Able to disrupt and interact with most opponents strategies

CONS

  • Not great into combo. While it has answers combo can just be too fast
  • Combos are slightly more expensive and slower than the typical CEDH combos
  • More reliant on your commander than most CEDH decks. (Definitely not extremely reliant tho)
  • Anti graveyard strategies are a problem
  • Anti draw strategies are a problem
  • Your not playing blue (enough said)
  • Can not deal with indestructible permanents.

No stax pieces completely lock us out of the game but there are a few that make the game really difficult. Dranith Magistrate is always a terror in CEDH and this deck is not different. Our strategy is to out value our opponents with Lord Windgrace and slow them down before utilizing a combo to win or locking them out of the game with Obliterate or a Decree of Annihilation. So not being able to cast our commander draw and mana engine is problematic. Luckily, being in Jund the deck has plenty of ways to easily destroy him. Additionally, we don't need our general as badly as alot of other decks do and so it is likely someone else will kill him for us. The real problem cards for this deck comes in graveyard hate. Rest in Peace, Leyline of the Void, Dauthi Voidwalker, and other graveyard hate really shuts the deck down. We really want to be utilizing putting land in our graveyard to draw more cards and utilize those lands via Lord Windgrace, Crucible of Worlds, Ramunap Excavator, or Wrenn and Six. On top of that some games the graveyard becomes extremely important for us when going the route of utilizing The Gitrog Monster, Titania, Protector of Argothfoil, World Shaper, or Squandered Resources. In short GRAVEYARD HATE = BAD FOR US. Lastly, anti draw cards like Spirit of the Labyrinth, Alms Collector, Narset, Parter of Veils, and Notion Thief stop our engine and are must kills. At the end of the day stax is good for a reason and while we can play under most stax cards there are always some that are problematic. This is what makes CEDH so fun.

PLAYING Lord Windgrace

Typically, you want to try and get Lord Windgrace out as quickly as possible. It is pretty easy to get him out turn 2 or 3. Then you use his +2 ability. Ideally, you have a land and net a card. Even if you don't have a land in hand it is generally still a good idea to get him out this early. If you were able to fetch the first couple turns or use a Wasteland or Stripmine to punish someone's mull or one land hand you can easily have 2 land in the graveyard on turn 2 or 3. If you find yourself in this situation, using his -3 ability may be the correct move regardless of whether or not you have a land in hand. You generally don't wanna be using the +2 without a land but sometimes you just have to. In that situation cards that are more situational like the stax pieces and anti blue cards are typically what you want to get rid of. Other times you can do it to Life from the Loam to set up that value engine to ensure you hit a land to use with the +2 ability each turn. All in all Lord Windgrace is the key to our value engine for this mid range deck and getting him out as soon as possible is generally the strategy. However, Sometimes casting something like Titania, Protector of Argothfoil, The Gitrog Monster, going for an early Dockside Extortionist + Saw in Half + Eternal Witness combo, or going for the early Dualcaster Mage + Saw in Half combo is the better play. I would say 80% of the time you want to cast Lord Windgrace.

Always, Remember this is a midrange deck. So adapting your game plan based on what cards you see from your value engines and what decks your facing is most important. You are not a combo deck so you don't need to rush or blow your tutors before seeing how the game unravels. That being said you do not need to save your tutors to pop off in one turn either. Getting a ramp creature early/mid game, tutoring for a kill spell, tutoring for a stax piece turn one to play turn 2, or tutoring for a value engine piece in the mid game like The Gitrog Monster or Ramunap Excavator can often be better for pushing towards a win then just trying to tutor up the combo. Feel out what the stax deck or decks are trying to do to slow you down and be prepared to deal with it. Be prepared to interact with the combo deck going for an early Thassa's Oracle combo with Red Elemental Blast or Pyroblast. Try to know what decks are more likely to push for an Underworld Breach win and utilize Dauthi Voidwalker or Bojuka Bog to stop them before hand. Have Force of Vigor or Nature's Claim at the ready to assist the table in stopping the win. Since you are a midrange deck you never want to be doing or going for the same thing every game. Adapt to the game and what the deck is giving you. Other than playing Lord Windgrace your options in the mid game vary.

Early Game you want to ramp with dorks and mana rocks to get an early Lord Windgrace. Playing a turn 1 or 2 stax piece such as Opposition Agent, Trinisphere, Sphere of Resistance, or any other can be extremely strong and worth delaying Lord Windgrace a turn. Once Lord Windgrace is online you utilize his value engine and shift toward the mid game.

HOW TO MULL

COMBOS

TIPS AND TRICKS

CARD BY CARD ANALYSIS

NOTABLE EXCLUSIONS

Twinflame -
Yawgmoth's Will -
Temur Sabertooth -
Lion's Eye Diamond-
Jeweled Lotus -
Collector Ouphe -

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Casual

93% Competitive

Revision 4 See all

(3 days ago)

+1 Animate Dead main
+1 Braids, Arisen Nightmare main
+1 Burnt Offering main
-1 Carpet of Flowers main
-1 Caustic Caterpillar main
-1 Chandra, Torch of Defiance main
-1 Command Beacon main
+1 Diabolic Intent main
-1 Dockside Extortionist main
-1 Eldritch Evolution main
+1 Endurance main
+1 Entomb main
+1 Final Parting main
+1 Hoarding Broodlord main
-1 Mana Crypt main
+1 Molten Duplication main
-1 Noxious Revival main
-1 Nurturing Peatland main
-1 Praetor's Grasp main
+1 Ragavan, Nimble Pilferer main
and 28 other change(s)
Date added 1 year
Last updated 3 days
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

16 - 0 Mythic Rares

55 - 0 Rares

13 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 2.34
Tokens Cat Warrior 2/2 G, Copy Clone, Elemental 5/3 G, Emblem Wrenn and Six, Food, Orc Army, Treasure, Zombie 2/2 B
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