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.
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|Commander / EDH||Legal|
Lord Windgrace occurrence in decks from the last year
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Latest Decks as Commander
Lord Windgrace Discussion
1 week ago
ugg i love jund, but to be honest my best jund decks were not commander dependent
only half decent options are Korvold, Fae-Cursed King as already suggested , Lord Windgrace , & Xira Arien
personaly i love to run Darigaaz Reincarnated but he's just flavor and doesn't actually leave the zone
2 weeks ago
3 weeks ago
So Kaldheim has proved to have a few rather interesting elements to it, but in general there wasn't a whole lot of support for Lord Windgrace so I'll give some honourable mentions:
Now the first issue with this card is that while it is very powerful, the only real mass sacrifice/discard effect in the deck is Torment of Hailfire . What this means is that by the time you get to use Tergrid, you've probably already won. So turning this on its head: what if you just look at Tergrid's Lantern . It's an expensive Torment of Hailfire , but if you had access to infinite mana you could just untap it and target your opponents. With Kodama of the East Tree you do have access to one infinite mana combo, so the questions is whether it's worth it. For now I'd say no while there is only one trick infinite mana trick in the deck.
If you are playing a lot of wheels though: pretty much an auto-include.
Now the way I see this is that it's a Chaos Warp that always gets your opponents something. Now in commander, because of the variance that'll usually mean something worse when you're countering something extremely dangerous, however be contrast, if you just throw this away you might just cascade them into their wincon if you aren't smart about when to use this. It is a powerful tool for dealing with things that BRG isn't supposed to be dealing with (spells on the stack) and the ability to use it yourself can be to your advantage, but by the same merit you'd need to stack the top of the deck expertly well to guarantee you won't get something useless. A bit of fun but like Chaos Warp , do so at your own peril.
Amusing with Blasphemous Act . Potentially game winning, but you're needing both cards to make this work, and one's a creature, the other is a sorcery. Both kinds are at a premium to tutor in this deck. Still, could win out of nowhere if someone has a bunch of tokens.
A decent budget option for a win condition, the main thing I dislike about sagas is how much they telegraph your plays. If you have multiple opponents, then you could easily be overwhelmed before it goes off.
Again decent budget mana fixing, but if you have access to fetches, shocks, and the odd typed land, this shouldn't be an absolute auto-include. The advantage of all the tutoring effects is to be able to toolbox your lands for a given situation. Given the only modal option you're given is from the hand, it has a lot of reduced utility and I would rate it below even Zendikar Battle Lands. Full art looks real pretty though.
Land destruction, a bit of tutoring (note that it doesn't say basic), has utility, might be a nice inclusion in budget builds.
Wipe board, make zombies, simple enough plan, not specifically made for this deck, not exactly a reliable strategy to put together this + a wipe given the amount of tutors available, but still it's an option.
Stop others getting stuff back from the graveyard, while still being able to use Regrowth and get back lands.
There a couple of other things that might be worth looking over, but nothing that screams auto-include in this exact deck. I will be trying Tegrid, God of Fright + Wheel of Misfortune but I don't have high hopes for that being a core strategy as it doesn't meld well with the lands-matter style of the deck, you can't just fetch it out incidentally.
1 month ago
Stop the presses!
Public service announcement: infinite land ETBs available for the easy price of:
Stack the triggers so that the Bounce Land returns to hand, the token ETBs from the landfall trigger (from the Bounce Land), and then the Kodama trigger resolves from the token entering the battlefield (CMC 0) allowing you to put a CMC 0 permanent (the Bounce Land you returned to hand) onto the battlefield to start the loop again. The beauty is that this can be stopped at any time.
Unfortunately you can't gain infinite mana without an Amulet of Vigor or Lotus Cobra but this is a big step for the deck. Probably not the most timely seeing as this has probably been out in the open for a while now but it's a chance to look over the focus of the deck and possibly look at adding more tutor or creature tutor effects to try and bring out Kodama of the East Tree or potentially try to find ways to cheat it out as quickly as possible.
Things to be excited for:
- Infinite zombies with Field of the Dead + five other differently named land (not counting the field and the bounce land here of course),
- Infinite Scute Swarm,
- Ability to trigger Valakut, the Molten Pinnacle and infinite number of times w/ Prismatic Omen or Dryad of the Ilysian Grove,
- Dread Presence going bananas with Urborg, Tomb of Yawgmoth (moreso than usual),
- Dab hard with infinite clues from Tireless Tracker (not game winning, just to show off),
Things to be careful of though: Valakut Exploration may cause you to exile your entire deck if you go too deep, but you should be winning on the turn you go off, but don't go for it unless you have the mana to do it.
Either way, Kodama of the East Tree is making its way into this deck. Main thing will be finding the optimal strategy/timing to go off, and how much of a pain it will be to stack the triggers outside of paper magic. Protecting the Kodama will be key to the strategy.
Part of the power is the many ways you can find/play the bouncelands in this deck. I'm still not convinced Rakdos Carnarium is worth it because of the slow mana and colour fixing, two bouncelands should do with the number of tutors, but the question will be whether it is worth it for the MILL value, the chance that you might just flip it into the graveyard and play it from there to go off. Either way it will require some deep thought on how to best balance out this new horizon of potential for Lord Windgrace.
1 month ago
This card seems pretty wild, being kind of a preemptive (and non-Disenchantable) Metamorphic Alteration. If you foretell it on one turn, it only takes one measly mana to use it in response to something on another turn. What kind of tricks can you think of using it for?
Most obviously, use spells/abilities that bring in a lot of creatures in one go so that they all enter as a copy of something strong. One awkward thing here though is that an opponent could ursurp the reflection by getting in something of their own at instant speed. -inclusive commanders I can think of that qualify are Oona, Queen of the Fae and Nevinyrral, Urborg Tyrant, plus Tana, the Bloodsower & Nadier, Agent of the Duskenel with an appropriate partner. (Note that e.g. The Locust God is AFAIK underwhelming here since its triggers are separate; you'll only get a copy out of the first token.)
Brudiclad, Telchor Engineer could use it as an inexpensive (if somewhat risky) way of getting a token copy of something that his other tokens can then copy in turn.
Kind of narrow, but you could get extra value by having creatures with on-cast triggers like Mockery of Nature come in as a copy of something with an ETB trigger, getting you both triggers at the end of the day. (You could also do something like having a creature cast from your hand come into as a copy of a Dread Cacodemon to qualify for its ETB, but you could do the same with any creature card Clone variant.)
1 month ago
Great to hear, OJSTheJuice.
So looking over how Field of the Dead generally plays from experience:
This deck as it stands is more like a land toolbox deck that ramps to just try and cast a big Torment of Hailfire, honestly that's the gameplan 99% of the time. So you won't usually be fetching out Field of the Dead until it's necessary as it enters tapped and taps for colourless mana, so its not a good ramping card and fixes nothing colour-wise. You also can't attack while Glacial Chasm is out, which is your main way to just pretty much phase out of until you ramp into big mana with Cabal Coffers and Urborg, Tomb of Yawgmoth, so its offensive capacity is somewhat hindered if you're turtling. Honestly by the mid game you should have seven different land names because with the fetch/land tutor mix unless you get rather unlucky and end up with a whole bunch of basics with no fetches, snow lands wouldn't really make that much of a difference. If you have have access to fetches, you can fetch shocks or cycle lands (still waiting for triomes in jund, one day...). So the only case where this would really affect anything is where you have maybe 7-9 lands and some duplicate basics. Given that maybe half the deck is lands, there are multiple search and graveyard recursion strategies, I think that this is the only scenario you could lose out.
Looking at Field of the Dead, the best setup you could have would be something like Vesuva + Thespian Stage copying Field of the Dead with a Ramunap Excavator and Azusa, Lost but Seeking plus Lord Windgrace. Now best case scenario this might be something like 5 land drops over 3 to that's 15 zombies: 30 power isn't bad at all (even assuming you get fetches, you might squeeze an extra 2 or 3 drops before you start running low on fetchable sources), but it shouldn't really be the focus of what you're doing. Field of the Dead is a good way to throw up blockers, not really be offensive unless you have no other options (either because of counterspells or because you milled both Torment and Exsanguinate with no Bala Ged Recovery Flip to get them back). The vulnerability in this deck is that it has surprisingly few ways to get back things that aren't land.
How I've used Field of the Dead in the past is for instant-speed blockers, because it's not something a lot of players can really interact with. It's a good way to defend Lord Windgrace from an attack (as he's not protected by Glacial Chasm). It's value should be largely incidental to what you are already doing (ramping), not the focus unless it is one of your last remaining strategies (only just above Valakut, the Molten Pinnacle).
1 month ago
Appreciate the mention!
I really enjoy this Windgrace deck, have one of my own, and I often refer to yours for upgrade paths and card evaluations. Now obvious each deck is different, but where I really see the utility of snow basics is with fetching off Prismatic Vista and Fabled Passage. You just hit that 6 a bit more easily, throwing up some extra bodies for Lord Windgrace, or the other walkers.
It really only makes a difference if you are recurring your fetches for land drops early, so I can understand not running snow (although, those Kaldheim snow basics are looking nice!).
3 months ago
It can be done in commander, but you will tend to have a few more effects from things like landfall creatures along with the usual land utilities, simply because of how many spots you need to fill. My recommendation is Lord Windgrace. When I built lands for commander, he was what I used and I’ve enjoyed the deck immensely.
Commander / EDH
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