Retreat to Hagra
Landfall — Whenever a land enters the battlefield under your control, choose one —
- Target creature gets +1/+0 and gains deathtouch until the end of turn.
- Each opponent loses 1 life and you gain 1 life.
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|Commander / EDH||Legal|
Retreat to Hagra occurrence in decks from the last year
Latest Decks as Commander
Retreat to Hagra Discussion
3 months ago
This deck really came well synergized out of the box.
I really don't like Whispersteel Dagger, I know it helps what Anowon is trying to do, i just wish it had ETB attach or something. The deck doesn't lean on equipment very heavily, so I might replace mine with Retreat to Hagra to try to take advantage of all the tap/fetch lands and discourage blockers with the deathtouch until end of turn (+1 counter is a welcome bonus). The mana included in this deck is pretty mediocre, so at least you'll get triggers on the duds.
That's my two cents, I hope you get some good suggestions. I'm going to keep following this.
4 months ago
Not complete trash
I would consider this pretty much an autoinclude just for value. Unsure of what to really cut to make room but it does provide both the opportunity for a landfall trigger and reanimate key value engine creatures.
A way to use your landfall triggers to make yourself pretty much unable to be attacked by opponents. There are ways to get around this like dropping hasted creatures (as they weren't around when the goad ability resolved). That said you could keep an uncracked fetch open to do it at the begin combat step. Only issue is the rather steep mana cost of the creature along with being double red, which makes it technically the hardest to fix for with the current mana base.
Pretty much useless in 1v1 so just keep that in mind.
Honestly I don't think this card works that well in this deck because the number of landfall/land ETB creatures isn't actually that large (currently 5) however with something like Retreat to Hagra this can become quite painful for opponents. The added Crucible of Worlds effect does make this card tempting but the higher CMC and vulnerability to removal as a creature makes me hesitant to give this more than a passing consideration. You can look at some corner cases like double triggering Burgeoning, but if you have the spare mana to be able to cast this then you generally won't have that many land in hand I imagine to be able to take advantage of the trigger. Also note the complete cluster that something like a bounceland creates. It's good but it's not great.
4 months ago
You could put in some Snow-Covered Basics for Field of the Dead.
Cards I have in my Wingrace deck which could interest you: Orcish Lumberjack to bring Windgrace out early. It is very good.
Cavalier of Flame really cool card to cycle your hand or to finish the game when you sacrifice it.
Zuran Orb really cool card to sacrifice lands and it could safe your life ;-)
Greater Good awesome card draw engine. In combination with titania and a land sac outlet you can cycle through your deck very quickly
Crop Rotation a staple for a land deck, you should play it
Retreat to Hagra also a very neat card which could make a lot of damage over the game.
Here is my Windgrace deck: Windgrace, Lord of Lands maybe you find some usefull cards
4 months ago
World Shaper Tectonic Break Swap for night's whisper & sign in blood(1 time use, commander is a draw engine already) If we get fetch lands get everyone you can fit in. Fetch lands, extra land cards, and crucible/ramanup effects provide an insane draw engine and can kill a table very easily with Retreat to Hagra or obnixilus(spelling) Fetch lands a dumb expensive right now. But Azusa, Lost but Seeking is cheap and Exploration is reasonable-ish for now. I chose to go all in on my lands and limited the dorks and rocks. It was awkward at first, normally I'm very dependent on my rocks and dorks. Then, you swap your "cultivate" and rampant growths for more basics. It's easy to set up a ramanup-exploration board state and just keep playing fetch lands from the graveyard, drawing, and getting korvold huge. I've killed tables with commander damage a ton. Sorry for the long post and terrible grammar. Build him how you want and have fun!
5 months ago
Bad: Brilliant Spectrum Dutiful Return Cancel Unsummon Retreat to Hagra Saving Grace Reliquary Tower Bloodbond Vampire Coralhelm Guide Drana's Emissary Hagra Sharpshooter Halimar Tidecaller Infantry Veteran Kalastria Nightwatch Lifespring Druid Ondu War Cleric Reckless Cohort Tajuru Pathwarden Umara Entangler Zulaport Chainmage
Recommendations: Sea Gate Loremaster Turntimber Ranger Beastcaller Savant Tajuru Warcaller Agadeem Occultist Angelic Captain Irregular Cohort Akoum Battlesinger Kazandu Blademaster Tajuru Archer Graveshifter Unsettled Mariner Unified Front Distant Melody Oblivion Ring Gideon, Ally of Zendikar Pillar of Origins Mana Geode Prismatic Lens Ally Encampment Evolving Wilds Terramorphic Expanse
5 months ago
Comment incoming shortly 1empyrean.
So here is a possible new permutation of my Lands deck. I've been toying around the idea of swapping out Lord Windgrace as the commander and replacing him with Mina and Denn, Wildborn. I am trying Mina and Denn out mainly because they are less threatening than Windgrace and I could re-purpose some cards for my Glissa deck. Plus I found that most of the finishers are the same or I have found a like-for-like replacement (i.e. Tunneling Geopede in place of Retreat to Hagra). I am posting it here to get some other eyes on the deck and to hear thoughts/opinions on the switch. Thanks in advance.
Commander / EDH
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6 months ago
Really cool deck. With all the lands you have entering the battlefield, maybe a few landfall cards would be nice here? Something like Retreat to Hagra could be really nice, both giving you a buffer against aggro and the damage can quickly add up. Tireless Tracker might also be nice to draw into your threats in a pinch, and Oran-Rief Hydra could potentially become huge. Scapeshift also feels like it could be fun, but the lands entering tapped might be a dealbreaker. I have no idea if this is what you want to do with the deck, just maybe something to consider. I hope this helps.
9 months ago
Hi Spell_Slam. You made some great points about your suggested cards. I've had to think quite about each pick to decide if my current selection of cards is better for each one you recommended. Here are my thoughts:
- Sanctum of Ugin is a very narrow tutor with very specific conditions and a very specific set of cards it can find. I currently run the following four tutors that can find any card: Demonic Tutor, Gamble, Rune-Scarred Demon, and Vampiric Tutor. I think these are better choices for a tutor slot.
- I agree with you on Bedevil. It's already in the deck :)
- For "enablers" (cards that help you cast your commander), I prefer straight up guaranteed damage on a card to the repeatable but also conditional damage that Retreat to Hagra offers. The same thinking applies to Bitterblossom. In particular, I've deliberately built my version to be as fast as possible (the MTG concept of tempo is in play here). So I'm wary of waiting a turn for anything to happen with these cards. Considering I only need one point of damage to an opponent to cast my commander, I'd rather cast a card that can immediately enable Rakdos, Lord of Riots to hit the field.
- What's interesting about Bloodgift Demon is that it does multiple things but does those things worse than other cards. Realistically, I'm not going to give an opponent a card for 1 damage to them, so of course I'll be drawing the cards. Thus, in terms of drawing cards it reads "3BB: draw a card next turn and take 1 point of damage". Which doesn't sound that great. Obviously it's also a flying creature and therefore can get the damage needed for our commander. But so can Fanatical Firebrand but it's just 1 mana. For these reasons, I had a hard time justifying Bloodgift Demon in the deck (I've previously played it so I have experience with it). I'm not saying "I'm right" here, just that I've found tjhe deck to be much smoother with low-cmc enablers and high-cmc finishers. The midrange costs of 4, 5, 6 mana are tough slots to fill and REALLY need to justify themselves. This is also the thinking behind me leaving Solemn Simulacrum on the sidelines.
- Regarding Wheel of Fortune and Reforge the Soul, I definitely get what you're saying. I can't say you're wrong at all. For me, this comes down to personal preference. I can't tell you how bad it feels to draw 7 and get not much of anything I need while giving my opponents 21 cards to choose from. I'd rather let my opponents do the work to draw their own cards rather than hand them answers to my board state.
Thanks for your comments. I'm definitely open to further discussion about your suggestions. In particular, if you can recommend cards I might remove to put in the cards you suggested, I think that would help facilitate future discussion. It's find that it's easy to suggest cards but much harder to suggest specific swaps, as often the swap doesn't look so good once you realize what's coming out of the deck.