Windgrace's Judgment

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Windgrace's Judgment

Instant

For any number of opponents, destroy target nonland permanent that player controls.

plakjekaas on Why is WotC Introducing a …

10 months ago

Everything that targets "nonland permanents" can destroy a battle, from Assassin's Trophy to Windgrace's Judgment.

I've played prereleases, and I'm not sure yet about Battles. They are fun, but make for longer games and more options to choose from, at least in limited. Half of the tables went to time every round. They do feel pretty natural as a target to attack, in that sense they're similar to Planeswalkers.

Epicurus on Ramos the Mutated Lord

1 year ago

+1 just because I love Mutate! Hahaha, don't even know if this deck is good or not, but it definitely could be, and looks fun as hell either way.

I can make some suggestions, but take them with a grain of salt. I really believe that I would have to actually play the deck to determine what it needs, what it doesn't need, and what might be helpful to add or cut in order to improve it.

First, here's a list of cards that are generally good for a Ramos deck:

Shielding Plax - gives Ramos Hexproof, puts two +1/+1 counters on him, and draws a card.

Maelstrom Nexus - Puts five counters on Ramos with one spell, grants free casting.

Corpsejack Menace - Speeds up access to Ramos's mana ability.

Zacama, Primal Calamity - Castable using Ramos's ability, and in my experience one of the best things to do so with.

Horned Kavu - Two colors for feeding Ramos, allows you to recast something, and has the added bonus in this deck of possibly allowing you to re-mutate stuff.

Next, I think that you need more early ramp. Here are some suggestions for that, starting with the most obvious choices:

Cultivate

Birds of Paradise

Noble Hierarch

Ilysian Caryatid

Fellwar Stone

To help facilitate some of these inclusions, here are some suggested cuts:

Thrun, the Last Troll - You have enough targets to Mutate without this, and removing him lowers your mana curve.

Lore Drakkis - Yeah, I know, that would make one less Mutate trigger, but it really doesn't do much of anything else for you. You don't have many instants and/or sorceries.

Krenko, Tin Street Kingpin - I understand why you may want him (he generates blockers, and you are vulnerable to go-wide strategies), but I think he's just unnecessarily raising your curve. By the time you can cast him, you'll probably have a lot of other spells you'd rather cast with that mana. If your meta dictates that you require defense against go-wide, there are better choices. Crawlspace, Lightmine Field, Silent Arbiter/Dueling Grounds.

Fertilid - Absolutely a waste of mana. There are a million things you're better off with than this.

Geist of Saint Traft - I'm actually torn on this one, but I really believe that it falls into the same category as Thrun. You'll likely have other good targets for mutation, though the Flying and Hexproof combination is a good one. I'd still consider your mana curve when deciding whether to keep it.

The Ozolith - Other than Ramos and Crystalline Giant, I really don't see how this is incredibly useful. It's genuinely a good card, but I don't see enough here to justify its inclusion.

Zendikar Resurgent - Too high of a cost. By the time you can cast it, this deck shouldn't need it. If you want to keep the draw effect, you're better off with Chulane, Teller of Tales.

Windgrace's Judgment - Pure jank. I take it your meta is mostly multiplayer? Even so, you'd probably benefit much more from some kind of cheaper, targeted removal. However, if you're so inclined, Decimate for one less mana, or Ruinous Ultimatum for a much more beneficial effect.

Finally, your land base could use an upgrade. That's probably obvious, and likely due to budget restrictions. I get it, land can be what makes a deck expensive to build, and casual decks sometimes aren't worth the money. However, you have a lot of lands on your list that ETB tapped, and that is disconcerting. Pain lands and check lands are the cheapest way to remedy this problem (albeit, the check lands are way more effective if you have shock lands and/or triomes, and furthermore aren't exactly inexpensive either).

I hope I didn't explode your brain, hahaha. If anything, take all of this as proof that I really want this deck to be awesome!

Cheers!

Kret on Elves lovers...HELP!

1 year ago

It looks like you need more ramp and card draw the most.
Skullclamp and every version of Deadly Dispute like Altar's Reap, Reckoner's Bargain and Village Rites could help. You should have a mana dork or an elf token idling at any time that you can sacrifice to draw more cards. Return of the Wildspeaker could double as another overrun effect.
For ramp I'd go with Farhaven Elf, Sakura-Tribe Elder, Rampant Growth and Nature's Lore.
Blackblade Reforged, Stoneforge Masterwork, Crown of Skemfar and Alpha Status can make Lathril ridiculously big.
Elvish Guidance can be your budget version of Gaea's Cradle.
Elderfang Venom seems better than Bow of Nylea.
Windgrace's Judgment is in my opinion a strictly better Casualties of War because destroing a land can make you an enemy of the table and with Windgrace's Judgment you can answer 3 biggest threats on the battlefield regardless of their type at instant speed.

ZendikariWol on Questioning the Iona Banning

1 year ago

You... may be in the minority, Wuzibo.

Scour and Intro are not played cards, and EDHrec will support me on this, just look at the numbers. The reason for this is simple: they are insanely overcosted. There are two non-colorless decks where I think Intro is worth running (and Scour is right out), which I also got when I checked EDHrec: Mizzix of the Izmagnus and Vadrik, Astral Archmage, because they can reduce its cost to 0. That is sweet, and those colors don't have a lot of good enchantment removal, so tbh I'd run it there, but unless I drop its cost substantially, it's not a playable card at 5 mana because 5-mana one-to-one removal is very bad.

Looking at the top 100 instants, 8 (Cyclonic Rift, Return of the Wildspeaker, Force of Will, Dig Through Time, Inkshield, Expansion / Explosion, Magma Opus, and Sublime Epiphany) meet or exceed 5 mana. They largely fall into two categories: 1- cards you can choose not to cast for 5+ mana (Cyclonic Rift, Force of Will, Dig Through Time, Expansion / Explosion, and Magma Opus), and 2- the three others: a card draw spell, an ultra-fog, and a modal spell which, to your credit, is removal, but it's removal that draws you a card, makes you a token, and bounces an opponent's creature. So.

What I'm saying is it takes a LOT of sauce to be a worth-running 5-mana removal spell, in fact I was surprised not to see Windgrace's Judgment in the top 100, which is up to three Intros without the card draw clause. It is a bad card, mate. Scour is worse.

Silly-Go-Round on But I wanna play Hydras [Help Needed]

2 years ago

Stuff I'd consider in no particular order.

Nature's Lore

Voracious Hydra

Steelbane Hydra - this one in particular has what you're looking for in enchantment hate, but I'll have a section specifically for that too.

Curse of the Swine

Hydroid Krasis - a little above your price range, but a fantastic hydra.

Elementalist's Palette

Lifeblood Hydra - just under 10 bucks, definitely a solid upgrade.

Vorel of the Hull Clade

Evolution Sage

Death Denied

Three Visits

Skyshroud Claim

Explosive Vegetation

Exponential Growth

Greater Good

Unbound Flourishing

I'd also consider looking up all the different duals that show up in sultai and picking up some of the cheaper ones? I google "word for the color identity of the deck I'm playing and dual lands" and theres a few sites there generally with prices. Also going up like, 3/4 more lands since 33 seems slim and you don't have a lot of mana rocks/dorks to shore that up.

enchantment removal I've used/like/I think would be good here.

Krosan Grip

Gaze of Granite

Pest Infestation

Sultai Charm

Maelstrom Pulse

Molder

Windgrace's Judgment

As for stuff I'd cut.

Edge of Autumn - theres better ramp cards and I suggested a few above

Grow from the Ashes - see above

Font of Fertility - see above

Frontier Siege - this seems kinda medium if all were doing with it is adding 2 extra mana, I like that it's modal but you're never going to pick that mode since we don't have a lot of flyers in hydras.

Icy Blast - I see where you're coming from with this, and I think it could definitely put in work, but I also feel like theres probably either hard removal that you could play for the same amount of mana that would make this useful, or something similar.

Personally I'd also cut the counter spells for more stuff that draws/removes but I understand why they're here.

I hope this helps, sorry if it's long winded, and good luck with the list!!

Ehsteve on Lord Windgrace Sits Behind A Chasm

2 years ago

Update

update on thoughts on sets released since last post:

Modern Horizons 2

Gaea's Will

Interesting as a concept. Only issue is it broadcasts the shenanigans well before it's possible to execute.

Tireless Provisioner

I think that with Kodama of the East Tree and the ability to ramp off land ETBs, this is an autoinclude in all Windgrace decks. It's technically better than a Lotus Cobra in that the mana sticks around, just one more mana to cast.

Yavimaya, Cradle of Growth

Just straight autoinclude now. Fixes mana issues, allowing for more possibilities with utility lands.

Adventures in the Forgotten Realms... moving on

Innistrad Midnight Hunt

Wrenn and Seven

Pretty good, does a lot of things you want to see, however there it does not allow you to put lands into the graveyard, they simply go to hand, so it will not necessarily synergize well with other engines. Further, as a 5-drop, you will probably have already unloaded your lands onto the battlefield so the second ability won't usually be too crash hot. I would hesitate to call this an auto-include, especially at current prices.

Augur of Autumn

Honestly Courser of Kruphix at least gives you life. I don't imagine (at least with this build) that with the number of creatures you can reliably meet the Coven conditions. It does have upside, but it requires the player to jump through hoops to get it. It's no Oracle of Mul Daya, but I can see an argument for preference.

Dire-Strain Rampage

I've seen this one bandied around, and honestly Harrow just does this better. It can act as removal, and has flashback but honestly Assassin's Trophy or Windgrace's Judgment act as broader, more reliable responses to real, immediate threats, and the ramp aspect is about average. The flexibility is good, but the power is just lacking to make this an auto-include.

Innistrad: Crimson Vow (so far)

Cultivator Colossus

Honestly I'm actually excited to see this kind of card, once it hits the battlefield you could cycle through a fair amount of the deck given the amount of lands. It's a given that the lands enter tapped but it gives the potential for an absolutely insane turn with anything like a Dread Presence and Urborg, Tomb of Yawgmoth, or a Valakut Exploration (though just be careful not to mill out)

BeeZak on Zaxara's Infinite Death

2 years ago

All aboard the Selvala, Heart of the Wilds / Kinnan, Bonder Prodigy train! Choo choo!

Seriously though, this looks sweet as hell. The infinite mana angle seems nasty, but not overly pushed, which should lead to good gameplay. Freed from the Real tends to be a surprisingly loud threat and my guess is that it's likely going to be a bit too greedy, especially considering you have fairly limited protection. Pemmin's Aura is good enough because the protection is built-in, and the added evasion will help you close some games. I've also found that cards like this tend to suffer quite a bit to the Chaos Orb s in our meta but YMMV.

The first thing that stood out to me was that you have significantly less interaction than you typically play, and I'd bet that it'll feel a bit uncomfortable having to be so selective with your answers. I'd recommend adding Windgrace's Judgment and Assassin's Trophy to improve your flexible removal, and some number of Erebos's Intervention , Battle at the Bridge , Profane Command , and Black Sun's Zenith to up your creature removal and creature count (Hydra tokens) at the same time. Also, these do really well against indestructible threats (cough Blightsteel Colossus + Ulamog, the Ceaseless Hunger cough) like gods and such.

You could probably also use another counterspell or two, but if you don't want to lean too hard that direction, that's understandable.

The second main thing I noticed is your mana ramp package—I'd look at it fairly critically and consider your goals. For example, I'd keep all creatures that tap for 2 or more mana ( Bloom Tender , Incubation Druid , Selvala, Heart of the Wilds ) as they give you more paths to going infinite. I'd cut the ones that only make 1 mana ( Birds of Paradise , Manaweft Sliver , Leyline Prowler ) as they tend to be a bit of a liability compared to land fetch spells and you aren't inherently taking advantage of the fact that they are creatures.

I'd also focus on the curve of your mana ramp. I think you should prioritize 2 cost spells like the three on-color signets, and the land fetch spells Nature's Lore , Farseek , Rampant Growth , and Sakura-Tribe Elder . Swapping these for your 3-5 cost mana ramp will give you more chances to cast Zaxara on turn 3 and get the ball rolling on both bigger mana and generating hydras. The way I see it, you could have a signet + Zaxara to use on turn 5 or spend that same turn casting a Gilded Lotus which is the same mana output but a turn slower. Basalt Monolith is the exception here as it goes infinite.

The final thing I'd encourage is to play more land. You really need to always hit Zaxara early for your deck to do it's thing, and maximizing your potential to consistently hit 4 mana on curve is going to pay dividends. At 34 I'd say you're 2-3 short of what I'd recommend for a mana-hungry deck like this, and you're actually at 33 right now because Winged Temple of Orazca starts as a Hadana's Climb  Flip and likely shouldn't be counted as a land.

Here are the baseline swaps I'd recommend:

Out - Birds of Paradise - Manaweft Sliver - Leyline Prowler - Yavimaya Elder - Freed from the Real - Capricopian - Seedborn Muse - Chromatic Lantern - Darksteel Ingot - Replicating Ring - Gilded Lotus - Opulent Palace

In + 2 Forest + 1 Island + 1 Swamp + Farseek + Nature's Lore + Sakura-Tribe Elder + Golgari Signet + Simic Signet + Dimir Signet + Profane Command / Erebos's Intervention + Windgrace's Judgment / Assassin's Trophy

These aren't super exciting changes but they'll massively help your initial consistency. I'd play the deck a buch before deciding what swaps would be best beyond this.

Stoked to see the deck in action!

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