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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.
February 5, 2021 11:33 p.m. Edited.
Commander / EDH
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|Avg. deck rating||7.79|
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|Suppressed formats||Legacy, Pre-release, Unformat, Heirloom, Vintage, Pauper, Noble, Hero, Block Constructed, Duel Commander, Tiny Leaders, Magic Duels, Penny Dreadful, Frontier, Leviathan, 1v1 Commander, Pauper EDH, Canadian Highlander, Brawl, Oathbreaker, Oldschool 93/94, Historic|
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