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Enchantment (1)


19NOV2020 Be advised the primer for this deck needs to be updated. It is out of date in regards to cards that have been removed or added, though the overall strategy is still current and valid.

-Deck Stats-

Ramp- 11-13 depending on stage of game/ Situation

Tutors- 11 (4 Land tutors)

Card Draw- 7

Interaction (Single Target)- 7

Board Wipes- 3

What started out as a typical lands matter deck has slowly evolved into a Jund combo deck due to the meta I play in. My meta is highly competitive with multiple highly tuned and optimized decks being played. I started by lowering the overall CMC curve to allow for faster and more consistent turns. This entailed removing staples in most Windgrace decks such as Omnath, Locus of Rage, Titania, Protector of Argoth, and Avenger of Zendikar since their CMC was so high and I no longer wanted the deck to go wide.

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Getting to the WIN-

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The deck runs a suite of tutors to include- Demonic Tutor, Vampiric Tutor,Sidisi, Undead Vizierand Final Parting to allow you to get combo pieces. (A quick note on Final Parting, it works extremely well in this deck since it also allows you to get a land to put into your graveyard, which you can then play at some point with GY land recursion thus effectively allowing you to get 2 cards giving you pseudo card advantage. There is little to no downside) The deck also runs Sylvan Tutor, Summoner's Pact, Genesis Wave, and Worldly Tutor to allow you to get your combo pieces that involve creatures. Since this is a combo deck tutors play a large part in the strategy. The combos will be listed at the end of the description.

The deck does run a light package of removal and interaction, however this is offset by multiple tutors to allow you to get what you need to respond to your opponents plays.

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Piloting the deck-

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Playing the deck requires that you ramp quickly utilizing land tutors, begin building engines like The Gitrog Monster + Squandered Resources or Fetch lands, then begin to find your combo pieces choosing which combo will work best for the game state and the decks you are playing against.

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High Synergy "Combos"

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There are also a few synergy pieces in here that, while not leading to direct wins, can help provide options for tricky games.

With Prismatic Omen and Valakut, the Molten Pinnacle on the battlefield (and preferably Crucible of Worlds) play Scapeshift sacing all the lands but Valakut, the Molten Pinnacleallowing you to deal 3 dmg to target creature or player per land you search up. This can act as creature removal and or a kill play if another player is low on life. The other Scapeshift play involves Field of the Dead. Same idea as Valakut/Scapeshift but instead of dealing dmg you will be creating an army of 2/2 Zombies. These can be used as blockers, fodder for your mana producing sac outlets, or simply swinging out to beat face.

Next is good old Thespian's Stage + Dark Depths combo. Play Dark Depths make Thespian's Stage a copy of it sacing both lands and get a 20/20 indestructible flyer. Then just replay both lands from the graveyard and do it again when your opponents finally get rid of Mariat Lage

Finally Stranglehold+Maralen of the Mornsong is a soft lock combo to slow down your opponents by removing their ability to draw cards completely leaving you the only player drawing cards.

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Destruction of Property-

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The deck does run an extremely light land destruction suite, however this is only to deal with instances utility lands have to be dealt with ( Gaea's Cradle,Lake of the Dead for example]). While most Windgrace decks that want to play optimized will run full land destruction suites I wanted a light land interaction build, for rare games when specific lands provide too much value to my opponents, while keeping the deck flexible as to what power level it could play at (I can play the deck against precons for example, and not be too overbearing as long as I change the lines of play to a less aggressive strategy and more fun and challenging ways to combo out. (Kill table with multiple Valakut, the Molten Pinnacles one for each opponent, things like that). I like being able to play a game with newer players with a deck that can power down and not be overbearing and take away the table's fun, but also has the ability to end the game when if it goes on way too long for whatever reason.

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Wrapping-Up-

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This is a strong combo deck for not being blue and while it is not CEDH I would put it around an 8 or so using the Command Zones power scale. While playing this deck I have never been mana screwed, nor have I had issues with color fixing. I have been mana flooded a few tmes, however unlike most decks getting flooded does not hurt this deck as it provides synergy with minor sub themes it is trying to employ. The deck is vulnerable to blue player's counter spells as well as removal if you have to set your combo pieces up over two turns, so make sure to pay close attention to the board state when you go to combo off. Be aware that Discard decks can provide an issue if you lose multiple card draw engines or end up having to play slow. Most of the time your tempo and speed will out pace theirs, but it can provide issues so be aware

The different lines of play allow for a stronger or weaker deck depending on the power level of the pod you are playing in, while not effecting the consistency or speed of the deck if playing it as an optimized power deck.While it will not power down to lower power levels (EX: Theme decks and sub optimized decks) it is still a versatile and fun deck to pilot that can hold it's own at higher levels op play.

With that said the deck is consistent in what it wants to do and is a blast to pilot. It is a powerful deck that can hold it's own against just about any other deck under CEDH level. As an added bonus the deck can play at lower power levels as long as you do not go for the main combos in the deck. Utilize Valakut, the Molten Pinnacle/Field of the Dead+Scapeshift instead and have fun playing the deck in a different way.

Feel free to ask any questions or provide feedback. There is always something out there I have never seen or thought about that could improve the deck.

Win Condition Combos

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Melira, Sylvok Outcast + Murderous Redcap + Sac outlet= Infinite Dmg from Murderous Redcap

Mikaeus, the Unhallowed + Walking Ballista + Sac outlet= Infinite Dmg from Walking Ballista

Temur Sabertooth+Dockside Extortionist+Comet Storm= Infinite mana with Dockside Extortionist and Temur Sabertooth then infinite dmg with Comet Storm

High synergy "Combos"

- Stranglehold+Maralen of the Mornsong= Opponents no longer able to draw cards

Valakut, the Molten Pinnacle+Prismatic Omen+Scapeshift= Not infinite but will do a large amount of dmg to players and or creatures

Field of the Dead+Scapeshift for 6 or more lands= Army of 2/2 Zombies

Sac outlets-

Viscera Seer

Ashnod's Altar

Phyrexian Altar

Suggestions

Updates Add

After testing the deck with Korvold, Fae-Cursed King at the helm the deck ran a bit better and even allowed for a few clutch wins out of nowhere due to the sac outlet from the command zone utilizing Protean Hulk. I have decided to run Prossh, Skyraider of Kher *f-etch* as the commander to allow the deck to always have easy access to a unlimited sac outlet when running the main lines. I have pulled Lord Windgrace from the deck completely though I will be testing the deck to see if Korvold stays in the 99 or gets replaced by Windgrace.

Comments

Casual

98% Competitive

Revision 14 See all

(3 years ago)

+1 Beast Within main
+1 Command Tower main
+1 Cultivate main
+1 Expedition Map main
+1 Forest main
+1 Ignoble Hierarch main
-1 Putrefy main
+1 Radha, Heart of Keld main
+1 Tooth and Nail main
Top Ranked
Date added 5 years
Last updated 2 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

57 - 0 Rares

12 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 2.84
Tokens Beast 3/3 G, Cat Warrior 2/2 G, City's Blessing, Kobolds of Kher Keep 0/1 R, Marit Lage, Treasure, Zombie 2/2 B
Folders Lurd windgrace, Combo Deck, Commander decks
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