Lord Windgrace Sits Behind A Chasm

Commander / EDH Ehsteve

SCORE: 37 | 48 COMMENTS | 7243 VIEWS | IN 13 FOLDERS


Ehsteve says... #1

Some more thoughts after the full Eldraine spoilers:

Unfortunately there aren't any massive additions or win conditions to add to the deck unlike Field of the Dead from M20, but there is at least one card that'll pretty obvious be a replacement for either Terramorphic Expanse or Evolving Wilds :

Fabled Passage .

The untapped clause is very important for late game mana generation (in that it does not effectively tax you while fixing colours) and it is a source of land sacrifice for the value engines that rely upon it in this archetype just as much as its predecessors. It is a pain that it is currently sitting at around $10 prior to the set release, but hopefully this falls due to supply shortly thereafter.

Other than that a lot of decks have incorporated Korvold, Fae-Cursed King which works fantastically with the land sacrifice engines available in this archetype. It does compete with The Gitrog Monster for card advantage (being that it counts all permanents, and not just lands) and I would very favourably consider it in this deck, depending upon availability.

September 23, 2019 12:56 a.m.

Bighimmy says... #2

As a windgrace player both stax and midrange lands value you dont have enough interaction I've found while u can outlast the agro decks etc u need removal at instant speed for control and combo decks natures claim assassins trophy go for the throat dismember force of Vigor abrupt decay chaos warp the list goes on I've found having around 10 sources of interaction with 2 or 3 wipes works the best the rest you can out grind them with redundancy like using dredge and redundancy for using your graveyard as a extended hand like dredge return noxious revival etc. Just my 2 cents hope it was helpful

October 2, 2019 8:29 p.m.

Ehsteve says... #3

Thanks for the input Bighimmy!

So I've gone through the list and my understanding is that you mean proactive interaction/removal. So from the deck list thus far there is:

For boardwipes there are:

Now for some of the other options I've gone through in the past I personally don't feel like a few of them are really worth it, and feel free to discuss these since there's always going to be something that I'm missing or haven't really thought about. My thoughts on:

  • Chaos Warp : This is an attractive option, it deals with anything and you can even use it on your own permanents to try and spin into something more useful. It means that certain threats don't go to the graveyard (for reanimation or death triggers) and can get lost in the deck. However, from past experience I'm much more a fan of Assassin's Trophy as you can then Bojuka Bog to exile the threat along with the rest of the graveyard. This is a less risky option, and I completely understand why people go to it but I know I'll be kicking myself once a Chaos Warp turns a threat into a bigger threat.
  • Gaze of Granite : Pernicious Deed just does everything that Gaze of Granite does that much better with the only exception being planeswalkers. You don't have to sink all your mana into the casting (so if it gets countered it's not a complete loss) and furthermore you can use Pernicious Deed at instant speed, which is a massive way to interact with non-creature permanent-based strategies (such as enchantments and artifacts).
  • Go for the Throat / Doom Blade / Dismember / Abrupt Decay : I'm not a massive fan of conditional removal in commander because my rule of thumb is that the broadest answer is the best answer the vast majority of cases.
  • Putrefy : for the longest time I played this in the deck before Ravnica Allegiances rolled around and Bedevil took its place. The ability to interact with planeswalkers is fantastic, but the key thing I think is that the inability to regenerate clause from Putrefy isn't of massive concern for this deck for a couple of reasons. Firstly regeneration isn't particularly common, and when it is you're dealing with Asceticism in which case you're not Putrefying anything. Otherwise you have access to Damnation which doesn't allow regeneration and Toxic Deluge which also doesn't allow regeneration.
  • Force of Vigor : I started playing this in my Ayula, Queen Among Bears commander deck and in mono green it is the best answer to a lot of early game and late game threats. Current this deck has 42 green cards so there's no shortage of fodder to play this for free on your opponent's turn, but I'm unsure as to what this supercedes in the deck currently.
  • Casualties of War : as a budget option this is fine but the sorcery speed makes this lacklustre.
  • Noxious Revival : This was on the radar for a while when I was concerned about getting Glacial Chasm destroyed and then getting exiled, however there is not really a reliable way to recur this effect, and it is not particularly powerful (though has some utility due to being able to play it at instant speed for nothing). My other concern was that it requires an additional step to get it into hand, so if you draw it for turn, you would need a way to draw an additional card to then get whatever you need from the graveyard to your hand. As a redundant effect for Eternal Witness I understand, however I think it is too much of a corner case and I would be more of a fan of Regrowth -like as you will have access massive amounts of excess mana from Urborg, Tomb of Yawgmoth + Cabal Coffers . I imagine something like this will come along some time in the near future, it's only a matter of time.
  • Red Elemental Blast / Pyroblast / Guttural Response : I find that this angle of interaction is far too narrow to really be applicable unless you know there is a very high chance of versing counterspells in your local meta. This is why I find that Boseiju, Who Shelters All is a better solution to this problem, primarily because it can be searched off abilities and deals with the majority of effects while being difficult to interact with itself. Now the way your opponents can get around this is effects like Venser, Shaper Savant , Narset's Reversal or any other Unsubstantiate -type abilities. I learned to simply accept this as a weakness of the deck given the colours. The archetype is rather weak to its inability to interact with the stack, but I think there are more unconventional ways around this, such as Contamination to punish their mana base or by waiting until your counter-laden opponents are tapped out from trying to deal with each other. I think that this is a fair trade off for this deck being difficult to interact with.

The main weakness of this deck I believe is its inability to deal with mill and combo effectively, vulnerability to bounce effects on the stack like Venser, Shaper Savant and counterspells. I've found that these weaknesses can be reduced with a couple of strategies:

  • Playing some political cards Pir's Whim + Tempt with Discovery + Rites of Flourishing to try and ameliorate the board (and not draw the ire of anyone who might have a counter available),
  • Building up a solid land base from both a deckbuilding and play perspective to support a late-game comeback due to the lack of cards that effectively interact with land-base strategies, and
  • The ability to play around counterspells and interaction, such as Boseiju, Who Shelters All and reliance on using abilities rather than just spells.

Other thoughts

So after a little more testing, Elvish Reclaimer is an absolute house in being able to effectively Crop Rotation each turn to more reliable tutor out either ramping or utility land. The summoning sickness issue means that again this does not pull this deck back from the brink in the late game, but as an early game drop it provides access to both stocking the graveyard for Lord Windgrace and fixing mana for the later game. I regret my initial skepticism on this addition and think it is a great upgrade for the deck.

I am planning on adding in Korvold, Fae-Cursed King shortly because I think another Gitrog Monster will be welcome here. I think I'll finally have to pull the trigger on cutting Zuran Orb , it's been there since the start...

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October 12, 2019 9:41 p.m.

SufferFromEDHD says... #5

Wow. Great minds think alike. We are running very similar lists. Lord Windgrace Jund Lands.dec

December 7, 2019 1:52 a.m.

Ehsteve says... #6

More updates:

After Theros turned out to be a pretty big miss apart from Dryad of the Ilysian Grove, I had some more thoughts about where to take this deck and after seeing just a couple of the 2020 commander card spoilers I think there is a lot of potential with just a couple of cards:

Nesting Grounds

Now the biggest potential for Nesting Grounds is to have this interact with Glacial Chasm to limit the upkeep cost. While this can't stop it never getting age counters, it means that you can make sure that they never increase beyond 1 (if you already have the Nesting Grounds out). The downside is that this is yet another colourless source which impacts reliability of mana, along with impacting a grand total of one land. Blast Zone was another thought but there are no charge counters to add and there are very few scenarios where you'll want to tick DOWN Blast Zone apart from the corner cases where you might want to destroy mass tokens.

Manascape Refractor

Now this, this is the good stuff. I think this is a solid replacement for Mirage Mirror because it has an immediate impact in that it can use other land's abilities without having to copy a target. The prime synergy is with Cabal Coffers but it also works well with any of the utility lands with activated abilities. In a pinch, with a Thespian's Stage you can effectively protect it for 2 mana by converting it into a land to sidestep artifact removal. This however means that it would lose all other text and effectively become just another Thespian's Stage without the ability to recur it as easily (as it would be an artifact whilst in the graveyard if you were to sacrifice it to any relevant ability).

April 5, 2020 11:32 p.m.

Limejuice says... #7

Not sure if your still updating the deck. Imperial Seal, Worldly Tutor, Sire of Insanity, and Bane of Progress seem to fit well while respecting no MLD. These creatures also make Volrath's Stronghold a powerhouse.

Also, Ancient Tomb and Sylvan Scrying would help ramp and land matter's strategies.

July 17, 2020 3:46 p.m.

Ehsteve says... #8

Thanks for the suggestions Limejuice!

I'm very much still on top of this deck and playing it. It's just that not much has happened since C20.

I have considered Ancient Tomb for ramp and if I get a hold of one I'll slot it in somewhere. As for Imperial Seal, while this would be a cool addition I feel like I'm stuck with either Grim Tutor or Beseech the Queen until seal gets reprinted, for much the same reason as there are no original duals in the deck.

I did try Volrath's Stronghold before but I didn't find it particularly good, then again the creatures are more value-based than aggressive, so it may be a case of reassessing the creature base.

One card I do want to test out shortly is Command the Dreadhorde because with Glacial Chasm this becomes insane being able to steal everyone's creatures. I don't know why I haven't seen more of this in Lord Windgrace decks, especially with how well you can defend the chasm.

As for Sylvan Scrying, if I find room for a cut I may try it out. I think there is a fair saturation of tutors in the deck.

July 19, 2020 11:39 p.m.

Ehsteve says... #9

Updates

So far there have been very few changes in the deck in a while, mainly because there have been very few things that have really added to the deck since Manascape Refractor.

With the Zendikar Rising spoilers though there are a few cards that stick out that deserve a mention as being potentially useful in this archetype:

Ashaya Soul of the Wild

Now this is very much like Multani, Yavimaya's Avatar except 1 cheaper and with no ability to recur itself (or bounce lands for discarding). That said it does ramp. In this particular deck I would have to say that the only way to really generate creatures quickly is Avenger of Zendikar, and even then they will have summoning sickness.

Valakut Awakening

This card has a lot of utility, the land is slow but it's an effect in a pinch. The only thing I will say to its greatest detriment is that it doesn't count as a land in the graveyard and cannot be searched like one. That said it's a pretty good filter/land combo.

Bala Ged Recovery

Pretty much an easier Eternal Witness on top of that the other side is a land, which can really help smooth out the mana on opening hands. Still not a land card in the library or graveyard which is a pain but it's about as easy to search up in this deck as an Eternal Witness and it's easier to cast (being one less green mana symbol). Again a candidate for smoothing out mana early game in green (which is the most key ramping colour) or making a landfall trigger on top of being a Regrowth, even if it is a bit more expensive. I honestly think it might be worth a serious thought about replacing Eternal Witness as there is pretty much no reanimation in the deck (unless you are including something like Volrath's Stronghold).

Tangled Florahedron

It's a mana dork that can also be a land, potential for a bit of ramp, potential for a landfall trigger, not exciting but certainly worth a mention.

Spitfire Lagac

I'm torn about this card because it has all the words but unfortunately it's not really how this kind of deck plays out. There are very few infinite landfall triggers so this is more of a value card. It will annoy and aggravate the board and draw attention to you for very limited gain. You make three landfall triggers in a turn? That's three damage...great, now you have everyone's attention.

Nissa of Shadow Boughs

If I didn't mention it, someone would bring it up, but this card just doesn't quite work in this deck unless you are a dedicated reanimation build. Play her for 4, drop some land, reanimate something, maybe drop a surprise from the hand once, then she probably dies. I think Nissa, Vital Force is still a much better card for utility being that she can retrieve permanents (including land) and has an ultimate that just works beautifully with the deck. However this new Nissa just doesn't really cut it with the current abilities.

Cragcrown Pathway

Beautiful card, it's just a shame it's not in GB, still a potentially good choice, the main thing going against it is the lack of land types and having to play it from the graveyard on it's Red facing.

Other Thoughts

  • I want to try adding Valakut, the Molten Pinnacle back into the deck at some point. I think there are enough ways to make everything mountains that it shouldn't be as bad as it was before.
  • Still want to add Castle Locthwain into the deck.
  • Haven't had time to test Command the Dreadhorde yet but I think it's a good potential addition.
September 2, 2020 8:39 p.m.

Ehsteve says... #10

Lands, lands everywhere

Cleansing Wildfire

I am surprisingly up on this card for a few reasons: land destruction, low cost, draws a card and can be used on your own land for fixing mana. This enables triggers on land entering the battlefield, entering the battlefield, fills the graveyard giving you that little kick you might need to get the value engines rolling.

Valakut Exploration

Now this, this I love. Potential to dome each opponent for massive damage. The one thing that makes me hesitate slightly is the seperate paragraph for the card. If you get a whole bunch of land triggers then the enchantment is removed, you can still play those cards for one turn, but then they remain in exile. This can lead to massive blowouts if your opponents have any kind of instant interaction. What this also means is that you have to be very careful about counting how many lands are played per turn, and know that you can potentially permanent exile important cards (i.e. Glacial Chasm) by accident if you crack a fetch on an opponent's end step. It's not a complete deal breaker but it means you have to keep your lines of play very tight.

Nahiri's Lithoforming

Interesting effect. You get to sacrifice lands, draw cards and play more lands. I like to think of this kind of like an expensive Scapeshift that doesn't search, so you are at the mercy of the topdeck, that said you could by the same merit draw absolute gas. Works much better with Amulet of Vigor.

Roiling Regrowth

Pretty much a Harrow with the downside of the basics entering tapped, but the upside of not having to sacrifice as part of the cost which makes it a little less painful if countered.

Quick aside: landfall creatures

Just because a creature has landfall doesn't make it anything close to an auto-include in these kinds of decks, this is primarily because there are effectively no infinite land ETB trigger loops, so you need to ensure that any landfall triggers are definitely worth it. As such this negates most of the landfall creatures in Zendikar Rising so I will just include the ones that are worth talking about.

Scute Swarm

A way to make lots of tokens. I'm not convinced 100% on how effective they will be but you will always have more than 6 lands, and that means you will make a metric tonne of these bad bois (doubling their number per landfall trigger). These can get out of hand quickly and are cheap to play which is why I like them more than Rampaging Baloths. Art is also awesome.

Phylath, World Sculptor

Pretty much just a Avenger of Zendikar but cut down slightly. The main issue is that it relies on basic lands and only pumps one plant per landfall (unlike all plants with Avenger of Zendikar).

Mythic TRASH

Just to clear it up, I think that so far the cycle of mythic spells with a painful mono-coloured land on the other facing are the definition of trash-tier. In commander they're filler at best if you have nothing better to do because the spell side is underwhelming. The green one is at best playable, but I think there are far better 7-mana plays in commander. Feel free to discuss.

September 7, 2020 10:57 p.m.

Ehsteve says... #11

Not complete trash

Agadeem's Awakening

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.

Geode Rager

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.

Ancient Greenwarden

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.

September 10, 2020 12:46 a.m.

Ehsteve says... #12

Deck Update

Out

  • Sylvan Library: after reading and rereading Valakut Exploration again and again I am just solidly convinced that in this deck that Valakut Exploration is just better in every way except cost and fixing for mana to play it in early game.
  • Avenger of Zendikar: After much thought I just think Scute Swarm just plays a lot better due to it's lower CMC and greater value over time.
  • Nissa, Vastwood Seer  Flip: As a value engine it's underwhelming. It plays to the theme but you're only really upticking Nissa for the +1 on a vulnerable body (planeswalkers usually don't last very long in any multiplayer game).

In

  • Valakut Exploration: Just a better Sylvan Library in this deck, I completely misread this at first thinking that the ability to play was tied to the enchantment being on the battlefield but even if this gets removed you can still play things exiled with it. All around a good card (also sweet art).
  • Scute Swarm: The ability to effectively double its number with every landfall is a very enticing prospect. Less explosive than Avenger of Zendikar and you will have to time landfalls to get around summoning sickness (also sweet art).
  • Bala Ged Recovery  Flip: Graveyard recursion/land, I really want to give this a try as second Eternal Witness that also doubles as a land, not fetchable and can't be tutored with Traverse the Ulvenwald so I don't expect a massive performance bump, but redundancy of such a key effect is always welcome.
  • Ancient Tomb: Early game mana, you don't take damage while a Glacial Chasm is out, all in all just a way to get going.

Umming and Erring

  • Valakut Awakening  Flip: Instant speed hand refresh. Would be much better as a discard effect. Not sure if this is worth it or what it would replace.
  • Cragcrown Pathway  Flip: When I looked over the land base I just think that since these cards don't have a basic land type, that they're not that good. They're not fetchable and don't add anything new to the deck.
  • Valakut, the Molten Pinnacle: I've wanted to add this back into the deck since Dryad of the Ilysian Grove was printed. It adds the ability to bolt and could be an effective utility land, however there's the issue of figuring out which utility land would be cut to fit it in.
October 1, 2020 12:43 a.m.

OJSTheJuice says... #13

Surprised you didn't mix any snow covered basics in, for field of the dead.

December 17, 2020 6:46 p.m.

Ehsteve says... #14

Thanks for the input OJSTheJuice!

So looking at the deck as it plays (not running the numbers) the advantage of playing maybe half snow-covered versus just plain basics is very minimal. You can easily meet the requirement for seven differently named lands without having to dip into snow lands and it'll probably end up not being noticeable.

Other reason I'm not mixing in snow-covered is that my basics are currently alters that I like and there's no compulsion to go out and get snow versions.

That said there is a benefit so it would be advisable if you want to squeeze absolutely everything you can out of Field of the Dead.

January 12, 2021 7:01 p.m.

OJSTheJuice says... #15

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!).

January 13, 2021 7:59 a.m.

Ehsteve says... #16

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).

January 13, 2021 11:06 p.m.

Ehsteve says... #17

Commander Legends review for Lord Windgrace and Thoughts

Missed out on looking at these cards the first time so another look at cards that can synergise with this deck or with more general Lord Windgrace decks after actually testing them out.

Reshape the Earth This card looks like it may just slot right in but I would caution against just jamming this in. It is very powerful to be able to just pick out ten lands from the library and slam them on the battlefield, no sacrificing or any real downside but there are a couple of issues to consider:

  • The card is 9 mana, and requires triple green. This is not difficult to do with mana fixing but because the lands enter tapped from Reshape the Earth and the spell is sorcery speed, this is pretty much your entire turn. This means that you better be planning to win the game with this spell on the turn you play it because your green mana will be heavily depleted when you do. There are pretty much two options: Field of the Dead or Valakut, the Molten Pinnacle for ETB triggers, but this can also be a trap. If you fetch Vesuva with this ability, you have to have one of the above lands already on the battlefield. This is because when Vesuva enters the battlefield at the same time as another land, due to timing it only checks land already on the battlefield. There is a similar issue with Thespian Stage as when the land enters...it has already had its ETB. This means that you can't just fetch Field of the Dead or Valakut, the Molten Pinnacle along with the two copy lands from the library and try to stack the triggers, it just doesn't work. This card just can't immediately win you the game in most circumstances. You could look at Dread Presence dealing a good 20 damage or getting a sweet Valakut Exploration turn, but you can't just straight up 40 someone unless you already have a very specific boardstate. I just don't think this card is worth including in this archetype.

Dawnglade Regent

I was surprisingly up on this card when it was first spoiled because of the Glacial Chasm synergy (never take combat damage, never lose the Monarchy). Now on top of being the eternal Monarch, you get the benefit of all your permanents being hexproof, which includes your land. Now you have protection against opponents removing your key lands! The issue is that it is still a creature body, doesn't really have any land-synergistic abilities and is 7 mana. I dropped Avenger of Zendikar for being expensive to play, and this just draws you a card at end step, not terrible, but not the most exciting thing to ever happen. Maybe this card is just too 'win more' to be an inclusion, but it has a sweet interaction with this deck.

Kamahl's Will

Honestly not terrible but not exciting either. The key thing is that it doesn't untap your lands, and there's no real benefit for them being creatures, if you have a Glacial Chasm out they can't even attack...and they're 1/1s so you need something to buff them up before they attack. That's several steps more complicated than dumping a Torment of Hailfire or Exsanguinate on the board.

Court of Bounty

Now I'm usually very up on enchantments in commander. They're usually (in my experience) more difficult to interact with compared to artifacts. This is a way to just ramp or cheat out creatures. If you're planning of dumping big creatures on the board: this is a great card if you're running Glacial Chasm because you will never stop being the monarch, but it's an upkeep trigger. In this particular deck I don't think it has enough value to justify cutting another card to fit it in, it's just too slow.

Rootweaver Druid

This card isn't great unless you have Opposition Agent out. If you have Opposition Agent out, then they can elect not to search. This is not a good card. Moving on.

Kodama of the East Tree

Interesting value engine: play a land, you get to cheat in another land. Would/should you pay 6 mana for this? Well only if you have a bunch of lands in hand, which is generally not where this deck wants to be (usually they should be being discarded so you pull them back onto the battlefield). Any ramp potential is stymied by the mana cost. Powerful effect, just doesn't seem to quite work in this deck.

Three Visits

Not bad: find forest, put on battlefield, solid cheap ramp, consider adding it in if you have the space. There aren't that many great forests, so this isn't as much of a utility spell tutor, just plain ramp.

Yurlok of Scorch Thrash

Meh.

January 14, 2021 12:58 a.m.

Ehsteve says... #18

More Commander Legends

Undergrowth Stadium

I would say that this is an easy replacement for Spire Garden. If only they had brought this out before Zendikar Rising so it could have potentially been an expedition. The mix of green/black is a lot more prevalent in this deck, with red being incidental. Only issue I see is that this would reduce the overall red splash in this deck down to about 5 sources, 2 of them tapped (Gruul Turf & Valakut, the Molten Pinnacle), 3 of them fetchable. That said, all red costs in this deck are just single pips so it shouldn't hurt too much so long as the fetchable land count doesn't drop further.

War Room

There is a constant battle between these kinds of effects: Arch of Orazca, Castle Locthwain and now War Room. Which is better? Honestly they all end up costing a lot. Arch has that high mana cost, Castle has the downside of being very painful when you're digging for the right thing with a full hand and War Room would cost you 3 every time you used it and taps for colourless. So the question is which one is best? Depends, every time I look over this I come to the same conclusion: generally it isn't really worth it. The deck has a limited resource in its life total that needs to be put towards Glacial Chasm among other things, so Castle and War Room just feel rather taxing, and Arch and War Room are colourless, so they hurt colour fixing. All in all I would consider maybe giving this a pass because having to tap 4 lands and pay 3 life to draw a card just isn't worth it.

Court of Ire

Interesting, but this card just draws too much attention. It would take you many turns to burn down an opponent even doing 7 damage a turn, giving them plenty of time to find an answer. Using this on a creature of planeswalker isn't particularly exciting either due to the timing, you can't really using any tricks to maximise the effect.

Wheel of Misfortune

With Glacial Chasm you can very much abuse this card's effect. It deals damage, Glacial Chasm prevents damage. The choice is made as the card resolves so if your opponents try any shenanigans you can change your choice to something safer. You have every opportunity to utilise this to its full effect. Mind games are also fun so you might try to lowball it at say 5-10 life to see if anyone is betting that you'll choose some ridiculously high number to guarantee you'll get to wheel.

Court of Ambition

Giving your opponents choice isn't the best. Skip.

Opposition Agent

No real interaction with landfall but this is a very powerful card for black. I would recommend this just based upon power level alone to annoy opponents, but do so at your own peril, because you will draw a lot of hate from it.

Tormod, the Desecrator

Now this is an interesting choice here. Bringing back cards from the graveyard is what this deck likes to do, sometimes more than once a turn, so you can get a lot of potential value from this card. However the issue becomes that it is on a creature body. It's interesting, not amazing.

Kamahl, Heart of Krosa

Forgot this one when I was doing green. Interesting effect, but the issue remains that you usually won't be attacking to win, and at 8 mana, he is not cheap to cast at all. I would only recommend this in a Rude Awakening style deck.

January 14, 2021 7:46 p.m.

Ehsteve says... #19

Stop the presses!

Public service announcement: infinite land ETBs available for the easy price of:

Kodama of the East Tree + Bounce Land + any landfall token producer (such as Field of the Dead, Scute Swarm, Sporemound, Zendikar's Roil, Omnath, Locus of Rage or Rampaging Baloths).

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:

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.

January 17, 2021 5:58 p.m.

Ehsteve says... #20

So after getting them in, the following cards will be added:

Thoughts for cards to cut:

Cards that are on a high priority list to test:

Cards yet to arrive and have a high chance of being added at some point, but am still umming and erring:

The only reason I am holding out on Command the Dreadhorde is that it targets, which means the damage is contained within the effect as it sits on the stack. This means that once the choice is made, if there's instant speed removal for the Glacial Chasm , you may have domed yourself for lethal. Now if you're not going all out for Command the Dreadhorde , then what's the point of even adding it?

One of the other considerations to add was Tooth and Nail simply because if you can search up Kodama of the East Tree and Scute Swarm then you can go all in if you have the bounceland in hand. Also looking over other general tutor options because currently the deck has very limited reanimation and only 3 creature tutors (some of them doubling as land tutors). Agadeem's Awakening  Flip should help with the reanimation, but that would take 9 mana total to reanimate a Kodama of the East Tree . This is why I was also considerating Nissa of Shadowed Boughs just as a sneaky way to reanimate if needed. Normally I didn't put much faith in planeswalkers unless you're going all out like Atraxa Super-Friends, but when you can have Nissa of Shadowed Boughs as a repeatable reanimation spell, I think the equation changes now that I'm looking at the importance of preserving value engines with creatures.

January 28, 2021 10:39 p.m.

Ehsteve says... #21

Winter Windgrace

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:

Tergrid, God of Fright

Tergrid's Lantern

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.

Tibalt's Trickery

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.

Toralf, God of Fury

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.

Waking the Trolls

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.

Darkbore Pathway Blightstep Pathway

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.

Gnottvold Slumbermound

Expensive land destruction but it comes with a body. Honestly I'd rather tutor out Wasteland or Strip Mine but it does a couple of things at once and taps for coloured mana.

Binding of the Old Gods

Land destruction, a bit of tutoring (note that it doesn't say basic), has utility, might be a nice inclusion in budget builds.

Rise of the Dread Marn

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.

Weathered Runestone

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.

Ehsteve says... #22

Long time, no updates, so here's a few cards I've been looking over recently:

Overabundance : The main reason I'm up on this card is its interaction with Glacial Chasm , which is kind of like a Heartbeat of Spring except it hurts your opponents. This will draw a lot of hate though

Beledros Witherbloom : Drop him, untap a bunch of lands, gives you a great opportunity to throw down a Torment of Hailfire . Also incidentally makes token blockers.

Crackle with Power : What I think might be a third reliable win condition, it targets, so it does not get around hexproof like Torment of Hailfire and Exsanguinate but it can potentially hit each opponent down quite a few pegs very easily.

Harness Infinity : Pick up graveyard, what's not to like?

Tibalt's Trickery : The reason I keep coming back to this card is as a way to defend against things which could counter of kill vital pieces. I've never been a fan of going all in on just winning without interaction. It makes games so much more involving. I don't think this card works offensively unless you know there's nothing worse they can really spin into. It's not like a Chaos Warp where they might get nothing, they will ALWAYS get something.

The real question is what gets cut to make way and at this stage I honestly cannot say. The one card I do think will make it in definitely is Tibalt's Trickery . As for Beledros Witherbloom , he doesn't guarantee a win, just one or two turns of big mana. He's an enabler, but at the wrong end of the process, and there need to be a whole bunch of other things in play to make him relevant in this archetype. Harness Infinity seems powerful, it's a unique effect, but seven mana and intensive in colours means you won't have much mana left afterwards to really use it. Absolutely, go nuts with Ayula's Influence , but this just makes bear tokens, which require another turn in order to bring them to...bear.

Again, any thoughts/comments/suggestions are always welcome.

April 29, 2021 8:12 a.m.

Ehsteve says... #23

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)

November 2, 2021 8:33 p.m.

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