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Against Non-Blue Decks (2)


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Lord Windgrace - EDH Landfall & Lands matter

The strategy of the deck is to use our commander as a card draw and ramp engine to get us in a position to kill our opponents with landfall triggers - mostly token generation. Therefore, this deck is more active than reactive, as we are also light on control and stax. After some games here is a little update. I have included more creatures, as Lord Windgrace can be very vulnerable, especially in a creature heavy meta with some rather fast decks. Thankful for any recommendations.

My playgroup

  • All decks in our playgroup can be classified as focused, according to the Command Zone Guide, which defines this category as "powerful card interaction, but few or no infinite/game-ending combos." While combos like this are not outright banned, none of us builds our decks with these combos in mind. Although, sometimes these things can happen. For the same reason we banned cards that say "you win the game".
  • We also agreed to ban mass land destruction, which is a shame, since I wanted to try out Obliterate. But well, in the end, commander is a social format and if it something is not fun to play against it gets the hammer.
  • In addition, we also banned Sol Ring in green decks, because it was just to fast. Generally, such mana-positive rocks are not allowed.
  • Because of the unfun potential of extra turn spells - watching someone for 15 minutes playing solitaire to see if it is a win or not - and the general power of blue decks that used them, they were banned altogether.
  • The deck is susceptible to all forms of mass removal since it relies on a strong board presence to win.
  • The fact that our commander is a planeswalker is a strength but also a weakness. On the one hand, he cannot be targeted by many of the targeted removal spells in my playgroup and it survives most boar wipes. On the other hand, our cat lord can be directly attacked, meaning that we need to block for him since he has no ability to protect himself. Therefore, creatures are preferred to other spells, even if they cost more or are slower.
  • The lack of blue means that we are susceptible to more control style strategies. To compensate for this, counters like Pyroblast and Tibalt's Trickery were included in this deck. But since my playgroup does not play too much countermagic we can restrain from including more protection.

Some explanations

  • Lord Windgrace does not, except his last ability, have a way to protect himself. This means that we need blockers or other ways to protect him from attacking creatures.
  • +2 lets us loot, if we discard a nonland card or is card advantage, if we discard a land card. This ability allows us to ditch cards we do not need or fill our graveyard with lands. If we have no cards in hand as Lord Windgrace's first ability resolves, we will discard nothing then draw one card.
  • -3 brings back lands from our graveyard. This ability is also a form of ramp. Allows us further to tutor lands directly into our graveyard and then 'recur' them with our commander.
  • -11 although we will mostly not aim for his ultimate, the third ability allows us to destroy six target nonland permanents. In addition to this form of semi mass removal, the six 2/2 green Cats, with forestwalk, that are created are nice as well. I have only once managed to use this ability, but it won me the game the same turn.
  • Barren Moor, Forgotten Cave, Tranquil Thicket,Canyon Slough, Sheltered Thicket and Ziatora's Proving Ground are all lands that can be cycled away, if we are flooded and/or want lands in our graveyard.
  • Nurturing Peatland a dual land that late game can be used to draw cards, especially if we can get it back with Lord Windgrace.
  • Faithless Looting for just we can draw two cards. The fact that we then have to discard two cards works actually in our favour since we care about lands in our graveyard. We can also discard a creature card which we can later recur or reanimate.
  • Sensei's Divining Top works great in concert with Lord Windgrace as it can guarantee that we either draw a land for his +3 ability or just smoothes out our draws. It can also protect itself.
  • Life from the Loam in concert with Lord Windgrace it lets us draw 2 cards by discarding a land card and then dredge Life from the Loam back.
  • Courser of Kruphix and Oracle of Mul Daya let us play lands from the top of our library. This ability can make sure we draw something relevant if we get flooded. The Centaur also provides us with much needed lifegain.
  • Nissa, Vastwood Seer   ...
  • Radha, Heart of Keld ...
  • Valakut Awakening   ...
  • Valakut Exploration is a very flexible card. Every landfall trigger lets us exile the top card of our library. Then we can play it, even lands, or let it go to the graveyard. The latter can be really useful to fill our graveyard with lands to get them back with Lord Windgrace or with reanimation spells like Animate Dead. In addition to all the filtering and graveyard filling this enchantment burns our opponents every time a card that is exiled by it hits the graveyard.
  • Nissa, Vital Force if we reach her ultimate -6, we get an emblem that lets us draw a card every time a land enters the battlefield under our control.
  • The Gitrog Monster appears again. In addition to additional land drops, every time a land goes into our graveyard we may draw a card. This ability synergises very well with our commander's first ability (+2) that lets us discard a land and draw two, with this little Horror on the field, even three cards.
  • Underrealm Lich everytime we draw a card we can look at the top three, selecting one and putting the others into our graveyard. Not only can this fill our graveyard, it can also make sure that we have a land in hand to discard with Lord Windgrace. With The Gitrog Monster it gets really ridiculous. It is also a great blocker.
  • Life from the Loam dredge 3. Great to tutor directly into our graveyard.
  • Crucible of Worlds a staple in any landsmatter deck.
  • Soul of Windgrace can get back a land from ANY graveyard on ETB and attack trigger. He can gain us life, filter and protect himself while letting us discard lands.
  • Splendid Reclamation brings all our lands back from our graveyard. This can be really explosive if we have a card in play that benefits from landfall triggers. At worst it 'just' ramps us multiple lands - although they enter tapped.
  • Titania, Protector of Argoth gets back one land from our graveyard directly into play untapped.
  • Field of the Dead as soon as we have 7+ lands in play it will start pumping out 2/2 Zombies. A great land to tutor for with Scapeshift.
  • Scute Swarm can come down early and protect our commander.
  • Ob Nixilis, the Fallen ...
  • Titania, Protector of Argoth every time a land we control is put into a graveyard from the battlefield, so for example if we crack a fetchland, we get a 5/3 Elemental token (which are great with our next entry on our list).
  • Moraug, Fury of Akoum who does not like multiple combat steps? He can win games on his own.
  • Rampaging Baloths a 6/6 with trample that makes a 4/4 green Beast creature token every time a land enters the battlefield under our control.
  • Omnath, Locus of Rage every land drop gets us a 5/5 Elemental token. Even if one of our opponents wipes the board each dying Elemental lets us deal 3 damage to any target. Works also well with Titania, Protector of Argoth.
  • Avenger of Zendikar makes a ton of 0/1 Plant tokens. But with all the ways to produce landfall triggers we can pump these pesky Plants to a huge threat.
  • Red Elemental Blast and Pyroblast ...
  • Sylvan Safekeeper since most of our wincons are creatures this little Wizard can safe our most valuable creatures from targeted removal. In addition, it can be used in tandem with cards like The Gitrog Monster or Titania, Protector of Argoth to get some sweet sacrifice triggers.
  • Heroic Intervention can save our whole board from mass removal.
  • Tibalt's Trickery is, to my knowledge, the only real counterspell in these colours. Similar to Chaos Warp it has the potential to replace a threat with an even bigger threat. However, most of the times this danger is negligible, since we can stop an opponent from storming off or stop our plans of winning.
  • Burgeoning is great turn one play as it lets us put land into play everytime an opponent plays a land. The reason why this enchantment is listed under ramp and not additional land drops is that it depends on our opponents dropping lands and the fact that we cannot 'control' when we want to drop multiple lands in order to profit from landfall triggers.
  • Deathrite Shaman as all of my opponents have at least some amount of fetches in their decks, this little Elf can be a great mana dork for early ramp and/or fixing.
  • Orcish Lumberjack can, with the correct draw, allow us to play our commander on turn two.
  • Lotus Cobra this cute little Snake can be - with a bit of luck - the best mana accelerator in this deck. With every landfall trigger we get an extra free mana, which is great with fetchlands. It also helps us fix our colours.
  • Nature's Lore and Three Visits ...
  • Sakura-Tribe Elder a Rampant Growth on a stick that can block and be recured more easily in these colours.
  • Squandered Resources allows us to play our commander on turn 3: We tap 3 lands and sac 2 of them. If Lord Windgrace is allowed to enter the battlefield, he can bring the 2 lands in our graveyard right back, thereby negating the 'disadvantage' of sacking them.
  • Azusa, Lost but Seeking M21 offered a reprint I was waiting for. She does not allow us to play one, but two additional lands each turn. With a card like Crucible of Worlds we get all the lands and all the landfall triggers we need.
  • Harrow is a great ramp spell for this deck. It helps to fix our mana and gets a land into the graveyard.
  • Tireless Provisioner is a more expensive Lotus Cobra. On the upsite, the mana does not fizzle, which is quite nice.
  • Oracle of Mul Daya one of the best green creatures in this format. It lets us play an additional land, even from the top of our library, thereby preventing us from getting flooded.
  • Nissa, Vital Force +1 untaps a land we control; especially nice with Lotus Field.
  • The Gitrog Monster no wonder this card is in almost every Lord Windgrace deck. It gets so much done. Although we have to sacrifice a land each turn, something this deck has no problem with, it lets us play an additional land each turn.

  • Bojuka Bog this land can just remove an opponent's graveyard. This is very important, since half my playgroup's commanders have access to black and often rely heavily on their graveyard. The fact that it enters the battlefield tapped is a small price to pay for that.
  • Strip Mine is in here to answer threats like Ancient Tomb or Cabal Coffers. It can also be used in tandem with cards that let us play lands from our graveyard. If we are in serious trouble we can just start destroying their mana base. But do not overdo it, because people tend to get salty if they cannot play any more magic without mana.
  • Assassin's Trophy ...
  • Beast Within very versatile since it can hit every permanent type. A 3/3 Beast in exchange is nothing to worry about. Just beware that our commander is a planeswalker.
  • Chaos Warp ...
  • Maelstrom Pulse is great removal and is devastating against token armies.
  • Pernicious Deed can just sit there and deter our opponents from sticking at us. It also hits everything except planeswalkers and lands, making it great with our commander on the board. We can lso just pay to get rid of our opponents' token armies.
  • Toxic Deluge one of the best board wipe in the format. Can get around indestructible.
  • Culling Ritual ...
  • Damnation I have won this black version of Wrath of God in a round of draft.
  • Nevinyrral's Disk wipes the board and leaves our commander alive ...
  • Shadowgrange Archfiend can be discarded with our commander's first ability...
  • Blasphemous Act one of the best board wipes and certainly the best in red. Most of the times it costs just .
  • Worldly Tutor just for we can search for any creature in our deck and put it on top of our library. This can be a little slow, but since it is an instant we can do it right before our turn to draw it at the beginning of our turn. If we need a creature right away, we luckily have a card draw engine in our command zone. It can also save a greedy hand by tutoring for early ramp or card draw.
  • Realms Uncharted if you want to know why this tutor is good, just consider Gifts Ungiven. A card that is banned in commander and for a good reason. While our card 'only' does not let us tutor for nonland cards, there are lands in this deck which are much more than that, just consider Glacial Chasm or Field of the Dead. The fact that our planeswalker commander lets us get two lands from our graveyard directly into play makes this card an auto-include.
  • Scapeshift is one of the best cards for any landfall or lands matter strategy. We can sacrifice as many lands as we want and then search our library for any (not just basic) lands and put them directly into play. This sorcery can either be used to fuel one of our landfall creatures or to get out our most powerful lands all at once.
  • Deathrite Shaman the smallest planeswalker there is. Just a very versatile card. It is manly in here as graveyard hate. But it can also ramp, get life or a little ping.
  • Anger can be discarded with our commander and grants all our creatures haste ...
  • Glacial Chasm can be very annoying, as it is very hard to combat and usually slows the game down considerably and with it (in my playgroup's opinion) the fun. Therefore, I have taken it out of the deck.
  • Glacial Chasm is out for the same reason as Glacial Chasm. It was just to oppressive in our manly combat oriented meta.

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Casual

95% Competitive

Date added 4 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

19 - 0 Mythic Rares

51 - 1 Rares

13 - 1 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 3.33
Tokens Ashaya, the Awoken World, Beast 3/3 G, Beast 4/4 G, Cat Warrior 2/2 G, Copy Clone, Elemental 5/3 G, Elemental 5/5 RG, Emblem Nissa, Vital Force, Food, Insect 1/1 G, Plant 0/1 G, Treasure, Zombie 2/2 B
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