A Jund "lands matter" was teased for Commander 2018, and then "Natural Vengeance" was the deck revealed to us.
Headed by Lord Windgrace, a planeswalkers from the era of the Brother's War when Urza and Mishra were in full conflict.
Now I feel it's important to separate much of the approach of my deck from those that are wanting or expecting a deck that is looking to ramp lands and have effects that give advantages out of many lands coming into play like "landfall" or to cast cards off large mana bases.
If you are looking for a deck that plays cards like Exploration, Azusa, Lost but Seeking, and cards that give bonuses from playing many lands, like Avenger of Zendikar, then there are plenty of lists circulating already that will give you the ideas that will interest you. This is not so much an "upgrade" of "Natural Vengeance", but a completely different take on this Commander.
My approach is more focused around Lord Windgrace as a control general. There is still a focus around lands, but it's the much darker side of it. Land destruction.. Mass land destruction (MLD).
So it's still a "lands matter" deck, it's just that everybody lands matter..in that you might not have any.
In this way it is Lord Windgrace blackB (power, self-interest, death, sacrifice, uninhibited) and redR (freedom, emotion, active, impulsive, destructive) sides that take the lead, rather than his greenG (nature, wildlife, connected, spiritual, tradition).
We are looking to control the board with both removing lands and nonlands, locking opponents out of relevant spells in a timely manner.
With Lord Windgrace ability to "[+2]: Discard a card, then draw a card. If a land card is discarded this way, draw an additional card."
, there is a small reanimation sub-theme so that we can potentially get some of our bigger creatures into play under tight mana constraints, by discarding them into our graveyard and then reanimating them.
We do have some key focuses on some legendary creatures, with The Gitrog Monster and Titania, Protector of Argoth. Other large creatures we are looking to crash the board with are Terastodon, Woodfall Primus, and a number of other disrupting fatties.
This can happen naturally during the game, or after you have cast a mass land removal spell.
The idea is that after MLD, you can use Lord Windgrace "[-3]: Return up to two target land cards from your graveyard to the battlefield.", to get ahead much more quickly than opponents. Effectively putting you two lands ahead of everybody else.
Also we are looking to ultimate with Lord Windgrace "[-11]: Destroy up to six target nonland permanents, then create six 2/2 green Cat Warrior creature tokens with forestwalk.", to remove the biggest threats on the board, as many times as we can through the course of the game. With six 2/2 green Cat Warrior, we can protect Lord Windgrace and look to set up to keep repeating the cycle of using his ultimate.
There is also a lock where we can just keep recasting Lord Windgrace with the Cat Warriors in conjunction with Earthcraft or Cryptolith Rite. This way even without many lands (after MLD) we can look to put Lord Windgrace back onto the board.
Once you have opponents under tight constraints, their ability to put pressure onto Lord Windgrace will be hard for them to overcome, as you can build back up to removing 6 nonland permanents.
There is also a number of artifact mass removal spells, as we are not looking to play them ourselves. This helps with restricting mana in the face of MLD, as well as hosing a number of artifact strategy decks.
There is also a lot of mass creature removal. With our commander being a planeswalker, removing creatures is beneficial to keeping him on the board, until you can effectively block with your own better than average creatures.
You can think of this deck as opponents are walking into the swamps of Urborg, slowly getting stuck and pulled down into the mud, unable to move, constantly being attacked by his minions, and eventually succumbing to the master of his domain, Lord of Urborg.
This is definitely on the side of the "fun police"..all sirens blazing.
There is wall-to-wall removal, and not much is expected to remain on the board, including lands.
There are only 3 artifacts in the whole deck, so you have incentive to cast Seeds of Innocence and Shatterstorm readily. This can help to cut off artifact mana, which if you're looking to play land destruction is important to remove. Vandalblast is a nice one-sided removal.
Nevinyrral's Disk and Wave of Vitriol can also remove artifacts and enchantments. The Disk can remove creatures as well, while Wave has the bonus of removing non-basic lands, which some decks struggle with having a number of basic lands to get value back in removal.
Inferno Titan, Massacre Wurm, Borborygmos Enraged are designed to keep your opponents smaller creatures off the board. Especially those ones that provide mana, as you're looking to constrain people on what they can cast post MLD.
Certainly with the cheap reanimation cards like Reanimate, Exhume, Stitch Together, Life // Death, these "big fatties", will never be far away from being able to put into play.
One of the biggest factors about MLD is making sure you can push advantages after the fact, and being able to put large creatures onto the battlefield with a couple of mana is a game breaker.
Living Death is a catch all, in that you can both remove creatures on the board, as well as get your larger creatures into play.
There are some cards that help to get back lands from your graveyard. Splendid Reclamation and World Shaper can do this, and with MLD in the deck, you can really look to completely nullify the downside to your effects.
Life from the Loam can be a key card to get cards into your graveyard for potential reanimation. It also is a means to simply ensure lands drops each turn, especially after MLD, as this is all players are looking to be doing for a time.
You might be looking to actually use Gamble or Entomb for getting Life from the Loam. It might be that you're looking to use Lord Windgrace [-3] to get back two lands for just getting ahead on curve, so filling your graveyard has merit.
This is why Realms Uncharted is such a good card in this deck, because it can essentially be a tutor for gaining access to any four lands you want.
With so much mass board removal in the deck, we are not looking to play artifacts or enchantments much. There are a few premium ones in Sylvan Library, Mana Crypt, Sol Ring, to keep up with early game plays, or even post MLD, but are disposable through the course of the game. Earthcraft and Cryptolith Rite are the only other ones, but don't need to be played until you have done a Lord Windgrace [-11] ultimate.
For the reasons of board removal, that's why the reanimation enchantments like Animate Dead are not in the deck, as they are susceptible to your own board wipes.
The 0/1 are obviously non threatening, but it's perfect with land removal, as you'll get perfect symmetry with producing creatures to work with Earthcraft or Cryptolith Rite. They are simply used as blockers, so that Lord Windgrace can ultimate to clear the board of the big threats.
The 0/1 are obviously non threatening, but it's perfect with land removal, as you'll get perfect symmetry with producing creatures to work with Earthcraft or Cryptolith Rite. They are simply used as blockers, so that Lord Windgrace can ultimate to clear the board of the big threats.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Feels like the list needs more ramp. I tried a few test games and most of them I spent having spells rot in my hand before I die
That's fair. I've found I've been very reliant on the creature removal to get traction.
I've decided to take out the "pox" cards, as you can often have a premium creature in play, so not willing to cast them.
Also wanted to take out all the cards that have BBB as it's hard to get this.
The 2 mana land ramp cards can be good early game to get headway, and are good post MLD. You can literally cast them the same turn as a board wipe as you can Lord Windgrace [-3] for two land.
Removed
- Smallpox
- Pox
- Death Cloud - the triple black is a thing
- Balthor the Defiled - just not enough red/black targets to get consistent value, and triple black is hard
- Noxious Gearhulk - it's an artifact, so the Seeds and Shatterstorm can hit it
- Seasons Past - too late game value, and plenty else going on.
- Cabal Coffers - a bit too hard to get value from it with getting the MLD
- Urborg, Tomb of Yawgmoth - without the Coffers, no point in "mana fixing" opponents, and taken out the triple black mana cards
Playing this deck without Worm Harvest is madness.
I do wish it cost a bit less. Just hard because at least with creatures I have a way of potentially cheating them into play for much less.
That's fair, but Harvests inexorable tide of dudes is pretty game winning. I would test it at least, given how much value it represents especially after the first wave of MLD.
Just a few of changes. Needed some more discard outlets and card filter, as the games states can be very swingy (i.e. depends on if you have mana or not), plus good to put your bigger creatures into your graveyard.
Removed
- Borborygmos Enraged - just found him to be a bit hit and miss. Like you have to attack, then you have to get the lands, then you also have to think about whether you want to keep the lands or not. Better in a lands heavier deck,as the MLD means that keeping lands is a priority.
- Imperial Seal - not actually any combo cards as such, so I just think the Faithless Looting is better for "card disadvantage" in the deck.
True, I'm going to test it in my Sidisi, Brood Tyrant deck as soon as I find the time. It's going to produce a ridiculous amount of chump blockers in the very least.
If I were to build this deck (Lord Windgrace) I would build it around broken land combos like the Dakmor Salvage + The Gitrog Monster combo. I would include Turntimber Sower as a way to get tokens from the triggers as well as Purphoros, God of the Forge for value. I'd still include Titania, Protector of Argoth and Omnath, Locus of Rage. Including both while running every possible fetchland as well as ways to sacrifice lands (like Sylvan Safekeeper) plus broken cards like Scapeshift, makes a deck that I believe will have a lot of synergy. Including cards like Ramunap Excavator and/or Crucible of Worlds (which could have been easily reprinted here given the now higher price tag) will bring even more mileage to the lands with cycling. This way the deck isn't choosing between landfall triggers or lands in the graveyard matters themes, but are actually using both complementary. With the dredging you could even go the reanimator route. I would include cute reanimation targets like Herald of Leshrac just to get more lands on my battlefield (granted, they don't trigger landfall) but I could steal opponents' lands and then sacrifice them or just straight up use them for mana advantage.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
For my own Windgrace deck I've been running It That Betrays and only land destruction that makes opponents sac lands (I think I have 7 total land destruction cards in the deck). That way if you're in the right place, you can just steal everyone's lands.
Would also recommend running more utility lands. I don't know if Myriad Landscape is worth it if you're running just 9 basics.
True, I'm going to test it in my Sidisi, Brood Tyrant deck as soon as I find the time. It's going to produce a ridiculous amount of chump blockers in the very least.
If I were to build this deck (Lord Windgrace) I would build it around broken land combos like the Dakmor Salvage + The Gitrog Monster combo. I would include Turntimber Sower as a way to get tokens from the triggers as well as Purphoros, God of the Forge for value. I'd still include Titania, Protector of Argoth and Omnath, Locus of Rage. Including both while running every possible fetchland as well as ways to sacrifice lands (like Sylvan Safekeeper) plus broken cards like Scapeshift, makes a deck that I believe will have a lot of synergy. Including cards like Ramunap Excavator and/or Crucible of Worlds (which could have been easily reprinted here given the now higher price tag) will bring even more mileage to the lands with cycling. This way the deck isn't choosing between landfall triggers or lands in the graveyard matters themes, but are actually using both complementary. With the dredging you could even go the reanimator route. I would include cute reanimation targets like Herald of Leshrac just to get more lands on my battlefield (granted, they don't trigger landfall) but I could steal opponents' lands and then sacrifice them or just straight up use them for mana advantage.
The thing is that you have to make a really good argument for playing Lord Windgrace instead of The Gitrog Monster when thinking about these broken lines of play.
Sure you can play Omnath, Locus of Rage and Purphoros, God of the Forge, but how much deeper does it go than this going into red?
I personally think this is where people probably overvalue combining some of the popular "land matter" commanders into one deck. Where as you'll just find it stronger to stick to the individual ones. This is my opinion, and that's why I've stuck to making Lord Windgrace less about land ramp, as you can just do this with green anyway, and why we are going into black and red in the first place?
For my own Windgrace deck I've been running It That Betrays and only land destruction that makes opponents sac lands (I think I have 7 total land destruction cards in the deck). That way if you're in the right place, you can just steal everyone's lands.
Would also recommend running more utility lands. I don't know if Myriad Landscape is worth it if you're running just 9 basics.
That's a good idea. It That Betrays can be reanimated as well, so it's something that I could consider.
What are the "sacrifice" land cards that you play?
The one thing that really kills Turntimber Sower for me is that pesky "one or more" clause. Makes it not so great with traumatize and similar effects. It doesn't matter how many lands you throw in if they are tossed in at the same time, you only get a single 0/1.
The one thing that really kills Turntimber Sower for me is that pesky "one or more" clause. Makes it not so great with traumatize and similar effects. It doesn't matter how many lands you throw in if they are tossed in at the same time, you only get a single 0/1.
Oh right. That means it sucks.
I've been wanting to add more self discard, so I'm just going to play Tormenting Voice instead.
Windgrace really wants you to play kodama's reach and cultivate. They both ramp him out a turn early and fill your hand. If you aren't going to run the extra land drop packages I'd focus here.
Nissa's pilgrimage is probably good enough too.
In my lands deck I've found the sorcery count so high that dark petition is essentially demonic tutor #2. May want to give it a go too. I'd consider seasons past as well.
Given the budget I'd also consider city of traitors and ancient Tomb as low cost ways to get your commander or a sweeper early.
Headed by Lord Windgrace, a planeswalkers from the era of the Brother's War when Urza and Mishra were in full conflict.
Now I feel it's important to separate much of the approach of my deck from those that are wanting or expecting a deck that is looking to ramp lands and have effects that give advantages out of many lands coming into play like "landfall" or to cast cards off large mana bases.
If you are looking for a deck that plays cards like Exploration, Azusa, Lost but Seeking, and cards that give bonuses from playing many lands, like Avenger of Zendikar, then there are plenty of lists circulating already that will give you the ideas that will interest you. This is not so much an "upgrade" of "Natural Vengeance", but a completely different take on this Commander.
My approach is more focused around Lord Windgrace as a control general. There is still a focus around lands, but it's the much darker side of it. Land destruction.. Mass land destruction (MLD).
So it's still a "lands matter" deck, it's just that everybody lands matter..in that you might not have any.
In this way it is Lord Windgrace black B (power, self-interest, death, sacrifice, uninhibited) and red R (freedom, emotion, active, impulsive, destructive) sides that take the lead, rather than his green G (nature, wildlife, connected, spiritual, tradition).
We are looking to control the board with both removing lands and nonlands, locking opponents out of relevant spells in a timely manner.
With Lord Windgrace ability to "[+2]: Discard a card, then draw a card. If a land card is discarded this way, draw an additional card."
, there is a small reanimation sub-theme so that we can potentially get some of our bigger creatures into play under tight mana constraints, by discarding them into our graveyard and then reanimating them.
We do have some key focuses on some legendary creatures, with The Gitrog Monster and Titania, Protector of Argoth. Other large creatures we are looking to crash the board with are Terastodon, Woodfall Primus, and a number of other disrupting fatties.
This can happen naturally during the game, or after you have cast a mass land removal spell.
The idea is that after MLD, you can use Lord Windgrace "[-3]: Return up to two target land cards from your graveyard to the battlefield.", to get ahead much more quickly than opponents. Effectively putting you two lands ahead of everybody else.
Also we are looking to ultimate with Lord Windgrace "[-11]: Destroy up to six target nonland permanents, then create six 2/2 green Cat Warrior creature tokens with forestwalk.", to remove the biggest threats on the board, as many times as we can through the course of the game. With six 2/2 green Cat Warrior, we can protect Lord Windgrace and look to set up to keep repeating the cycle of using his ultimate.
There is also a lock where we can just keep recasting Lord Windgrace with the Cat Warriors in conjunction with Earthcraft or Cryptolith Rite. This way even without many lands (after MLD) we can look to put Lord Windgrace back onto the board.
Once you have opponents under tight constraints, their ability to put pressure onto Lord Windgrace will be hard for them to overcome, as you can build back up to removing 6 nonland permanents.
There is also a number of artifact mass removal spells, as we are not looking to play them ourselves. This helps with restricting mana in the face of MLD, as well as hosing a number of artifact strategy decks.
There is also a lot of mass creature removal. With our commander being a planeswalker, removing creatures is beneficial to keeping him on the board, until you can effectively block with your own better than average creatures.
You can think of this deck as opponents are walking into the swamps of Urborg, slowly getting stuck and pulled down into the mud, unable to move, constantly being attacked by his minions, and eventually succumbing to the master of his domain, Lord of Urborg.
This is definitely on the side of the "fun police"..all sirens blazing.
There is wall-to-wall removal, and not much is expected to remain on the board, including lands.
The creature removal is all between 3 to 4 mana with, Toxic Deluge, Bontu's Last Reckoning, Fire Covenant, Last One Standing, Damnation, Blasphemous Act.
This makes it possible to cast Lord Windgrace after mass removal, to better ensure him remaining in play.
But having cheap removal also means that you can operate under tight mana margins post MLD.
There are only 3 artifacts in the whole deck, so you have incentive to cast Seeds of Innocence and Shatterstorm readily. This can help to cut off artifact mana, which if you're looking to play land destruction is important to remove.
Vandalblast is a nice one-sided removal.
There are a number of cards that remove lands; Impending Disaster, Jokulhaups, Boom // Bust, Wildfire, Keldon Firebombers.
Nevinyrral's Disk and Wave of Vitriol can also remove artifacts and enchantments. The Disk can remove creatures as well, while Wave has the bonus of removing non-basic lands, which some decks struggle with having a number of basic lands to get value back in removal.
The creatures in the deck are mainly around disrupting your opponents as well.
The Gitrog Monster, Titania, Protector of Argoth, Turntimber Sower work amazingly well with the land destruction theme.
I've already mentioned using the Cat Warrior creatures as a means to work in conjunction with Earthcraft or Cryptolith Rite. So we have a couple of creature in Tendershoot Dryad, Titania, Protector of Argoth, Turntimber Sower, that can put other token creatures onto the board. They can just provide general protection for Lord Windgrace as well.
Bane of Progress, Terastodon, Woodfall Primus can get rid of a number of different type of permanents.
Inferno Titan, Massacre Wurm, Borborygmos Enraged are designed to keep your opponents smaller creatures off the board. Especially those ones that provide mana, as you're looking to constrain people on what they can cast post MLD.
Certainly with the cheap reanimation cards like Reanimate, Exhume, Stitch Together, Life // Death, these "big fatties", will never be far away from being able to put into play.
One of the biggest factors about MLD is making sure you can push advantages after the fact, and being able to put large creatures onto the battlefield with a couple of mana is a game breaker.
Living Death is a catch all, in that you can both remove creatures on the board, as well as get your larger creatures into play.
There are some cards that help to get back lands from your graveyard. Splendid Reclamation and World Shaper can do this, and with MLD in the deck, you can really look to completely nullify the downside to your effects.
Life from the Loam can be a key card to get cards into your graveyard for potential reanimation. It also is a means to simply ensure lands drops each turn, especially after MLD, as this is all players are looking to be doing for a time.
You might be looking to actually use Gamble or Entomb for getting Life from the Loam. It might be that you're looking to use Lord Windgrace [-3] to get back two lands for just getting ahead on curve, so filling your graveyard has merit.
This is why Realms Uncharted is such a good card in this deck, because it can essentially be a tutor for gaining access to any four lands you want.
With so much mass board removal in the deck, we are not looking to play artifacts or enchantments much. There are a few premium ones in Sylvan Library, Mana Crypt, Sol Ring, to keep up with early game plays, or even post MLD, but are disposable through the course of the game.
Earthcraft and Cryptolith Rite are the only other ones, but don't need to be played until you have done a Lord Windgrace [-11] ultimate.
For the reasons of board removal, that's why the reanimation enchantments like Animate Dead are not in the deck, as they are susceptible to your own board wipes.
1 Lord Windgrace
Creatures
1 Birds of Paradise
1 Sakura-Tribe Elder
1 Eternal Witness
1 Nissa, Vastwood Seer
1 World Shaper
1 Spike Weaver
1 The Gitrog Monster
1 Titania, Protector of Argoth
1 Keldon Firebombers
1 Tendershoot Dryad
1 Bane of Progress
1 Inferno Titan
1 Massacre Wurm
1 Terastodon
1 Woodfall Primus
Graveyard recursion
1 Life from the Loam
1 Splendid Reclamation
Reanimation
1 Reanimate
1 Exhume
1 Stitch Together
1 Life // Death
1 Living Death
1 Entomb
1 Buried Alive
Discard/draw
1 Faithless Looting
1 Tormenting Voice
Removal
1 Beast Within
1 Decimate
Mass permanent removal
1 Nevinyrral's Disk
1 Jokulhaups
1 Wave of Vitriol
1 Impending Disaster
1 Boom // Bust
1 Wildfire
Mass creature removal
1 Toxic Deluge
1 Bontu's Last Reckoning
1 Fire Covenant
1 Last One Standing
1 Damnation
1 Blasphemous Act
Mass artifact removal
1 Vandalblast
1 Seeds of Innocence
1 Shatterstorm
Tutors
1 Vampiric Tutor
1 Gamble
1 Traverse the Ulvenwald
1 Demonic Tutor
1 Realms Uncharted
Enchantments
1 Sylvan Library
1 Earthcraft
1 Cryptolith Rite
Artifact Mana
1 Mana Crypt
1 Sol Ring
1 Mana Vault
Land ramp
1 Search for Tomorrow
1 Nature's Lore
1 Three Visits
1 Farseek
Lands (41)
1 Command Tower
1 Badlands
1 Blood Crypt
1 Canyon Slough
1 Smoldering Marsh
1 Graven Cairns
1 Bayou
1 Overgrown Tomb
1 Twilight Mire
1 Taiga
1 Stomping Ground
1 Sheltered Thicket
1 Cinder Glade
1 Fire-lit Thicket
4 Forest
1 Tranquil Thicket
3 Swamp
1 Barren Moor
1 Bojuka Bog
1 Volrath's Stronghold
1 Forgotten Cave
2 Mountain
1 Blighted Woodland
1 Myriad Landscape
1 Command Beacon
1 Strip Mine
1 Arid Mesa
1 Bloodstained Mire
1 Marsh Flats
1 Misty Rainforest
1 Polluted Delta
1 Scalding Tarn
1 Verdant Catacombs
1 Wooded Foothills
1 Windswept Heath
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
A mini version of Titania, Protector of Argoth, but has the advantage of getting triggers off dredging from Life from the Loam.
The 0/1 are obviously non threatening, but it's perfect with land removal, as you'll get perfect symmetry with producing creatures to work with Earthcraft or Cryptolith Rite. They are simply used as blockers, so that Lord Windgrace can ultimate to clear the board of the big threats.
Added
+ Turntimber Sower
Removed
- Grave Titan
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Turntimber Sower's 0/1 plants get pretty angry everytime a land hits the battlefield with Avenger of Zendikar in play.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
I'll have to admit this particular interaction does leads me towards Avenger of Zendikar, as even reanimating with like 4 lands, is still good value.
I could see Turntimber Sower being a bomb in a Simic or Sultai (for The Gitrog Monster) deck with Traumatize, Mirror-Mad Phantasm, Hermit Druid. Would still need to make use of token creatures, but you should be able to produce a ton.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
I've decided to take out the "pox" cards, as you can often have a premium creature in play, so not willing to cast them.
Also wanted to take out all the cards that have BBB as it's hard to get this.
Added
+ Mana Vault
+ Birds of Paradise
+ Nature's Lore
+ Three Visits
+ Farseek
+ Search for Tomorrow
+ Myriad Landscape
+ Fire-lit Thicket
The 2 mana land ramp cards can be good early game to get headway, and are good post MLD. You can literally cast them the same turn as a board wipe as you can Lord Windgrace [-3] for two land.
Removed
- Smallpox
- Pox
- Death Cloud - the triple black is a thing
- Balthor the Defiled - just not enough red/black targets to get consistent value, and triple black is hard
- Noxious Gearhulk - it's an artifact, so the Seeds and Shatterstorm can hit it
- Seasons Past - too late game value, and plenty else going on.
- Cabal Coffers - a bit too hard to get value from it with getting the MLD
- Urborg, Tomb of Yawgmoth - without the Coffers, no point in "mana fixing" opponents, and taken out the triple black mana cards
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
That's fair, but Harvests inexorable tide of dudes is pretty game winning. I would test it at least, given how much value it represents especially after the first wave of MLD.
Added
+ Faithless Looting
+ Sakura-Tribe Elder
Removed
- Borborygmos Enraged - just found him to be a bit hit and miss. Like you have to attack, then you have to get the lands, then you also have to think about whether you want to keep the lands or not. Better in a lands heavier deck,as the MLD means that keeping lands is a priority.
- Imperial Seal - not actually any combo cards as such, so I just think the Faithless Looting is better for "card disadvantage" in the deck.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
True, I'm going to test it in my Sidisi, Brood Tyrant deck as soon as I find the time. It's going to produce a ridiculous amount of chump blockers in the very least.
You might not need to have so much of a dredge package to make good use of Turntimber Sower. If you're running Titania, Protector of Argoth and Omnath, Locus of Rage, you can just have lands enter and then sacrifice them. This is in still fuels The Gitrog Monster, as well. You can also use all allowable lands with cycling and still trigger The Gitrog Monster and Turntimber Sower.
If I were to build this deck (Lord Windgrace) I would build it around broken land combos like the Dakmor Salvage + The Gitrog Monster combo. I would include Turntimber Sower as a way to get tokens from the triggers as well as Purphoros, God of the Forge for value. I'd still include Titania, Protector of Argoth and Omnath, Locus of Rage. Including both while running every possible fetchland as well as ways to sacrifice lands (like Sylvan Safekeeper) plus broken cards like Scapeshift, makes a deck that I believe will have a lot of synergy. Including cards like Ramunap Excavator and/or Crucible of Worlds (which could have been easily reprinted here given the now higher price tag) will bring even more mileage to the lands with cycling. This way the deck isn't choosing between landfall triggers or lands in the graveyard matters themes, but are actually using both complementary. With the dredging you could even go the reanimator route. I would include cute reanimation targets like Herald of Leshrac just to get more lands on my battlefield (granted, they don't trigger landfall) but I could steal opponents' lands and then sacrifice them or just straight up use them for mana advantage.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
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Would also recommend running more utility lands. I don't know if Myriad Landscape is worth it if you're running just 9 basics.
The thing is that you have to make a really good argument for playing Lord Windgrace instead of The Gitrog Monster when thinking about these broken lines of play.
Sure you can play Omnath, Locus of Rage and Purphoros, God of the Forge, but how much deeper does it go than this going into red?
I personally think this is where people probably overvalue combining some of the popular "land matter" commanders into one deck. Where as you'll just find it stronger to stick to the individual ones. This is my opinion, and that's why I've stuck to making Lord Windgrace less about land ramp, as you can just do this with green anyway, and why we are going into black and red in the first place?
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
What are the "sacrifice" land cards that you play?
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
I've been wanting to add more self discard, so I'm just going to play Tormenting Voice instead.
Added
+ Tormenting Voice
Remove
- Turntimber Sower
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Nissa's pilgrimage is probably good enough too.
In my lands deck I've found the sorcery count so high that dark petition is essentially demonic tutor #2. May want to give it a go too. I'd consider seasons past as well.
Given the budget I'd also consider city of traitors and ancient Tomb as low cost ways to get your commander or a sweeper early.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Last time I checked, City of Traitors was a $300 card...
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith