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My upgraded Lord Windgrace/Lands Matter deck based on the Commander 2018 deck. I ditched some of the new cards that didn't have anything to do with lands (Xantcha, Thantis, etc.) and instead focused on land interaction. Recent reprints have made this a lot easier, with "Crucible of Worlds", "Scapeshift" and "Azusa, Lost But Seeking" being the first includes. Lots of fun interactions with lands, crazy ramp, the ability to destroy many different things and swinging for huge amounts of damage.
Play landsplay creatures that let you play more lands per turnsacrifice lands to find more landscast things that benefit from you playing landsbring lands back from the grave, play thembuild your own continent with all the landsplay the biggest cards you have ever wanted to playor...Play landsPlay things that let you play more landsSack lands to get more landsBring back lands from graveUnleash a nuclear apocalypseJoin the cockroaches in rebuilding a better world among the ashes
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NOTE: Set by owner when deck was made.
I have made a lot of changes to this list since the last time I updated this page. To keep track of what I took out (in case I realize what a horrible mistake I made) I bumped stuff down into the sideboard that has actually been removed from the deck. I made almost the entire deck the first time around with little help from anyone, and aside from purchasing one card, entirely out of cards I already owned. Thanks to some of the reprints in recent sets I didn't have to spend too much out of pocket (mostly because I already spend too much money on Magic). "Carnage Tyrant" wasn't really cut from the deck per se, because I needed him for a standard deck. After I had built that deck I found some cards I wanted to squeeze into this one and had friends over to play so in they went for a night and I ended up liking them. Some cards like "Charnelhoard Wurm" and "Stitch Together" came out because of underwhelming performance and not necessarily because they were bad. They were just bad in the games I played with them. Others found actual upgrades, as in the case of "Fires of Yavimaya" becoming "Sarkhan Vol". "Far Wanderings" bad, I just rarely got the threshold ability to work so in came "Realms Uncharted" which puts stuff in my grave and that's something I actually want. After suggestions from others and eventually looking online for advice I have landed on the current build. Other than og dual lands there isn't much out there that I haven't already considered. Doesn't look like I'm getting anything I needed from "Ultimate Masters" unfortunately (was half expecting "Oracle of Mul Daya, the one card I spent money on to of course get reprinted after I shelled out the cash).
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Another quick change, added "Urborg, Tomb of Yawgmoth" to the deck in place of a swamp. This way, any of my lands that don't tap for mana, the ones that search up other lands, can tap for some mana the turn they come in if I need it. I have a few lands that tap for colorless mana as well, so they too can be more useful. Also, fixes me for black mana, which is always nice when running so many colors. Plus, Lord Windgrace is actually from Urborg, so flavor win there.
Following some suggestions I found online, thinking of adding "Constant Mists" for a repeatable fog spell, "Raven's Crime" for repeatable discard and "Borborygmos Enraged" for direct damage/removal. These three would give me some options and more interactions with my opponents. Not sure what to take out, or even if I really need them or it's just fanciful thinking.
Perhaps the most important addition to the deck yet: Squirrel Wrangler! Bow before my might army of squirrels!
So...little bit of a change since the last time I updated this. The deck is now a land-destruction deck! I was able to keep maybe 80% of it and put in enough land destruction cards to make everyone curse my name. Cards like jokulhaups and obliterate would normally be bad, but with my commander and wrenn & six dodging the nuclear blast, I can recoup and take over everyone. Constantly recurring cards like strip mine and wasteland and dust bowl allow me to snipe lands over and over.
Due to unpopular demand, I'm seriously toning down the land destruction. I'm keeping a few and changing others to make it harder for people, not impossible, to play Magic. So "Ruination" is going in, and "Tectonic Break" is staying (because I can play it at lower setting). Also working on adding in land-creatures and spells to make creatures into lands to attack that way. Going back to some of the more value-based landfall aspect too.