Overview:
A lands-matter strategy helmed by Lord Windgrace, focusing on land recursion, landfall triggers, and graveyard synergies to generate value and overwhelm opponents with creature tokens and large threats.
Primer:
The deck aims to establish a strong mana base early through ramp spells and Lord Windgrace's abilities. Use the commander's +2 ability to filter draws and fill the graveyard with lands, then recover them with the -3 ability. Key landfall creatures like Avenger of Zendikar and Rampaging Baloths create armies of tokens, while cards like Worm Harvest provide recursive threats. The deck can grind out long games through card advantage and land recursion, eventually overwhelming opponents with large creatures and token swarms.
Weaknesses:
The deck is vulnerable to graveyard hate and can struggle against fast combo decks. Commander-dependent strategies can be disrupted by repeated removal of Lord Windgrace, and the deck can be slow to establish its board presence without proper acceleration.
Top 10 Most Impactful Cards:
- Lord Windgrace
- Avenger of Zendikar
- Rampaging Baloths
- Worm Harvest
- Cultivate
- Harrow
- Sakura-Tribe Elder
- Sol Ring
- Deathreap Ritual
- Scute Mob
Attribute Ratings:
- Speed: 4/10
- Resilience: 6/10
- Consistency: 5/10
- Interaction: 5/10
Rating Justification:
This deck represents a well-constructed casual strategy that sits comfortably in the focused casual range. While it includes powerful cards and synergies, its reliance on building up resources over time and lack of fast mana beyond Sol Ring keeps it from competing with higher-powered decks. It's more resilient than precon-level decks due to its strong recursion elements but doesn't have the explosive potential or consistency of optimized builds. The interaction suite is present but modest, with cards like Putrefy and Windgrace's Judgment providing necessary removal.
Final power level rating: 5.0 - 5.5
Lord Windgrace