Lord Windgrace

commander · Lord Windgrace

SetCommander 2018 decks (2018): (C18)
Released2018
Cards100
Sheets12 (9 / sheet)
C18· 2018

Nature's Vengeance (C18).

A Jund lands deck led by Lord Windgrace, discard lands to draw cards, return those lands from the graveyard to play, trigger landfall payoffs repeatedly, and close games with Windgrace's game-ending ultimate that creates enormous land-based token armies.

100
cards
3.9
avg cmc
29
creatures
43
lands
28
spells
12
sheets
Black manaRed manaGreen mana
color identity
Creatures29
Instants8
Sorceries14
Artifacts2
Enchantments3
Planeswalkers1
Lands43

The Commanders

Lord Windgrace
Lord Windgrace · Art by Bram Sels

Nature's Vengeance is a Jund Commander deck built around lands, graveyard recursion, and landfall. Lord Windgrace is a Legendary Planeswalker, only the third ever legal as a Commander, who draws cards when lands enter from the graveyard and draws while discarding extra lands. The deck is a midrange value machine that turns land-rich hands into card advantage and landfall triggers into escalating threats.

Lord Windgrace is a Legendary Planeswalker costing {3}{B}{R}{G} with starting loyalty 5. His +2 discards a card and then draws two cards if you discarded a land. His -3 returns up to two land cards from your graveyard to the battlefield. His -11 ultimate searches your library for up to X land cards, where X is your total land count, and puts them into play. The +2 and -3 work together: discard lands with the +2, return them with the -3, and trigger landfall each time a land enters. The ultimate ends games immediately by doubling your land count and triggering all your landfall payoffs simultaneously.

Key Cards

Rampaging Baloths
Art by Steve Prescott

Rampaging Baloths

Token generation from landfall. Each land entering the battlefield creates a 4/4 Beast token with no additional conditions. Lord Windgrace's -3 ability returning two lands creates two tokens simultaneously. The Windgrace ultimate returning 10+ lands creates 10+ 4/4 Beasts in one action. Rampaging Baloths is the most reliable token generator in the deck. It doesn't need opponents to die or creature setups to trigger, just land drops, which the deck makes in abundance.

Avenger of Zendikar
Art by Jason Chan

Avenger of Zendikar

The deck's game-ending landfall creature. Avenger enters with a 0/1 Plant for each land you control. In a lands deck with 12+ lands, that's 12 Zombies. Each subsequent land entry puts a counter on every Plant, making them progressively larger. When Windgrace's ultimate fires and 10 lands enter simultaneously, each Plant gets 10 counters instantly. A board of 12 Plants that suddenly become 10/11s with trample is difficult to survive. Avenger combines with Rampaging Baloths to flood the board from a single Windgrace activation.

Rubblehulk
Art by James Paick

Rubblehulk

A land count-scaled threat and a bloodrush enabler. Rubblehulk's power and toughness equal the number of lands you control. In a 15-land game state, Rubblehulk is a 15/15. More importantly, bloodrush lets you discard Rubblehulk to give any attacking creature +X/+X where X is your land count, a combat trick that scales with the game. Discard Rubblehulk for bloodrush and it goes to the graveyard, and the activation can turn any creature into a lethal attacker.

Crucible of Worlds
Art by Mark Zug

Crucible of Worlds

Graveyard recursion that lets you play lands from the graveyard every turn. Combined with Windgrace's +2 discarding lands, Crucible of Worlds creates a perpetual landfall loop: discard a land with Windgrace, draw two cards, then replay that land from the graveyard. Every Windgrace +2 activation generates a net card and a free landfall trigger. Crucible doesn't conflict with Windgrace's -3. It handles smaller recursion continuously while the -3 returns lands in volume. The combination makes the deck nearly impossible to exhaust of land resources.

Windgrace's Judgment
Art by Bram Sels

Windgrace's Judgment

The deck's signature removal spell. Windgrace's Judgment costs {3}{B}{G} and destroys up to X target nonland permanents, where X is the number of opponents who control a land type you don't. In a Commander game with three opponents each running their own color identities, X is regularly three, so you destroy three nonland permanents for four mana at instant speed. It's the best removal spell in the 75: cheap, scales with the pod, and fits the deck's lands-matter identity.

How to Play

Establish mana and deploy Windgrace on turn four with at least four mana remaining. Immediately use his +2 to discard a land and draw two cards. The +2 is almost always correct. Use -3 strategically when you have two lands to return and landfall payoffs ready to trigger. The deck is patient: Windgrace accumulates loyalty passively and becomes more threatening every turn. Never fire the ultimate without Avenger of Zendikar or Rampaging Baloths in play. It needs landfall payoffs to convert 10+ land entries into a board state that wins immediately. Against graveyard hate, the deck still wins through normal ramp; Crucible and the -3 are bonuses.