Szarel, Genesis ShepherdHearthhull, the Worldseed

commander · Szarel, Genesis Shepherd

SetEdge of Eternities Commander Decks (2025): (EOC)
Released2025
Cards100
Sheets12 (9 / sheet)
EOC· 2025

World Shaper (EOC).

A Jund sacrifice-and-landfall engine led by Szarel, Genesis Shepherd — sacrifice lands for value, recur them from the graveyard, and flood the board with tokens every time a land enters.

100
cards
3.5
avg cmc
31
creatures
42
lands
27
spells
12
sheets
BRG
color identity
Creatures31
Instants8
Sorceries13
Artifacts4
Enchantments2
Lands42
0
1
2
3
4
5
6+
full print options →

The Commanders

Szarel, Genesis Shepherd
Szarel, Genesis Shepherd · Art by Matt Stewart
Hearthhull, the Worldseed
Hearthhull, the Worldseed · Art by Daniel Ljunggren

World Shaper is a Jund Commander deck built around one of Magic's most satisfying gameplay loops: sacrifice lands to generate value, then play them back from the graveyard to trigger landfall all over again. If you've ever wanted to kill your own Forests and get paid double for it, this is your deck.

Szarel, Genesis Shepherd is the engine. She lets you play lands from your graveyard — meaning every fetch land activation, every Titania trigger, every Crop Rotation sends a land to the bin that Szarel can fire right back onto the battlefield. Each time a non-token creature you control is sacrificed, Szarel grows your whole team. She rewards aggressive sacrifice, turns your graveyard into a second hand full of lands, and has inevitability against most fair decks.

Hearthhull, the Worldseed is the grindy alternative when you want to drain out the table instead of swing for lethal. Hearthhull sacrifices lands to drain each opponent for life and replace your hand — it converts raw land sacrifice volume into life loss and cards. Against aggro-heavy pods where combat is dangerous, Hearthhull is the stronger choice. The table will feel every land you throw in the bin.

Key Cards

The Gitrog Monster
Art by Jason Kang

The Gitrog Monster

The backbone of the value engine. Gitrog draws a card every time a land hits the graveyard — and in this deck, lands hit the graveyard constantly. Pair him with Dakmor Salvage and you can dredge your library while drawing cards on loop. With Szarel out, each dredged Salvage re-enters the battlefield as a fresh landfall trigger. Gitrog alone can refill your hand faster than opponents can answer threats.

Omnath, Locus of Rage
Art by Brad Rigney

Omnath, Locus of Rage

This is what "landfall payoff" looks like at its ceiling. Every land entering the battlefield creates a 5/5 Elemental. When those Elementals die — to blockers, board wipes, sacrifice effects — they deal 3 damage to any target. With Szarel recurring lands turn after turn, a single loop can flood the board with Elementals and put a clock on every player simultaneously. Omnath is your primary win condition once the engine is running.

Rampaging Baloths
Art by Steve Prescott

Rampaging Baloths

Simpler than Omnath, arguably more efficient in the early game. Each land drop creates a 4/4 Beast token. These beasts serve double duty — attack for lethal or sacrifice them to fuel other effects. Baloths doesn't punish you when the tokens die, so it pairs cleanly with sacrifice outlets. Get this down on turn five with a couple of lands in the graveyard ready to recur, and you're looking at a very fast clock.

Titania, Protector of Argoth
Art by Magali Villeneuve

Titania, Protector of Argoth

Titania bridges the sacrifice and recursion halves of the deck perfectly. She enters and immediately returns a land from your graveyard to play — that's a free landfall trigger on the spot. From that point on, every land that dies creates a 5/3 Elemental. In a deck designed to kill its own lands repeatedly, Titania is an endless token machine. She and Szarel effectively double-dip on every land that hits the graveyard.

Moraug, Fury of Akoum
Art by Rudy Siswanto

Moraug, Fury of Akoum

The deck's biggest threat in terms of out-of-nowhere kills. Each land drop after your first gives every creature you control an additional combat phase — untapping them first. When Szarel is recurring three or four lands in a single turn, Moraug turns that into three or four combat steps. A board full of Omnath Elementals and Titania tokens attacking four times in one turn is frequently enough to end the game on the spot. Players often don't see this coming until it's too late.

How to Play

Ramp hard in the early turns — this deck's green ramp package is strong and you want five or six mana by turn four. Get Szarel or Hearthhull into play as early as possible, then spend turns four and five establishing at least one major landfall payoff: Omnath, Baloths, or Titania. From there the deck snowballs. Dump lands into the graveyard using fetch lands, sacrifice effects, and discard outlets. Szarel refuels you by replaying them, each re-entry triggering your payoffs again.

Close games two ways: attack with a Moraug-fueled multi-combat blowout, or drain the table out of Hearthhull's repeated sacrifice triggers. The deck rewards patience — it's a midrange grind machine, not a glass cannon. Give it three or four turns to set up and most pods won't have the interaction to stop the loop once it starts.

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