Windgrace's Judgment

Hello again everyone, and welcome back to this year’s edition of the Commander Breakdown. As with last year’s review, we’ll be reviewing and revising these decks through the lens of multiplayer functionality, while trying to keep individual card cost manageable. Unlike last year’s review, we won’t be limiting ourselves to just five cards.

For our second look at the new Commander 2018 decks we’re diving into the Jund deck “Nature’s Vengeance”, and looking to find some room to improve.

Here’s a quick look at our possible new Commanders, before we get into changes:

Our Planeswalker Commander in this archetype is going to give us card filtering every turn, and keep us going into the late game.

Lord Windgrace‘s first mode turns our mid and late game land draws into extra cards. His second mode makes sure we aren’t being punished for throwing them away.

His ultimate is a more aggressive version of Terastodon, giving us ten power worth of creatures while wiping out value targets on our opponents’ sides.

This card seems underwhelming, but it can definitely find a home. At 5/5 for six CMC with vigilance, reach, and extra abilities to boot, the value for cost is worthwhile.

If we’re playing this as our Commander, we want to make sure you use these abilities to their best extent. Thantis, the Warweaver can be a one sided board wipe if timed correctly, and leave us in a position to strike down our opposition on the back swing.

Hail Hydra! Gyrus, Waker of Corpses is a sweet aggro commander alternative, and rewards us for casting it at any point in the game. As a commander, being taxed just makes this more monstrous.

Nature’s Vengeance

Commander (1)
Lord Windgrace

Creature (29)
Charnelhoard Wurm
Avenger of Zendikar
Gyrus, Waker of Corpses
Thantis, the Warweaver
Bloodtracker
Emissary of Grudges
Nesting Dragon
Crash of Rhino Beetles
Turntimber Sower
Whiptongue Hydra
Xantcha, Sleeper Agent
Soul of Innistrad
Flameblast Dragon
Budoka Gardener
Centaur Vinecrasher
Moldgraf Monstrosity
Rampaging Baloths
Scute Mob
Rubblehulk
Loyal Subordinate
Loyal Apprentice
Loyal Guardian
Acidic Slime
Baloth Woodcrasher
Borderland Explorer
Farhaven Elf
Sakura-Tribe Elder
Yavimaya Elder
Zendikar Incarnate

Sorcery (14)
Reality Scramble
Ruinous Path
Chain Reaction
Decimate
Gaze of Granite
Lavalanche
Worm Harvest
Stitch Together
Cultivate
Explore
Explosive Vegetation
Far Wanderings
Hunting Wilds
Savage Twister

Instant (8)
Fury Storm
Windgrace’s Judgment
Moonlight Bargain
Consign to Dust
Grapple with the Past
Harrow
Grisly Salvage
Putrefy

Artifact (2)
Seer’s Sundial
Sol Ring

Enchantment (3)
Retreat to Hagra
Khalni Heart Expedition
Deathreap Ritual

Land (43)
Swamp
Mountain
Forest
Forge of Heroes
Akoum Refuge
Barren Moor
Blighted Woodland
Bojuka Bog
Command Tower
Evolving Wilds
Forgotten Cave
Golgari Rot Farm
Grim Backwoods
Gruul Turf
Haunted Fengraf
Jund Panorama
Jungle Hollow
Kazandu Refuge
Khalni Garden
Mountain Valley
Myriad Landscape
Rakdos Carnarium
Rocky Tar Pit
Savage Lands
Temple of the False God
Terramorphic Expanse
Tranquil Thicket
Warped Landscape

 

The advertised theme of this deck is Lands Matter, with some inclination toward +1/+1 counters and graveyard synergy. If we’re going to take advantage and keep control of the board, we can make a number of changes to this list:

 

Land Ramp

 

 

Playing Extra Lands

 

 

With all of these lands coming into our hand and play, we need a way to generate advantage prior to reaching our top end. Lord Windgrace is one card draw engine, but we’ll need more in order to keep up:

 

Card Draw

 

 

Between sending our own lands to the graveyard and other players interacting with our field, we will need a way to use our already expended resources:

 

Graveyard Interaction

 

 

Since we’re recurring our own graveyard, it’s a good idea to load up on permanent removal that hits multiple targets and varieties of permanents.

 

Removal

 

 

So our game plan is to keep the board under firm control, and hopefully lock our opponents out of their top end – if not the game itself. If we want to be extra cautious, there are plenty of other board wipes we could include, along with targeted removal like Jaya’s Immolating Inferno. But we need to save some slots for ending the game:

 

Win Conditions

 

 

Some or all of these changes should leave us in a good place to win some games, but it will take time and practice to see what works best.

If you’re looking for a place to do just that, check out your friendly local game store. Wizard’s Tower in the Ottawa area is hosting a Commander 2018 League on Saturday evenings starting August 11th. You can check out the details on their Events Calendar.