Lord Windgrace

Lord Windgrace

{2}{B}{R}{G}

A Jund lands-and-graveyard value commander that turns discarding lands into cards and converts the graveyard into ramp.

Public decks: 2Bracket: 4
Lord Windgrace

Overview

  • Use the +2 to filter draws and stock the graveyard, with extra payoff when you pitch lands.
  • Leverage the −3 to rebuy lands as acceleration, often jumping ahead on mana after an early discard cycle.
  • Play a longer game where repeated land recursion keeps your resources flowing through removal and sweepers.
  • The ultimate is a big board-and-interaction swing that can stabilize or close if you can protect Windgrace long enough.
  • Typically wants a deck that can defend a planeswalker while extracting value from the graveyard.

Common lines

  • Develop mana, land Windgrace, then start +2 activations to turn excess cards (especially lands) into more looks.
  • After a few loots, cash in −3 to return lands to the battlefield and pull ahead on mana.
  • Pivot to controlling the board long enough to either repeat value activations or threaten the −11.
  • Use recurring land drops to rebuild faster than the table after interaction.

Strengths

  • Consistent card filtering and incremental advantage from the command zone.
  • Strong resilience in grindy games thanks to recurring lands from the graveyard.
  • Can generate real mana advantage with the −3, especially after setting up the graveyard.
  • Ultimate provides a large swing by removing key permanents and adding a meaningful board presence.

Weaknesses

  • Planeswalker commander can be pressured by combat; protecting Windgrace is a constant tax.
  • Graveyard disruption can blunt the −3 plan and reduce your ability to out-grind.
  • Can be slow to actually close games without time to set up repeated activations or reach the ultimate.
  • Discarding as a cost can be awkward when your hand is already low on resources.

Rule zero notes

  • Mention whether the deck is built for long, grindy value or is aiming to ultimate quickly.
  • Disclose how much graveyard recursion the list uses and how reliant it is on the graveyard.
  • Clarify how interactive the build is (removal/sweepers) since Windgrace often plays a slower control-leaning game.
  • Note whether the deck plans to win primarily through combat off the −11 tokens or via other finishers.

Matchups

Best into

  • Grindy midrange tables where repeated value engines decide the game.
  • Pods that rely on attrition and removal, where land recursion helps you recover faster.
  • Slower metas where protecting a planeswalker for multiple turns is realistic.

Struggles against

  • Fast combo tables that end games before Windgrace’s value compounds.
  • Creature-swarm pods that can reliably attack down a planeswalker.
  • Heavy graveyard-hate environments that shut off land recursion lines.

Recent public decks

FAQ

What is Lord Windgrace trying to do each game?
Set up the graveyard with the +2, then convert that into mana and staying power with the −3 while you control the pace of the table.
How does this commander usually win?
Often by out-valuing opponents over time and eventually turning the corner, with the −11 serving as a major finisher or stabilization swing if you get there.
Do I need to focus on lands specifically?
Windgrace strongly rewards treating lands as resources you can discard and replay, so the deck typically wants enough land density and ways to benefit from recurring them.
How do I keep Windgrace alive?
Plan to defend him with board presence and interaction, and time your −3 so you still have resources to keep attackers off him.
What shuts Windgrace down the most?
Sustained combat pressure on the planeswalker and graveyard hate that prevents land recursion are the biggest pain points.

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