Oops_All_Tokens
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Commander
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Commander
Lord Windgrace
+2: Discard a card, then draw a card. If a land card is discarded this way, draw an additional card.
−3: Return up to two target land cards from your graveyard to the battlefield.
−11: Destroy up to six target nonland permanents, then create six 2/2 green Cat Warrior creature tokens with forestwalk.
Lord Windgrace can be your commander.
−3: Return up to two target land cards from your graveyard to the battlefield.
−11: Destroy up to six target nonland permanents, then create six 2/2 green Cat Warrior creature tokens with forestwalk.
Lord Windgrace can be your commander.
Legendary Planeswalker - Windgrace

Commander
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Disruption
Dire-Strain Rampage
Destroy target artifact, enchantment, or land. If a land was destroyed this way, its controller may search their library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Otherwise, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Flashback
Flashback
Sorcery

Disruption
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Draw
Braids, Arisen Nightmare
At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.
Legendary Creature - Nightmare

The Gitrog Monster
Deathtouch
At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land.
You may play an additional land on each of your turns.
Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land.
You may play an additional land on each of your turns.
Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
Legendary Creature - Horror Frog

Draw
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Extra Land Drops
Case of the Locked Hothouse
You may play an additional land on each of your turns.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
Enchantment - Case

Extra Land Drops
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Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Land
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Land Destruction
Land Destruction
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Ramp / Lands ETB
Ramp / Lands ETB
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Recursion
Recursion
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Synergy
Nissa, Resurgent Animist
Landfall — Whenever a land you control enters, add one mana of any color. Then if this is the second time this ability has resolved this turn, reveal cards from the top of your library until you reveal an Elf or Elemental card. Put that card into your hand and the rest on the bottom of your library in a random order.
Legendary Creature - Elf Scout

Tireless Provisioner
Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with ", , Sacrifice this token: You gain 3 life." Treasure is an artifact with ", Sacrifice this token: Add one mana of any color.")
Creature - Elf Scout

Synergy
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Token Generators
Greensleeves, Maro-Sorcerer
Protection from planeswalkers and from Wizards
Greensleeves's power and toughness are each equal to the number of lands you control.
Landfall — Whenever a land you control enters, create a 3/3 green Badger creature token.
Greensleeves's power and toughness are each equal to the number of lands you control.
Landfall — Whenever a land you control enters, create a 3/3 green Badger creature token.
Legendary Creature - Elemental Sorcerer

Token Generators
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Tutors
Archdruid's Charm
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant

Tutors
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Win Condition
Win Condition
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Sideboard
Nissa, Vital Force
+1: Untap target land you control. Until your next turn, it becomes a 5/5 Elemental creature with haste. It's still a land.
−3: Return target permanent card from your graveyard to your hand.
−6: You get an emblem with "Whenever a land you control enters, you may draw a card."
−3: Return target permanent card from your graveyard to your hand.
−6: You get an emblem with "Whenever a land you control enters, you may draw a card."
Legendary Planeswalker - Nissa

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Sideboard
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Maybeboard
Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"\tThis is a landfall deck helmed by "},{"insert":{"card-link":"Lord Windgrace"}},{"insert":". It typically wins by tutoring "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" or "},{"insert":{"card-link":"Scute Swarm"}},{"insert":", stacking their Landfall triggers to build a wide board, followed by "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" to alpha strike the table. Not the most original win condition, but the decision points in the deck make all the difference. I have also added some land destruction as well so that we can turn early ramp into an insurmountable set back for the table while the many tutors in the deck give us different avenues to find a win from there. Since the deck can take a little while to get set up (although it also can get ahead very quickly with the right hand), there is a fair amount of removal to keep the board in check while we get online. The deck relies on Lord Windgrace for draw, and also abuses his second ability to recur fetchlands and stack landfall triggers. \n\n\tHere's a breakdown of the categories in the deck:\n\nDraw:\n\tWindgrace is our main source of draw, but "},{"insert":{"card-link":"Braids, Arisen Nightmare"}},{"insert":" is also excellent in this deck because we can sacrifice lands and our opponents are typically not willing to follow suite. And, if they do, then it plays to our advantage anyway because we will recur our sacrificed lands with either a "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" effect or Windgrace's -3 ability. Obviously "},{"insert":{"card-link":"The Gitrog Monster"}},{"insert":" is just absurd in this deck, as he triggers off of our Windgrace's +2 discard, fetches, etc. Often we even appreciate that he forces us to sacrifice a land because it means we'll have the two we want in the yard for Windgrace's -3 ability. \n\nRamp / Lands ETB:\n\tThis category is mostly green ramp spells that put lands onto the battlefield from our library. Of course, with 2 colorless in Windgrace's casting cost, "},{"insert":{"card-link":"Sol Ring"}},{"insert":" is a must even though this is a Landfall deck; the tempo advantage of dropping him 2 turns early is just too insane to pass up. "},{"insert":{"card-link":"Reshape the Earth"}},{"insert":" could probably be listed as a win con, because it often can close out a game, but I left it here for somewhat arbitrary reasons. \n\nExtra Land Drops:\n\tWe want to pay as many lands in a turn as possible to trigger "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" or "},{"insert":{"card-link":"Scute Swarm"}},{"insert":" , and these help us do just that. This also helped us get ahead early, and can fuel the Landfall triggered ramp creatures in "},{"insert":{"card-link":"Lotus Cobra"}},{"insert":" and "},{"insert":{"card-link":"Tireless Provisioner"}},{"insert":" to really get ahead. \n\nToken Generators: \n\tI guess this category only has "},{"insert":{"card-link":"Avenger of Zendikar"}},{"insert":" at the moment, so 'nuff said. \n\nRemoval:\n\tThere is a hefty amount of removal for the reasons listed above: Landfall can be a slow burn (although I have won with this deck by turn 6 on many occasions) and so we need as many tools to slow down our opponents as possible. Board wipes can be huge for us, as Field of the Dead and Windgrace will survive them, so a well-timed "},{"insert":{"card-link":"Damnation"}},{"insert":" can be game winning when we break parity and keep all of our important pieces on the board. \n\nLand Destruction:\n\tThis is the newest addition to the deck, but I really like the idea of making tempo plays to slow down the table as I overwhelm them with my land recursion and ramp. I love "},{"insert":{"card-link":"Tectonic Break"}},{"insert":" here because we can pick X=2 and set our opponents way back and then use Windgrace's -3 to bring our lands right back. If we have multiple land drops and a "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" effect then we can be even more greedy. It also has a lower CMC so it can be cast earlier to really cripple our opponents in the early game. I elected not to include the \"destroy all lands\" cards because they are much harder to break parity on, whereas forcing everyone to sac 5 lands is a huge loss for our opponents that this deck can recover from with ease. As I mentioned above regarding the board wipes: these land destruction + creature damage cards allow us to break parity on two fronts, so they can be extra juicy. It is also worth noting that looping "},{"insert":{"card-link":"Strip Mine"}},{"insert":" and the like is a perfectly viable strategy to cripple the opponent who worries you the most, be it the blue player or the combo player. \n\nRecursion: \n\tMost of these cards are used to recur lands from the graveyard, allowing us to loop fetches for landfall triggers as well as play lands we discard to Windgrace's +2, but we also run "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" and "},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":" for other important pieces or reusing removal or tutors. Note that Bala Ged is particularly strong in this deck as it can be a recurred as a land after being cast as a spell. \n\nSynergy:\n\tI kept the Landfall ramp creatures ("},{"insert":{"card-link":"Lotus Cobra"}},{"insert":" and "},{"insert":{"card-link":"Tireless Provisioner"}},{"insert":") in this category to separate them from the landfall triggering ramp, but don't let that fool you: these two can ramp at an absurd rate and almost every single one of my quickest wins involved dropping one or both of these early. "},{"insert":{"card-link":"Ancient Greenwarden"}},{"insert":" is both a Landfall "},{"insert":{"card-link":"Panharmonicon"}},{"insert":" effect as well as a Crucible effect, so it is an absolute all-star in the deck. \n\nTutors:\n\tMost of these are straightforward, but I would like to draw attention to the fact that Windgrace's +2 makes top of the deck tutors much more reliable. Also, "},{"insert":{"card-link":"Realms Uncharted"}},{"insert":" is broken here because no matter what they pick we almost certainly get all 4 of the lands eventually. Often we will grab "},{"insert":{"card-link":"Field of the Dead"}},{"insert":", "},{"insert":{"card-link":"Vesuva"}},{"insert":" (which is to copy the FotD), "},{"insert":{"card-link":"Strip Mine"}},{"insert":", some fetches, maybe other utility options like "},{"insert":{"card-link":"Arcane Lighthouse"}},{"insert":", "},{"insert":{"card-link":"Command Beacon"}},{"insert":", "},{"insert":{"card-link":"Bojuka Bog"}},{"insert":", etc. Also, as always, remember that we don't always need to hold our tutors for a win condition; there are plenty of times where an early tutor into a value piece to get ahead is a winning move. I really like pushing ahead with an early Lotus Cobra or Tireless Provisioner; obviously the land tutors should almost always be used to grab Field of the Dead, but the unrestricted tutors and creature tutors have some flexibility. \n\nWin Conditions:\n\tI chose to put "},{"insert":{"card-link":"Scute Swarm"}},{"insert":" here rather than in the Token Maker section because unlike the other token maker(s) it can definitely close a game without the help of "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":". I have yet to pull off copying "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" with "},{"insert":{"card-link":"Rebuild the City"}},{"insert":", mostly because I have been building many new decks recently so this one is seeing far less play at the moment, but the day I do it will be glorious. Once we have pulled ahead of our opponents, through a combination of intensive ramp, destroying their lands, and constant interaction, we can go for the win by flooding the board with tokens and then using any one of our myriad tutors to drop a Craterhoof. Of course, since the deck does not currently include a "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":", we do need to wait for a turn rotation after making our tokens before we can attack. It's for this reason that I may reinstate Finale in the deck, because you don't need that many tokens down when you cast it with X+=10 and grab a Craterhoof, and the Haste is a huge boon. \n\n\tThis is one of my favorite and longest-tenured decks, so it holds a special place in my collection. It is a blast to play, can be absurdly powerful, and includes a lot of decision points and game actions. Better be good at shuffling your deck though, because Landfall requires a lot of it and you don't want to bore your opponents; obligatory apology and shout out to my play group as they have put up with my Landfall obsession in the form of many different decks over the years without (too much) complaining. As always, please leave any comments, questions or suggestions you may have down below! Cheers\n\n\nEdit 01:\nLotus Cobra out for "},{"insert":{"card-link":"Nissa, Resurgent Animist"}},{"insert":". Return to Nature out for "},{"insert":{"card-link":"Archdruid's Charm"}},{"insert":". Perennial Behemoth and Eternal Witness both out for "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" and "},{"insert":{"card-link":"Evolution Sage"}},{"insert":". \nThe first two are easy swaps, while the latter two are less so. Nissa is a straight upgrade over Lotus Cobra since it can also find important pieces. Archdruid's Charm is a creature or land tutor that can also be removal; it's an incredibly flexible card. Evolution Sage used to perform well in previous versions of the deck, so I want to bring her back since the Perennial Behemoth has underperformed for me. I decided that I want the Finale back in the deck, and I since it can retrieve the Craterhoof from the graveyard the Eternal Witness is maybe less necessary for now. I may end up wanting that recursion again, so it may be reinstated. \n\nEdit 02:\nAvenger of Zendikar out for "},{"insert":{"card-link":"Greensleeves, Maro-Sorcerer"}},{"insert":". Obviously AoZ is a classic landfall staple, but I want to try out Greensleeves. The 3/3 tokens are pretty beefy, and her P/T being large will make a good blocker to protect Windgrace. We'll see how it goes. \n\nEdit 03: 05/29/24\n"},{"insert":{"card-link":"Urza's Cave"}},{"insert":" is a new land from MH3 that can tutor lands, and then Windgrace will be able to recur it and do it again. I removed "},{"insert":{"card-link":"War Room"}},{"insert":" for it. \n\nEdit 04: 09/10/24\n"},{"insert":{"card-link":"Talon Gates of Madara"}},{"insert":" is an excellent new land from the MH3 precon; it will be great in this deck, and I slotted it in for "},{"insert":{"card-link":"Arcane Lighthouse"}},{"insert":". \n\nEdit 05: 10/30/24\n"},{"insert":{"card-link":"Walk-In Closet // Forgotten Cellar"}},{"insert":" is coming in for "},{"insert":{"card-link":"Ramunap Excavator"}},{"insert":". Enchantments are harder to interact with and also survive my boardwipes; on top of that, the second door is just upside. \n\nEdit 06: 07/02/25\nI think "},{"insert":{"card-link":"Expedition Map"}},{"insert":" is leftover from when I had Urza's Saga in the deck; I'm cutting it for "},{"insert":{"card-link":"Sylvan Scrying"}},{"insert":". I want to add "},{"insert":{"card-link":"Worldsoul's Rage"}},{"insert":" into the deck because it looks very fun, so I'm cutting "},{"insert":{"card-link":"Chaos Warp"}},{"insert":" for it.\n\nEdit 07: 08/25/25\nSwapped out "},{"insert":{"card-link":"Mina and Denn, Wildborn"}},{"insert":" for "},{"insert":{"card-link":"Icetill Explorer"}},{"insert":". This is a strict upgrade with no explanation needed. \n\nEdit 08: 01/07/26\nI want to make space for "},{"insert":{"card-link":"Tannuk, Memorial Ensign"}},{"insert":" for the ping effect, so I'm removing Evolution Sage again. Also finally snagged a copy of "},{"insert":{"card-link":"Vernal Fen"}},{"insert":" so I can remove the "},{"insert":{"card-link":"Woodland Chasm"}},{"insert":" that was the golgari tango placeholder. Without that, "},{"insert":{"card-link":"Into the North"}},{"insert":" lost some use so I'm swapping it for "},{"insert":{"card-link":"Shared Roots"}},{"insert":". \n\nI have my eye on the new card "},{"insert":{"card-link":"Sapling Nursery"}},{"insert":" since the tokens it makes have reach providing better protection for Windgrace. All I need is 3 forests for it to cost the same as "},{"insert":{"card-link":"Greensleeves, Maro-Sorcerer"}},{"insert":", while being harder to remove and making better tokens. Seems like an easy upgrade. "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" is also a lot cheaper than when I last looked, so I plan to pull "},{"insert":{"card-link":"Maelstrom Pulse"}},{"insert":" for it now that my meta has fewer token decks. \n"}]}
























































































































