Alright, so I'm switching things up yet again with my Jund deck. The deck has suffered from a lack of focus for far too long. I think Henzie is still a great commander, but the deck started to feel too similar to my Kaalia, Zenith Seeker list. I struggled to win games honestly and have a consistent board presence due to my creatures always getting blitzed. I also still felt drawn to hone the deck more towards a lands matter theme since I don't have one and decided to find a commander that would support that plan.
I decided to go with
Soul of Windgrace. This commander is pretty efficient and is still a fantastic enabler for this deck. He offers both ramp, card draw, and even life gain with some built in protection for himself. All great qualities for a commander IMO.
I know this is going to necessitate a lot of changes to the deck, but I'm up for it. Generally switching up my ramp package to lands instead of mana dorks, and just overall focusing on cards that support what my commander is doing. I think some of the 1 drop mana dorks can probably stay since that's a good spot in the curve for them.
What I plan to find room for:
MOAR lands. I'm thinking Windgrace wants plenty of lands in the deck with a focus on lands that pull double utility duty. I think around 40-42 would feel good since my commander has built in land cycling.
Lands I'm looking at adding:
Hall of the Bandit Lord - without Henzie at the helm, I will be looking to give my commander and other heavy hitters haste.
Glacial Chasm I've seen other landfall decks run this to great success. Having a tutorable panic button that I can also easily sac if need seems great.
Dark Depths urbor and yavimaya make it tap for mana which is my biggest issue with it in other decks. Having a huge beatstick seems pretty good on a land
Maze of Ith same as above, this can tap for mana and be a pretty good little deterrent.
Dakmor Salvage combos with Gitrog Frog and is just a decent little graveyard filler.
Lotus Field - sac lands. with multiple land drops and land recursion I think this will be great.
Field of Ruin,
Ghost Quarter - probably both solid picks for this deck.
Ancient Tomb when this gets a reprint I'll probably pick a few up
Great land sacrifice enchantments I want to try:
Squandered Resources - just good
Desolation - puts a bit of chokehold on control players but also should give me a leg up on mana and guarantee I can steal other players lands.
Strands of Night - good reanimation engine I'm thinking. With Urborg in play all my lands are swamps.
Destructive Flow - attacking people's land bases is a powerful strategy however, I'm not sure how much playgroup hate I want to draw with this deck. It can be very frustrating to play against.
Landfall payoffs I'm considering - Generally, I want to focus on building a token army with my landfall triggers since that is something this deck has lacked in the past - a consistent board presence.
Titania, Protector of Argoth I think she is a no brainer in this deck.
Titania, Nature's Force her abilities are very strong, but again I will need to focus on getting Yavimaya into play
Dread Presence - same as above
Omnath, Locus of Rage very powerful landfall ability, a prime target for thins like natural order or reanimation
Draw
I think we are going to be relying on our commanders cycling ability a lot, but we still need more draw in the deck. With the landfall token engines cards like
Elemental Bond and
Garruk's Uprising are going to be good I think.
Valakut Exploration I think this card is honestly a sleeper. It's been fantastic in my dinosaur deck which isn't even a landfall deck.
Ramp Package
Basic land fetches aren't great because I am still trying to build around hermit druid.
Tireless Provisioner Is going to be all star in here I think
Deathrite Shaman I should now have enough excess lands to utilize him. Bonus points for exiling my opponents lands.
Orcish Lumberjack I've always liked this guy but I'm not sure if I can get Yavimaya into play consistent enough for him to work
Shadow in the Warp I still see myself having a pretty high density of creatures, so I should be able to get plenty of mileage from this here.
Azusa, Lost but Seeking I think additional land drops is still important enough to consider her. I just don't like that she doesn't do anything else.
Burgeoning or
Exploration would also be decent with such a high density of lands. I like the efficient mana cost for the effect as this is a strong turn one play. Could simply be swapped out for a one drop mana dork.
Manabond might be an interesting include with so many lands, especially if I have enough payoffs and draw for the landfall. hard to say.
Other Stuff
Ancient Greenwarden is probably another auto-include
Uurg, Spawn of Turg Gitrog's cousin, I think he offers a lot of utility for 3 mana.
Scapeshift should probably be in here as one of the premier ways to tutor for specific nonbasics.
Nyxbloom Ancient wondering if swapping out
Old Gnawbone would be a good move