Precon Upgrade Guide
What to cut, what to add, and how to play the Jund lands precon from Commander 2018, commanded by Lord Windgrace.

Commander 2018
Nature's Vengeance
A planeswalker commander built around a real graveyard-lands plan. Out of the box, before any upgrades. How we rate precons
Buy Nature's Vengeance on TCGplayer →Nature's Vengeance is a lands deck that turns its graveyard into extra land drops, and its landfall payoffs hit hard once the engine runs. Lord Windgrace draws two cards when you discard a land and returns two lands from your graveyard to the battlefield, which sets off Rampaging Baloths and Avenger of Zendikar twice. It is held back by too few ways to replay lands every turn, several creatures that don't care about lands at all, and a mana base heavy on tapped lands.
TurnZero HQ rates Nature's Vengeance a 3 out of 5 on difficulty and a 3 out of 5 on power, as it comes in the box. That is our editorial read, not an official Wizards rating. The full hundred cards are on the Nature's Vengeance decklist page, and every other precon we cover is on the precon directory.
Lord Windgrace is a five-mana planeswalker that can be your commander. Its +2 has you discard a card and draw a card, and if you discarded a land you draw an extra card. Its -3 returns up to two land cards from your graveyard to the battlefield. Its -11 destroys up to six nonland permanents and makes six 2/2 Cat Warriors with forestwalk.
The rest of the deck feeds lands into the graveyard and rewards them coming back. Cycling lands like Tranquil Thicket and sacrifice lands like Evolving Wilds and Myriad Landscape go to the graveyard on their own, Harrow sacrifices a land for two more, and Grisly Salvage and Grapple with the Past fill the graveyard.
Landfall turns those extra land drops into damage. Rampaging Baloths makes a 4/4 Beast each time, Nesting Dragon makes Dragon Eggs, Retreat to Hagra drains or gives deathtouch, and Avenger of Zendikar grows every Plant. Worm Harvest makes a Worm for every land card in your graveyard.
Lord Windgrace ↗
Draws two cards for one when you discard a land, and returns two lands from the graveyard. Both modes push the landfall plan forward.
Avenger of Zendikar ↗
Makes a 0/1 Plant for each land you control, and every land drop after that grows them all. Windgrace's -3 adds two counters at once.
Rampaging Baloths ↗
A 4/4 Beast for every land that enters. With Windgrace or a sacrifice land, that can be two or three Beasts a turn.
Worm Harvest ↗
Makes a Worm for every land in your graveyard, and retrace lets you cast it again by discarding a land.
Windgrace's Judgment ↗
One instant that destroys a nonland permanent from each opponent you choose. It answers the whole table at once.
Retreat to Hagra ↗
Every land drop drains each opponent for 1 or gives a creature deathtouch. Small, but it triggers constantly in this deck.
The deck relies on Windgrace's -3 to replay lands from the graveyard. Apart from that and Turntimber Sower , which returns one land to your hand for three sacrificed creatures, it has nothing that replays lands from the graveyard, so the engine stalls whenever Windgrace is attacked or removed.
Several creatures don't touch the plan. Emissary of Grudges , Thantis, the Warweaver and Xantcha, Sleeper Agent are political or combat cards that ignore lands, and Chain Reaction kills your own Plants and Beasts. The mana base also has many lands that enter tapped, which slows the first few turns.
Each upgrade below starts from something the deck does poorly and says what a replacement card has to do. The cards named are examples, not the only answer: if you own something else that does the same job, or a newer printing does it better, it goes in the same slot. Make one change at a time and play a few games between them, so you can tell which change helped. The general method is in how to upgrade a Commander precon →
Windgrace's -3 is the deck's only real way to return lands, and it costs three loyalty. Permanents that let you play lands from the graveyard, or return them all at once, keep the landfall engine running without Windgrace.
What to look for Cards that let you play lands from your graveyard, or return all lands from your graveyard, costing four mana or less.
Cut, for example
Emissary of Grudges A six-mana flier that redirects one spell or ability. It has nothing to do with lands.
Fury Storm Copies an instant or sorcery. The deck has few spells worth copying, and Windgrace is a planeswalker you rarely recast.
Reality Scramble Puts one of your permanents on the bottom and reveals cards until it finds a replacement of the same type. Too unpredictable for its cost.
Add, for example
Ramunap Excavator ↗
Three mana: you may play lands from your graveyard. Every cycling land and sacrifice land becomes a land drop again.
Life from the Loam ↗
Returns up to three lands to your hand, and dredge brings it back instead of a draw. With cycling lands it is a card engine.
Splendid Reclamation ↗
Returns every land card from your graveyard to the battlefield at once, which triggers each landfall payoff once per land.
World Shaper ↗
Mills three when it attacks, and when it dies, returns all lands from your graveyard to the battlefield.
The deck's payoffs scale with how many lands you play each turn. Extra land drops and mana from landfall turn a normal turn into a big one.
What to look for Cheap creatures that grant extra land plays or produce mana or treasure when a land enters.
Cut, for example
Thantis, the Warweaver Forces all creatures to attack each combat. It can push damage around but works against a deck that wants to build up first.
Xantcha, Sleeper Agent Enters under an opponent's control. It is a political card that does nothing for the lands plan.
Add, for example
Azusa, Lost but Seeking ↗
Three mana: you may play two extra lands each turn. With Ramunap Excavator or cycling, you can actually use them.
Lotus Cobra ↗
Two mana: every land that enters adds one mana of any color, so land drops pay for spells right away.
Tireless Provisioner ↗
Every land that enters makes a Food or a Treasure, which is ramp or life whenever you need it.
The deck builds a wide board of Plants, Beasts and Worms, and Chain Reaction damages all of them. Cheap instant removal handles one threat without hurting your board.
What to look for Two- or three-mana instants that destroy a creature or any permanent.
Cut, for example
Chain Reaction Deals damage to each creature equal to the number of creatures. Your token board makes it hit you hardest.
Bloodtracker A four-mana flier that costs life to grow and draws when it leaves. It is a slow card engine unrelated to lands.
A land that sacrifices itself enters, puts a land onto the battlefield, and ends up in the graveyard for Windgrace to return. That is up to three landfall triggers from one card.
What to look for Lands that fetch a basic by sacrificing themselves, ideally putting it onto the battlefield untapped.
Cut, for example
Temple of the False God Makes no mana until you control five lands, and does nothing with landfall.
Forge of Heroes Its ability only helps a commander that entered this turn. Most turns it is a colorless land.
The upgraded deck wins with a board built from land drops. Avenger of Zendikar and Rampaging Baloths turn each land into growing Plants or 4/4 Beasts, Splendid Reclamation or World Shaper returns a graveyard full of lands to trigger them all at once, and Crash of Rhino Beetles becomes a 15/15 with ten lands. If Lord Windgrace survives long enough, its -11 wipes six of the opponents' best permanents.
A moderate deck for a player who likes ramp and graveyard play and doesn't mind counting triggers. You need to choose when to discard a land, when to sacrifice one, and how to keep a planeswalker commander alive. The landfall turns can involve many triggers, which takes some practice to resolve quickly.
Checked against the printed decklist on October 10, 2026.
TurnZero HQ keeps a win rate per deck version, so you can change a few cards, play some games, and see the difference instead of guessing.
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