Lord Windgrace
The Jund lands-matter commander that gave the archetype a face. Before this, the deck that treated lands as its combo pieces (fetch, mill, recur, reanimate) had to borrow a general from elsewhere: a big green creature, a value engine that happened to sit in the right colors. Here the loyalty math itself is the payoff. The plus ability is card filtering that turns dead lands into card advantage, and every fetchland cracked or self-mill turn spent stocking the graveyard feeds the minus that reanimates two lands directly to the battlefield onto the same board it just refilled. That plus-and-minus loop is the whole engine: you are meant to churn lands into the yard and pull them back, over and over, using the graveyard as a second mana pool that also draws cards on the way through. The ultimate is a blowout closer that clears six nonland permanents and leaves six bodies behind, but the card is already dangerous well before eleven loyalty, because the smaller abilities protect and reload each other. This is a planeswalker built to be a commander rather than a planeswalker that happens to be legendary: the abilities do not just generate value, they describe a deckbuilding thesis, and the thesis is "lands are your best cards, so make sure you always have more of them."




