Nature's Vengeance precon upgrade guide
The box has 43 lands and seven landfall cards, so most of the argument is about which lands earn a slot and what the graveyard does with the rest.
Lord Windgrace is a five-mana planeswalker commander. His +2 discards a card and draws one, plus an extra card if the discard was a land. His -3 returns up to two land cards from your graveyard to the battlefield. His -11 destroys up to six nonland permanents and makes six 2/2 Cat Warriors with forestwalk. Two of the three abilities care about lands, and so do the seven cards in the box that say landfall: Avenger of Zendikar, Rampaging Baloths, Baloth Woodcrasher, Nesting Dragon, Retreat to Hagra, Seer's Sundial and Khalni Heart Expedition. Nine of the lands sacrifice themselves, and eight of those put another land onto the battlefield, so one land card can be two triggers.
The weak points sit in the lands and the spell slots around them. Fifteen of the 43 lands always enter tapped, and four of them (three gain-lands and Bojuka Bog) do nothing the deck uses. Temple of the False God enters untapped but makes no colour. Cards arrive mostly through triggers: Seer's Sundial needs a land drop, Deathreap Ritual needs a death, and the nearest thing to a draw-three spell, Moonlight Bargain, costs five and 2 life per card kept. Five spells want {R}{R} from a red mana base of 20 sources. There is no Game Changer in the box, so its floor is Bracket 1, and none of the adds changes that.

100 cards, 41 lands (18 basic), 31 creatures, average mana value 3.69. Mana sources: 20 black, 20 red, 22 green.
No Game Changers and no mass land denial, so it sets no bracket floor. How brackets work →
The stock Nature's Vengeance decklist, and what it is worth →
What are the best Nature's Vengeance upgrades?
Prices are October 2026 market prices at the cheapest released printing, even when that is a promo or a special-guest card. The eleven adds together come to $10.66, and the first six come to $5.39.
- Tireless Tracker ($0.24). Every land you play makes a Clue, each Clue is a card for {2}, and every Clue you sacrifice puts a +1/+1 counter on it. That's Seer's Sundial's deal on a 3/2 body.
- Titania, Protector of Argoth ($0.32). Her enter trigger returns a land from your graveyard to the battlefield, and she makes a 5/3 Elemental whenever a land you control leaves the battlefield for a graveyard. The graveyard section counts how many cards in the list do that.
- Courser of Kruphix ($1.55). A 2/4 that lets you play lands from the top of your library and gains you 1 life on every landfall.
- Oracle of Mul Daya ($2.40). One extra land play each turn and the same top-of-library permission, so a turn with it out can hold two landfall triggers before any fetch.
- Splendid Reclamation ($0.37). Returns every land card in your graveyard to the battlefield tapped, and each one is a landfall trigger.
- Beast Within ($0.51). Destroys any permanent at instant speed for three mana. Its controller gets a 3/3 Beast, which is the price.
- Harmonize ($0.19). Four mana, draw three.
- Wayward Swordtooth ($3.74). A 5/5 for three that gives you an extra land play each turn. It can't attack or block until you control ten permanents, and lands count.
- Dragonskull Summit ($0.45), Woodland Cemetery ($0.61) and Rootbound Crag ($0.28). Three lands that replace the three gain-lands. The mana section makes the case.
Tapped lands cost tempo here, and tempo is all they cost
In most decks a tapped land is a lost turn and a lost trigger at once. Here a land that enters tapped still triggers every landfall card you control, so the question for each of the 15 is what else it does. Eleven answer it. Gruul Turf, Golgari Rot Farm and Rakdos Carnarium return a land you control to your hand, which can be themselves, and replaying that land is another trigger. Rocky Tar Pit, Mountain Valley and Myriad Landscape sacrifice to fetch more lands. Barren Moor, Forgotten Cave and Tranquil Thicket cycle for one mana, and a cycled land card is a land card in the graveyard for Lord Windgrace's -3. Khalni Garden brings a 0/1 Plant, and Savage Lands is the only tapped land that makes all three colours.
The other four have no job. Akoum Refuge, Jungle Hollow and Kazandu Refuge each gain 1 life when they enter and tap for two colours, which is a tapped dual with a point of life. Bojuka Bog is a tapped Swamp that exiles a graveyard when it enters, and this deck's plan is built on putting cards in graveyards. They go, and Dragonskull Summit, Woodland Cemetery and Rootbound Crag come in at the same colour pairs. Each enters untapped if you control a land of either of its two types, and the deck runs 6 Swamps, 5 Mountains and 7 Forests, so by turn three on the play a matching basic is among your first nine cards 67% to 73% of the time, depending on the pair, and each later draw raises that. The rulings add that any land with the right type counts, not just a basic.
Temple of the False God makes {C}{C} only once you control five or more lands, itself included, and colourless mana is no help to a list that's short of coloured sources. Black is the one that gets worse: it goes from 21 sources to 20, because the Bog and two of the gain-lands made black and only two of the check lands do. On the play, the odds of two black sources by turn three drop from 61% to 58%. Red stays at 20 sources and green at 22. What changes is demand. Chain Reaction and Fury Storm both cost {R}{R}, so spells wanting two red go from five to three. And always-tapped lands fall from 15 to 11, with three conditional ones taking their place.
Trading a basic Mountain for Blood Crypt ($9.22) would put black at 21 and cost red nothing, since the Crypt taps for red too. Overgrown Tomb costs $8.22 and Stomping Ground $7.31, and all three shocklands have a reprint in Star Trek on 13 November, so those prices may move. They're the land upgrade I'd make first, and they stay out of the eleven because three check lands at $1.34 together do most of the same job.
Nine ways to put a land in the graveyard, and what happens next
The box already puts lands in the graveyard on purpose. Nine land cards sacrifice themselves, Harrow sacrifices a land as a cost, three lands cycle, and Lord Windgrace's +2 discards one for an extra card. The cards that use them are Lord Windgrace's -3, Worm Harvest (a 1/1 Worm for each land card there, with retrace by discarding a land), Centaur Vinecrasher (counters for every land card in all graveyards) and Turntimber Sower. Nothing in the box turns a whole graveyard of lands into a board in one action, and two adds do.
Titania makes a 5/3 for each land that leaves the battlefield for a graveyard, so the nine self-sacrificing lands and Harrow are ten ways to make a 5/3. Evolving Wilds with Titania in play is a landfall trigger when it enters, a 5/3 when it's sacrificed, and a second landfall trigger for the basic it fetches. Blighted Woodland fetches two basics, so it's three triggers and a 5/3. Titania's own enter trigger returns a land from the graveyard, which is another trigger on the turn she arrives.
Splendid Reclamation is the bulk version. With Rampaging Baloths out, every land it returns is a 4/4 Beast. With Avenger of Zendikar out, every land puts a +1/+1 counter on each Plant. The lands all come back tapped, even ones that would normally enter untapped, so the turn it's cast you're spending tempo to build the board. I'd hold it until at least three or four lands are in the graveyard and a landfall payoff is on the table.
Where the cards come from
Tireless Tracker and Courser of Kruphix cost three and Oracle of Mul Daya costs four. Courser and Oracle both play with the top card of your library revealed, so the whole table sees what you're about to draw. Playing a land off the top counts as your land play for the turn. Courser alone therefore saves you a card when the top is a land and adds no extra drop, while Oracle gives you a second land play, so a land on top and a land in hand can both go down in one turn.
Harmonize is the plain one. Four mana draws three cards, where the box's Moonlight Bargain costs five and charges 2 life for each card you want to skip the graveyard. Wayward Swordtooth sits beside them because its extra land play is worth a lot in a list of 41 lands, and its drawback is cheaper to meet here than in most decks, because lands, Clues and Plant tokens all count as permanents and this list makes all three.
Six spells make way
Chain Reaction deals damage to each creature equal to the number of creatures on the battlefield when it resolves. That counts every creature at the table and then hits every one of them, yours included, and you can't choose the number. Savage Twister and Gaze of Granite pick their own X, which is why they stay and this one goes. It also costs {R}{R}.
Fury Storm ($6.17) is the priciest card in the box that has a market price, and it costs more than the first six cards in the ranked list put together. It copies a target instant or sorcery, and it makes one extra copy of itself for each time you've cast your commander from the command zone. It needs another spell on the stack, so it's a second spell in the same turn at {2}{R}{R}, drawn from a colour with 20 sources. Copying Explosive Vegetation for two more lands is a real line. I'd still spend the slot on Titania.
Consign to Dust destroys artifacts and enchantments, and each target past the first costs {2}{G} more. Beast Within destroys any permanent for the same three mana, which covers those two types and everything else Consign can't.
Rubblehulk has power and toughness equal to your lands and costs six. Zendikar Incarnate does the same on power for four, with 4 toughness, and it stays. Rubblehulk's bloodrush is a real trick for {1}{R}{G}, but the box has eleven cards that cost six or more, and the swaps leave eight. Charnelhoard Wurm is a 6/6 trampler for seven that returns a card from your graveyard when it deals damage to an opponent, and it needs to connect first. Avenger of Zendikar and Moldgraf Monstrosity keep the seven-drop slots, since both do their job without hitting anyone.
Thantis, the Warweaver is a 5/5 reach vigilance for six, and all creatures attack each combat if able, yours included. The Plants from Avenger, Khalni Garden and Turntimber Sower would have to swing. Thantis grows whenever a creature attacks you or a planeswalker you control, which includes Lord Windgrace, and nothing about it cares about lands.
Four cards I'm keeping on purpose
Reality Scramble costs {2}{R}{R}, and retrace lets you recast it from the graveyard by discarding a land. Aim it at a land you own and that land goes to the bottom of your library, then you reveal cards until you reveal a land and put it onto the battlefield. That's a landfall trigger for four mana, repeatable with every spare land card in hand. Gaze of Granite destroys your own tokens too, because a creature token has mana value 0, so even X=0 clears your Plants and Beasts along with theirs. Soul of Innistrad is a six-drop with deathtouch that returns up to three creature cards for {3}{B}{B}, and it can do it from the graveyard. Retreat to Hagra buffs a single creature, which would be a weak card, except its other mode drains 1 on every landfall.
Why Crucible of Worlds and the fetchlands are not in the list
Crucible of Worlds ($27.97, cheapest printing from Secret Lair) lets you play lands from the graveyard, and with the ten sacrifice effects that's a land back every turn. It still only gets you one land play per turn, and it costs more than the eleven adds together, so it's the card I'd buy first if the budget stretched. Lotus Cobra ($6.08) adds one mana of any colour on each landfall, and ramp isn't what this box is short of. Fetchlands are the strongest version of the Titania plan: Wooded Foothills ($17.90), Bloodstained Mire ($17.54) and Verdant Catacombs ($29.78) are each a landfall, a graveyard land and a second landfall. None of them is a Game Changer, so the reason they're out is price, and none has a reprint announced.
The numbers after eleven swaps
Lands go from 43 to 41, always-tapped lands from 15 to 11, and average mana value from 3.84 to 3.69. Cards costing six or more go from 11 to 8. Creature cards go from 29 to 31, because five come in and three leave, and landfall cards from 7 to 9 with Tracker and Courser. Black falls from 21 sources to 20, green stays at 22 and red at 20, and the bracket floor stays at 1.
The upgraded decklist
Lord Windgrace and the 99 with all eleven swaps made, sorted by card type. Hovering any name shows the card.
“Load into the deck builder” opens this list in your account, pinned to the printings the box shipped, ready to edit or save. “Copy decklist” gives you plain text for Moxfield, Archidekt or Arena, with no account needed.
Commander 1
- Lord Windgrace
Creatures 31
- Acidic Slime
- Avenger of Zendikar
- Baloth Woodcrasher
- Bloodtracker
- Borderland Explorer
- Budoka Gardener // Dokai, Weaver of Life
- Centaur Vinecrasher
- Courser of Kruphix
- Crash of Rhino Beetles
- Emissary of Grudges
- Farhaven Elf
- Flameblast Dragon
- Gyrus, Waker of Corpses
- Loyal Apprentice
- Loyal Guardian
- Loyal Subordinate
- Moldgraf Monstrosity
- Nesting Dragon
- Oracle of Mul Daya
- Rampaging Baloths
- Sakura-Tribe Elder
- Scute Mob
- Soul of Innistrad
- Tireless Tracker
- Titania, Protector of Argoth
- Turntimber Sower
- Wayward Swordtooth
- Whiptongue Hydra
- Xantcha, Sleeper Agent
- Yavimaya Elder
- Zendikar Incarnate
Instants 7
- Beast Within
- Grapple with the Past
- Grisly Salvage
- Harrow
- Moonlight Bargain
- Putrefy
- Windgrace's Judgment
Sorceries 15
- Cultivate
- Decimate
- Explore
- Explosive Vegetation
- Far Wanderings
- Gaze of Granite
- Harmonize
- Hunting Wilds
- Lavalanche
- Reality Scramble
- Ruinous Path
- Savage Twister
- Splendid Reclamation
- Stitch Together
- Worm Harvest
Artifacts 2
- Seer's Sundial
- Sol Ring
Enchantments 3
- Deathreap Ritual
- Khalni Heart Expedition
- Retreat to Hagra
Lands 41
- Barren Moor
- Blighted Woodland
- Command Tower
- Dragonskull Summit
- Evolving Wilds
- 7× Forest
- Forge of Heroes
- Forgotten Cave
- Golgari Rot Farm
- Grim Backwoods
- Gruul Turf
- Haunted Fengraf
- Jund Panorama
- Khalni Garden
- 5× Mountain
- Mountain Valley
- Myriad Landscape
- Rakdos Carnarium
- Rocky Tar Pit
- Rootbound Crag
- Savage Lands
- 6× Swamp
- Terramorphic Expanse
- Tranquil Thicket
- Warped Landscape
- Woodland Cemetery
FAQ
Do tapped lands matter in a landfall deck like Nature's Vengeance?
Less than usual. A land that enters tapped still triggers every landfall card you control, so what you lose is the mana that turn. That's why the bounce lands, the cycling lands and the sacrifice lands stay, and why only the three gain-lands, Bojuka Bog and Temple of the False God leave.
How many turns until Lord Windgrace can use his -11?
He enters with 5 loyalty, and three +2 activations in a row take him to 7, 9 and 11. His fourth activation can be the -11, which destroys up to six nonland permanents, makes six 2/2 Cat Warriors with forestwalk and leaves him at 0 loyalty. That needs him to survive three rounds of attacks, so when two lands are waiting in the graveyard the -3 is often the better activation.
Which lands in Nature's Vengeance trigger Titania?
Any land you control that leaves the battlefield for a graveyard makes a 5/3 Elemental. Nine lands in the list sacrifice themselves: Blighted Woodland, Evolving Wilds, Haunted Fengraf, Jund Panorama, Mountain Valley, Myriad Landscape, Rocky Tar Pit, Terramorphic Expanse and Warped Landscape. Harrow does it too, as a cost. Cycling doesn't count, because a cycled land is discarded from your hand.
How many Beasts does Splendid Reclamation make with Rampaging Baloths?
One 4/4 Beast for every land card it returns, since each land entering is a separate landfall trigger. Reclamation puts them all onto the battlefield tapped, even a land that would usually enter untapped, so it's a board-building turn rather than a mana turn.
How much does the Nature's Vengeance upgrade cost?
The eleven adds come to $10.66 at the cheapest released printing, using October 2026 market prices. The two most expensive are Wayward Swordtooth at $3.74 and Oracle of Mul Daya at $2.40. Of the cuts that have a market price, Fury Storm at $6.17 is the only one over $2.
Why add Wayward Swordtooth if it can't attack or block?
Because it can't attack or block until you control ten permanents, and lands, Clues and Plant tokens are all permanents. A list with 41 lands, Tireless Tracker and Avenger of Zendikar reaches ten sooner than most decks. Until then it's a three-mana extra land play, and afterwards it's a 5/5.