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Hearthhull, the Worldseed Commander Deck: Bracket 3, Lands as Ammunition

Deck Tech Commander
Hearthhull, the Worldseed
Hearthhull, the Worldseed · Art by Daniel Ljunggren

Hearthhull, the Worldseed is a {1}{B}{R}{G} legendary artifact Spacecraft, and this Hearthhull, the Worldseed commander deck is built around one line of its text: whenever you sacrifice a land, each opponent loses 2 life. That line has no threshold. It works the moment Hearthhull is on the battlefield, before it has a single charge counter, and it fires for every land you sacrifice, not just the first each turn. Everything else in the list exists to sacrifice lands as often as possible and get them back.

The deck is Hearthhull, the Worldseed Bracket 3 on our house account, and it audits at bracket 3 with one Game Changer, Crop Rotation. Brackets are the official one-to-five Commander power scale (our brackets explainer covers it), and Game Changers are the cards on the official list that push a deck to bracket 3 or higher; a bracket 3 deck may run up to three.

What the commander actually does

Station is the Spacecraft mechanic: during your main phase with nothing on the stack, tap another creature you control and put charge counters on Hearthhull equal to that creature's power. There is no once-a-turn limit, so two one-power creatures can station it twice. At two or more counters it gains an activated ability: {1}, {T}, sacrifice a land to draw two cards and play an additional land this turn. At eight it becomes an artifact creature with flying, vigilance and haste. The drain is printed separately from both thresholds.

The turn it lands, with five mana and a creature already out: cast Hearthhull, station it with a creature whose power is two or more (Ramunap Excavator, Lotus Cobra, or an Elvish Reclaimer grown to 3/4 by three land cards in your graveyard), tap a basic for the {1}, then sacrifice that same tapped basic to the ability. Mana is made before costs are paid, so that is legal. Draw two, each opponent loses 2, and you have an extra land drop: play a fetchland (a land you sacrifice to search up another land) with it and crack it for another 2 and two landfall triggers, one for the fetchland and one for the land it finds (landfall is an ability that triggers when a land enters under your control). Five mana on turn four means one ramp spell on turn two or three, and the deck has those in quantity.

The engine: outlets, recursion, payoffs

Three kinds of cards do the work.

Ways to sacrifice a land. Fetchlands (Verdant Catacombs, Bloodstained Mire, Wooded Foothills, Marsh Flats, Fabled Passage, Evolving Wilds, Terramorphic Expanse, Escape Tunnel, Myriad Landscape), the three lands that sacrifice themselves on entry (Cabaretti Courtyard, Riveteers Overlook and Maestros Theater), and the ramp spells that sacrifice a land: Harrow and Crop Rotation as a cost, Roiling Regrowth, Springbloom Druid and Planar Engineering (two lands in, four basics out) as they resolve. Then the repeatable outlets, which are the heart of the deck: Zuran Orb (sacrifice a land: gain 2 life, no mana, any time), Squandered Resources (sacrifice a land: add a mana it could have made), Sylvan Safekeeper (sacrifice a land: a creature of yours gains shroud, so it cannot be targeted), Elvish Reclaimer ({2}, {T}, sacrifice a land: find any land), Evendo Brushrazer ({T}, sacrifice a land: add {R}{R}) and Constant Mists, a Fog (prevent all combat damage this turn) that you buy back by sacrificing a land. The Gitrog Monster makes you sacrifice one every upkeep, Korvold, Fae-Cursed King sacrifices a permanent when he enters or attacks, Braids, Arisen Nightmare sacrifices one at your end step, and Nahiri's Lithoforming and Scapeshift sacrifice as many as you like.

Zuran Orb
Squandered Resources
Constant Mists
Elvish Reclaimer
Sylvan Safekeeper

Ways to get them back. Crucible of Worlds, Ramunap Excavator, Conduit of Worlds, Ancient Greenwarden, Icetill Explorer, Szarel, Genesis Shepherd and Walk-In Closet // Forgotten Cellar all let you play lands from your graveyard, which turns every fetchland into a repeatable 2-point drain. Splendid Reclamation, Aftermath Analyst and World Shaper return every land card in your graveyard at once. Titania, Protector of Argoth returns one on entry, Lord Windgrace returns two, Soul of Windgrace returns one whenever he enters or attacks, Worldsoul's Rage returns up to X, and Life from the Loam and Wrenn and Six put them back in your hand for the extra land drops from Azusa, Lost but Seeking, Exploration, Oracle of Mul Daya and Exploration Broodship (once the ship has three counters).

Crucible of Worlds
Splendid Reclamation
Aftermath Analyst
World Shaper
Life from the Loam

Extra payoffs on the same trigger. Titania makes a 5/3 Elemental whenever a land you control goes from the battlefield to a graveyard. Scouring Swarm makes a flier, or a copy of itself once seven land cards are in your graveyard. Baloth Prime makes a tapped 4/4 and shakes off one of its six stun counters. Mayhem Devil deals 1 damage to any target whenever any player sacrifices a permanent, Mazirek, Kraul Death Priest puts a +1/+1 counter on each of your creatures, Korvold draws a card, and Gitrog draws a card for each event that puts one or more land cards into your graveyard from anywhere, so a Life from the Loam dredge (replacing a draw with milling three cards to return Loam to your hand) that hits a land is a draw as well. On the way back in, Lotus Cobra, Tireless Provisioner, Scute Swarm, Rampaging Baloths, Omnath, Locus of Rage, Tannuk, Memorial Ensign and Valakut Exploration all pay for the landfall.

Titania, Protector of Argoth
Scouring Swarm
Baloth Prime
Mayhem Devil
The Gitrog Monster

The decklist

Hearthhull, the Worldseed Bracket 3 (EDH)

Thirty-nine lands is not a typo. The deck spends lands the way other decks spend mana, so it runs more of them than a normal list and still wants the ramp spells, and the sacrifice outlets double as a use for the surplus late.

How it sequences

Turns one to three. Land, ramp, land. Crack fetchlands as you go: an uncracked fetchland makes no mana (Myriad Landscape aside), three land cards in your graveyard turn Elvish Reclaimer into a 3/4 that can station Hearthhull by itself, and the recursion pieces will replay every one of them later for the drain. Play Exploration, Elvish Reclaimer or Sylvan Safekeeper on one, Lotus Cobra or a ramp spell on two, a ramp spell or Ramunap Excavator on three. Hold Crop Rotation unless it fixes your mana right now. Once Hearthhull is out it is two sacrifices for {G} at instant speed, the land you pay with and then a fetchland or Riveteers Overlook it finds, which is 4 life from each opponent.

Turn four. Hearthhull, station, activate, as above. From here every fetchland you crack is 2 life from each opponent, and with a recursion piece out the same fetchland does it every turn. The sequence to learn: pay {1} and tap Hearthhull to sacrifice a land, draw two and take the extra land drop, play a fetchland back from your graveyard with Crucible of Worlds or Ramunap Excavator, crack it. Two land sacrifices, two cards, two landfall triggers (the fetchland and the land it finds) and 4 life from everyone for {1} and a land drop, once a turn because Hearthhull taps to do it.

The mid game. Gitrog's upkeep is now a feature: a land, 2 life from each opponent, a card. Korvold's attacks sacrifice a land each time. Spelunking makes every land you put onto the battlefield enter untapped, Reclamation's and Scapeshift's included, so a Scapeshift for six is six sacrifices, six landfall triggers and six untapped lands to keep casting with. Braids, Arisen Nightmare sacrificing a land at your end step costs each opponent 2 to Hearthhull whatever they do, and then each of them chooses between giving up a land and losing 2 more while you draw a card.

What to mulligan. Keep a hand with a fetchland or a sacrifice ramp spell plus either a recursion piece or four lands that get Hearthhull out on time. Ship a hand whose only sacrifice outlet is the commander, even if Farseek, Nature's Lore or Skyshroud Claim would ramp you into it. A hand with Zuran Orb and lands is a keep: it is your insurance against a lethal swing from the first turn and your closer later.

The trap. Do not cast Nahiri's Lithoforming for most of your lands with Hearthhull on the table unless it kills or you are holding the rebuild. It draws X cards and gives you X extra land drops, but the lands you replay enter tapped that turn, and if the drain comes up short you have handed three opponents a turn against a player with no mana. The same discipline applies to Zuran Orb: unless the drain is lethal, keep four lands including a green source, because Splendid Reclamation and Aftermath Analyst's ability both cost {3}{G}, and a player with no lands can pay for neither.

How it wins

The line we built the deck around is Squandered Resources, and it takes the commander plus three cards: the enchantment, Splendid Reclamation and Aftermath Analyst, which you can cast from hand with the floating mana if it is not already out. With seven lands, sacrifice all seven for seven mana: 14 life from each opponent. Spend four of that mana on Splendid Reclamation, the seven lands come back tapped, and tapped lands are still lands to Squandered Resources, so sacrifice them again: another seven mana, another 14. Spend {3}{G} on Aftermath Analyst's ability and do it a third time. That is 42 life from each opponent in one main phase with nothing infinite about it, and with only one return effect it is 28, which still ends most games that have gone long. With Spelunking out the returned lands enter untapped, so tap each one for mana before you sacrifice it and the chain pays for whatever else is in your hand. World Shaper is a fourth pass if you can kill him on the spot: cast Korvold, Fae-Cursed King with the floating mana and sacrifice Shaper to Korvold's enter trigger.

Zuran Orb is the first pass of that line at instant speed with no mana at all. It protects you from turn one and finishes the game later, which is why it is the card we most want in an opening hand. Somebody swings for lethal: sacrifice as many lands as the arithmetic needs, gain 2 a land, drain 2 a land, and with Titania, Protector of Argoth out every one of those lands is also a 5/3 that arrives in time to block. Then rebuild with the lands you kept.

When the drain is not quite enough, the landfall side closes. Omnath, Locus of Rage turns a Reclamation for seven into seven 5/5s, Scute Swarm copies itself on every land once you control six or more, Rampaging Baloths makes 4/4s, Tannuk, Memorial Ensign adds a point per land to each opponent, and Valakut Exploration deals its end-step damage for every card it exiled that you did not play.

The bracket, honestly

The audit puts the deck at bracket 3: one Game Changer in Crop Rotation, no mass land denial, no extra turns, and no two-card infinite combos. The Squandered Resources turn is big, but it is a main-phase, three-card sequence that needs seven lands and a commander on the table, which is what bracket 3 is for. If your table plays lower, the audit's own route to bracket 2 is to cut Crop Rotation and nothing else; Yavimaya Elder takes the slot and the deck barely notices.

Copy the list to your account from the decklist above, and if your group tracks games on Nerd Leagues the deck's own rating (separate from yours) will tell you quickly whether the drain closes games or just makes you the target. Our money is on both.

Writer and member of Nerd leagues. I started playing Magic in 2013 when a couple of my friends visited me and taught me how to play. We soon after picked up on the commander format and have played it ever since. This website started as spreadsheet that we kept track of our games on and has evolved into this website. Our passions for the game run deep.


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