How does Landfall work in Commander?
Landfall abilities trigger whenever a land enters under your control. A normal deck plays one land a turn; a Landfall deck plays two or three, puts extra lands onto the battlefield with spells, and plays lands that sacrifice themselves to fetch another. Every one of those lands triggers the payoffs.
How a Landfall deck wins
- Tokens. Avenger of Zendikar, Omnath, Locus of Rage and Scute Swarm turn land drops into armies.
- Direct damage. Omnath, Locus of Creation and Hearthhull damage the whole table from land drops.
- Big ramp. So much mana that the deck casts everything it draws.
The card types a Landfall deck needs
- Extra land drops: Exploration, Azusa, Oracle of Mul Daya.
- Lands that bring more lands: fetch lands, Evolving Wilds, Harrow, Cultivate.
- Land recursion: Crucible of Worlds, Ramunap Excavator and Life from the Loam replay the lands you sacrificed.
- Payoffs: Lotus Cobra, Tireless Provisioner, Tatyova and the token makers.
- More lands than usual: 38 to 42, because the deck wants to play one every turn.
Strengths and weaknesses
Landfall decks are consistent — they always have something to do with their land drops — and they ramp far ahead of the table. They are vulnerable to land destruction, to effects that stop extra lands, and to board wipes that clear the tokens they made.
Common mistakes
- Payoffs without extra land drops. One landfall a turn is too slow; the engine needs two.
- Too few lands. A Landfall deck with 34 lands runs out of fuel by turn six.
- No plan after the ramp. Make sure the mana turns into a win, not just a big hand.
Who enjoys Landfall?
Players who like ramping, steady engines and long turns full of triggers. It rewards careful sequencing: which land to play first, and when to crack a fetch land.