Hearthhull, the WorldseedHearthhull, the Worldseed | Art by Daniel Ljunggren
It's simple: lands matter. Whether we're on the plane of Dominaria or suddenly finding ourselves in space near the edge of the Blind Eternities, lands matter. Lucky for us, Wizards of the Coast seems to agree with one of the new precons coming in Edge of Eternities. Not only do we have a new creature to talk about, but we also have an entirely new subtype of card that can be used as our commander.
My name's Nick, and today on Tech The Deck, we're being introduced to Hearthhull, the WorldseedHearthhull, the Worldseed. What's in store for a deck helmed by a massive Jund Spacecraft, and how do we maximize all that this card has to offer?
What Does Hearthull, the Worldseed Do?
The first thing we need to examine with this, as well as many new cards from Edge of Eternities, is the new Spacecraft subtype. As of right now, there aren't a massive number of Spacecraft in the game, but if I were a betting man, I would say this won't be the last time we see them.
All Spacecraft, and even some other cards, in the set have the Station ability, which is a simple twist on a few different abilities we've seen in the past: Crew and Saddle. For Hearthhull, the WorldseedHearthhull, the Worldseed specifically, we have two different numbers that we're trying to hit.
Hearthhull's station ability reads:
Tap another creature you control; Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.
Once we've reached this threshold, we now have a 6/7 with flying, vigilance, and haste with two separate abilities. But this card has tricks up its sleeve even before we get this far.
Once we get two charge counters on Hearthhull, it gains an ability allowing us to sacrifice a land, draw two cards, and play an additional land this turn. This is a powerful and key feature of our deck.
Once we max out the charge counters on every land we sacrifice, we lose each opponent two life. With the space-faring version of Lord WindgraceLord Windgrace at our disposal, how does our deck work, and what tricks might we have in deep space?
Sacrificing for Value
This deck wants to do one thing above all else, and that is sacrifice lands for value. While the game designers at WOTC might regret the decision, they're still responsible for creating fetch lands and the numerous weaker follow-up versions.
We run plenty of lands in this deck that can put themselves into the graveyard and fix our mana as the game goes on. We also have lands that put themselves into the graveyard not for mana fixing, but for other kinds of value.
Graveyard hate, land hate, and a way to deal with the hate that Hearthhull will draw once the other players catch on to us being the problem - the deck might not be flush with any one of these effects, but we hope to be able to use any of our lands multiple times in a game if needed.
Lastly, while not lands themselves, the deck runs some, less-than-popular cards to sacrifice our lands. Squandered ResourcesSquandered Resources is in just over 1% of decks, and is shrouded in infamy thanks to a notorious cheater from the early days of competitive magic. Nevertheless, it's wildly strong by allowing us to double up the mana produced by every land we have.
Overlaid TerrainOverlaid Terrain looks at the 1% play rate above and laughs. With a whopping 0.05% this card may have been waiting for a chance to break out, and Hearthhull might be the commander to do it. It's possibly the definition of high risk, high reward, and as the flavor text on Jund 60-card staple, Dark ConfidantDark Confidant reads, Greatness, at any cost.
Funny quips and percentages aside, most commander players are intimately familiar with what could be considered the best card in the deck.
The card costs mana, can keep us alive, and can put our entire land base into the graveyard without wasting a single resource.
Now What
So, what's the point of sacrificing all of our lands outside of our commander? Why are we worrying so much about getting cards into the graveyard? To bring them all back, that's why.
Once the lands go into the graveyard, we can use them and many other cards in our deck to bring them right back out. Whether they're coming back thanks to Hearthhull, the WorldseedHearthhull, the Worldseed, and the first station ability, or a card like Azusa, Lost but SeekingAzusa, Lost but Seeking, if this deck hits the point of playing 3-5 lands a turn, we are unstoppable.
There's also a variety of cards in the deck to help us lower life totals thanks to our lands: Tannuk, Memorial EnsignTannuk, Memorial Ensign or Tunneling GeopedeTunneling Geopede.
The Gitrog MonsterThe Gitrog Monster and Korvold, Fae-Cursed KingKorvold, Fae-Cursed King keep our hand nice and full with card draw.
Titania, Protector of ArgothTitania, Protector of Argoth and Omnath, Locus of RageOmnath, Locus of Rage find themselves here in yet another Lands Matter deck, but why fix something that isn't broken?
Retreat to HagraRetreat to Hagra and Valakut ExplorationValakut Exploration bring along additional ways for us to win the game, thanks to the damage they can do.
All at Once
While sometimes necessary, what we want to pull off is a massive sacrifice of lands after we charge up Hearthhull. Outside of Zuran OrbZuran Orb, the next best way to toss our lands is the classic card ScapeshiftScapeshift. Combine this with SpelunkingSpelunking, Tiller EngineTiller Engine, and Amulet of VigorAmulet of Vigor, and we don't even have to worry about lands coming in tapped.
While not as good as ScapeshiftScapeshift, Nahiri's LithoformingNahiri's Lithoforming can do a good impression in a pinch.
Famished WorldsireFamished Worldsire is one of my favorite new cards from Edge of Eternities, not only because it fits perfectly into this strategy, but something about the words "Devour land 3" makes me chuckle.
Finally, playing one land at a time out of the graveyard is excellent, and even doing this multiple times in a turn will keep this deck humming. But thanks to cards like Splendid ReclamationSplendid Reclamation, Lumra, Bellow of the WoodsLumra, Bellow of the Woods, and Will of the SultaiWill of the Sultai, we can bring all those lands back to cast spells or continue to lower life totals with Iridescent VinelasherIridescent Vinelasher or Geode RagerGeode Rager.
A Bit of Spice
Lands Matter decks tend to be pretty cookie-cutter, but that doesn't mean there's nothing special going on. Evolution SageEvolution Sage can allow us to get to the 2+ station ability right away and turbo us along to the 8+ ability thanks to proliferation.
Hugs, Grisly GuardianHugs, Grisly Guardian can be surprisingly dangerous with enough mana pumped into him, and is yet another way for us to play additional lands.
But nothing is spicier than Shaman's TranceShaman's Trance, found for this deck by typing the correct sequence of words into Scryfall and thinking that it might be nice to use another player's Glacial ChasmGlacial Chasm or to stop a flashbacked Past in FlamesPast in Flames.
Wrap Up
I am beyond excited that we seem to have a banger of a "Magic" set coming out soon, and Hearthhull, the WorldseedHearthhull, the Worldseed has made me reconsider putting a Lands Matter deck back together. This commander is both fun and frightening, given the strength of the strategy and the power of this card individually. It will draw a lot of hate, so if you're piloting it, be prepared to pick your spots and don't always run the cards out at the earliest opportunity.
Are you excited to get to your stations? Do you want to explore what the outskirts of the universe have to offer? Or maybe, like me, you're just excited that Tezzeret is back. Let me know over at nicnax96 and keep an eye out for all the other Edge of Eternities content coming down the pipe. As always, I have been Nick, and this has once again been Tech The Deck. Liftoff in 10...9...8.
Hearthull, the Worldseed Commander Deck List
Tech The Deck -Hearthhull, the Worldseed
View on ArchidektCommander (1)
- 1 Hearthhull, the WorldseedHearthhull, the Worldseed
Creatures (26)
- 1 Aftermath AnalystAftermath Analyst
- 1 Ancient GreenwardenAncient Greenwarden
- 1 Azusa, Lost but SeekingAzusa, Lost but Seeking
- 1 Baloth PrimeBaloth Prime
- 1 Courser of KruphixCourser of Kruphix
- 1 Dryad of the Ilysian GroveDryad of the Ilysian Grove
- 1 Evolution SageEvolution Sage
- 1 Famished WorldsireFamished Worldsire
- 1 Geode RagerGeode Rager
- 1 Hugs, Grisly GuardianHugs, Grisly Guardian
- 1 Iridescent VinelasherIridescent Vinelasher
- 1 Korvold, Fae-Cursed KingKorvold, Fae-Cursed King
- 1 Lotus CobraLotus Cobra
- 1 Lumra, Bellow of the WoodsLumra, Bellow of the Woods
- 1 Mayhem DevilMayhem Devil
- 1 Nissa, Resurgent AnimistNissa, Resurgent Animist
- 1 Omnath, Locus of RageOmnath, Locus of Rage
- 1 Oracle of Mul DayaOracle of Mul Daya
- 1 Ramunap ExcavatorRamunap Excavator
- 1 Tannuk, Memorial EnsignTannuk, Memorial Ensign
- 1 The Gitrog MonsterThe Gitrog Monster
- 1 Tiller EngineTiller Engine
- 1 Tireless ProvisionerTireless Provisioner
- 1 Titania, Protector of ArgothTitania, Protector of Argoth
- 1 Tunneling GeopedeTunneling Geopede
- 1 Wayward SwordtoothWayward Swordtooth
Artifacts (6)
- 1 Amulet of VigorAmulet of Vigor
- 1 Arcane SignetArcane Signet
- 1 Crucible of WorldsCrucible of Worlds
- 1 Exploration BroodshipExploration Broodship
- 1 Sol RingSol Ring
- 1 Zuran OrbZuran Orb
Instants (6)
- 1 Assassin's TrophyAssassin's Trophy
- 1 Constant MistsConstant Mists
- 1 Crop RotationCrop Rotation
- 1 HarrowHarrow
- 1 Heroic InterventionHeroic Intervention
- 1 Shaman's TranceShaman's Trance
Sorceries (10)
- 1 Awaken the WoodsAwaken the Woods
- 1 Bala Ged Recovery // Bala Ged SanctuaryBala Ged Recovery // Bala Ged Sanctuary
- 1 Blasphemous ActBlasphemous Act
- 1 Life from the LoamLife from the Loam
- 1 Nahiri's LithoformingNahiri's Lithoforming
- 1 Pillage the BogPillage the Bog
- 1 ScapeshiftScapeshift
- 1 Splendid ReclamationSplendid Reclamation
- 1 Will of the SultaiWill of the Sultai
- 1 Worldsoul's RageWorldsoul's Rage
Enchantments (9)
- 1 Case of the Locked HothouseCase of the Locked Hothouse
- 1 Concordant CrossroadsConcordant Crossroads
- 1 ExplorationExploration
- 1 Overlaid TerrainOverlaid Terrain
- 1 Retreat to HagraRetreat to Hagra
- 1 SpelunkingSpelunking
- 1 Squandered ResourcesSquandered Resources
- 1 Valakut ExplorationValakut Exploration
- 1 Walk-In Closet // Forgotten CellarWalk-In Closet // Forgotten Cellar
Lands (42)
- 1 Arid MesaArid Mesa
- 1 Blood CryptBlood Crypt
- 1 Boseiju, Who EnduresBoseiju, Who Endures
- 1 Cabaretti CourtyardCabaretti Courtyard
- 1 Cinder GladeCinder Glade
- 1 Command BeaconCommand Beacon
- 1 Command TowerCommand Tower
- 1 Commercial DistrictCommercial District
- 1 Eumidian HatcheryEumidian Hatchery
- 1 Fabled PassageFabled Passage
- 1 Festering ThicketFestering Thicket
- 1 Field of the DeadField of the Dead
- 2 ForestForest
- 1 Glacial ChasmGlacial Chasm
- 1 Horizon of ProgressHorizon of Progress
- 1 Lotus FieldLotus Field
- 1 Maestros TheaterMaestros Theater
- 1 Marsh FlatsMarsh Flats
- 1 Misty RainforestMisty Rainforest
- 2 MountainMountain
- 1 Nurturing PeatlandNurturing Peatland
- 1 Overgrown TombOvergrown Tomb
- 1 Polluted DeltaPolluted Delta
- 1 Prismatic VistaPrismatic Vista
- 1 Raucous TheaterRaucous Theater
- 1 Riveteers OverlookRiveteers Overlook
- 1 Scalding TarnScalding Tarn
- 1 Scavenger GroundsScavenger Grounds
- 1 Sheltered ThicketSheltered Thicket
- 1 Smoldering MarshSmoldering Marsh
- 1 Stomping GroundStomping Ground
- 1 SwampSwamp
- 1 Underground MortuaryUnderground Mortuary
- 1 Urza's CaveUrza's Cave
- 1 Verdant CatacombsVerdant Catacombs
- 1 Vernal FenVernal Fen
- 1 WastelandWasteland
- 1 Windswept HeathWindswept Heath
- 1 Wooded FoothillsWooded Foothills
- 1 Ziatora's Proving GroundZiatora's Proving Ground
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