August 11, 2025
Hello, planeswalkers! Today we’re strapping into a literal spaceship: Hearthhull, the Worldseed. This commander turns your lands into fuel. Sac a land to draw, then (thanks to Hearthhull’s extra land play) immediately replace it and keep the engine purring. Once the reactor’s hot, Hearthhull starts pinging each opponent whenever you sacrifice a land. That means every sac → replay cycle is value on the way in and the way out!
I like to call this deck, "Tilling Earth," because we’re doing three things every turn:
tldr; Hearthhull turns lands into cards and pings. We stack landfall payoffs (Scute Swarm, Omnath, Locus of Rage, Moraug, Fury of Akoum) with land-to-graveyard payoffs (Titania, Protector of Argoth, Hearthhull itself). Sac a land, draw, replay a land for profit. Then mass-return your graveyard of lands for a big “reset the planet” turn and close with tokens, pings, or extra combats.
Hearthhull does three things we absolutely love:
Converts lands → cards. Sac a land to draw. With Zuran Orb, Sylvan Safekeeper, Harrow, Roiling Regrowth, or even value engines like Braids, Arisen Nightmare and God-Eternal Bontu, you’re constantly turning dirt into gas.
Gives you an extra land play. You replace what you sacrificed right away. That “sac → replay” line equals a double landfall trigger every turn. With multiple payoffs, it snowballs fast.
Punishes the table for your sacrifices. Once “online,” every land you feed the ship pings each opponent. Stack that with Mayhem Devil, Ob Nixilis, the Fallen, Valakut Exploration, and friends for very rude arithmetic.
The shell is Jund Lands: cheap sac outlets, fetch/terrains that sac themselves, recursion that returns all your lands, then ETB payoffs that make sacrificing and replaying feel illegal.
Glue your turns together with effects that both feed Hearthhull and advance your hand.
Pro tip: Sequencing matters. If you have a landfall payoff in play, play a land first, then cast Harrow or sac to Safekeeper to double-dip ETB/leave-battlefield value in one turn cycle.
We want board presence and pressure every time a land hits.
Not many cards care about lands dying, so the ones that do are busted here.
Our favorite turns yank a continent out of the graveyard.
Keep: 3 lands, and some ramp. Try to get at least 1 creature with power 2 or more on the board by time your ready to cast Hearthhull. Wait until you have 5 mana so that you can immediately sac and draw Early turns are about building an engine, not exploding.
With even one payoff, those four landfalls are a serious swing. With multiple, it snowballs.
Not only does Hearthhull provide extra land drops, card draw, and ping damage, but it also allows you to tap creatures to it's Station ability. This means we can use Kona, Rescue Beastie to get free permanent spells.
Because this is a land-focused deck, I thought it'd be fun to include Titania, Voice of Gaea and Argoth, Sanctum of Nature as a way to get a giant thematic creature on the board. This also allows you to get a lot of lands back from the graveyard which we can then swing with for massive damage.
Hearthhull plays like a value engine that accidentally built a death ray. Your “fair” turns are constantly two-for-ones, and your big turns re-seed the entire board from the bin. If you like decisions, sequencing, and seeing a table squint at your land row like it’s about to get up and walk across the room, yeah, you’re home.
Although this deck focuses on Landfall triggers. There are still plenty of avenues for this deck to move into. This deck primarily does Land sacrificing and Land recursion but isn't great about recurring other cards. You could easily add more recursion for other cards, or even add some graveyard synergies like Life from the Loam to make it more of a Land Dredge deck.
Thanks for reading! If this tech helped or gave you evil ideas, share it with your pod or tag me with your nastiest Hearthhull lines. May your fetches be plentiful and your Scutes be many.