Hello everyone! I'm Levi from The Thought Vessel, and this is Commander Kryptonite, the series where we break down some of the strongest commanders in the format, how they work, their strengths and weaknesses, and most importantly, how to beat them. This week we're looking at a trending commander with a familiar theme: Hearthhull, the Worldseed. Before we dive into the deck itself, let's start with the commander.
The Commander
Hearthhull, the Worldseed is an unusual commander because it isn't a creature. With the debut of Edge of Eternities, Wizards announced that Legendary Stations with power and toughness, along with Legendary Vehicles, would be eligible as commanders. Vehicles haven't made much of a splash outside of Shorikai, Genesis Engine, but the door is open for future impact. In the meantime, we've got this station from the World Shaper precon as the alternate commander.
Hearthhull is a pure value engine. As soon as it enters the battlefield, you can pay one mana and sacrifice a land to draw two cards and play an additional land that turn. Left unchecked over multiple turns, that's an absurd amount of card advantage. Once it has eight or more charge counters, sacrificing lands becomes even scarier by draining each opponent for two life per land.
The Deck
When building Hearthhull, the goal is to turn the supposed downside of sacrificing lands into a benefit. That's done by playing lands out of the graveyard. Cards like Crucible of Worlds are absolute all-stars here, letting you replay sacrificed lands and keep landfall triggers rolling. With so many extra land drops, it only makes sense to pack the best landfall cards available.
The Gameplan
In classic Jund fashion, this deck grinds out value and looks to win the war of attrition. It plays a lot like Lord Windgrace, leaning on landfall and graveyard synergies, but Hearthhull brings a few twists. Unlike Windgrace, it can be activated multiple times in a turn with untap or blink effects, and it handles land sacrifice much more easily. Between land recursion, landfall payoffs, and value engines, Hearthhull has a deep roster of tools to keep the advantage flowing. Here is an example of a Hearthull deck you might see at your local gamestore.
Hearthhull, the Worldseed | Commander
- Commander (1)
- 1 Hearthhull, the Worldseed
- Creatures (31)
- 1 Aftermath Analyst
- 1 Augur of Autumn
- 1 Azusa, Lost but Seeking
- 1 Baloth Prime
- 1 Braids, Arisen Nightmare
- 1 Eumidian Hatchery
- 1 Eumidian Wastewaker
- 1 Evendo Brushrazer
- 1 Horizon Explorer
- 1 Icetill Explorer
- 1 Juri, Master of the Revue
- 1 Korvold, Fae-Cursed King
- 1 Lotus Cobra
- 1 Mayhem Devil
- 1 Mazirek, Kraul Death Priest
- 1 Moraug, Fury of Akoum
- 1 Omnath, Locus of Rage
- 1 Oracle of Mul Daya
- 1 Rampaging Baloths
- 1 Ramunap Excavator
- 1 Scouring Swarm
- 1 Scute Swarm
- 1 Soul of Windgrace
- 1 Springbloom Druid
- 1 Sylvan Safekeeper
- 1 Szarel, Genesis Shepherd
- 1 Tannuk, Memorial Ensign
- 1 The Gitrog Monster
- 1 Tireless Provisioner
- 1 Tireless Tracker
- 1 Titania, Protector of Argoth
- Instants (6)
- 1 Beast Within
- 1 Infernal Grasp
- 1 Putrefy
- 1 Rakdos Charm
- 1 Tear Asunder
- 1 Windgrace's Judgment
- Sorceries (14)
- 1 Blasphemous Act
- 1 Cultivate
- 1 Exploration
- 1 Farseek
- 1 Harrow
- 1 Nature's Lore
- 1 Night's Whisper
- 1 Pest Infestation
- 1 Planetary Annihilation
- 1 Roiling Regrowth
- 1 Scapeshift
- 1 Skyshroud Claim
- 1 Splendid Reclamation
- 1 Worldsoul's Rage
- Artifacts (6)
- 1 Arcane Signet
- 1 Crucible of Worlds
- 1 Exploration Broodship
- 1 Sol Ring
- 1 Spelunking
- 1 Zuran Orb
- Enchantments (2)
- 1 Valakut Exploration
- 1 Walk-In Closet // Forgotten Cellar
- Lands (39)
- 1 Bloodstained Mire
- 1 Bojuka Bog
- 1 Cabaretti Courtyard
- 1 Canyon Slough
- 1 Cinder Glade
- 1 Command Tower
- 1 Dakmor Salvage
- 1 Escape Tunnel
- 1 Evolving Wilds
- 1 Fabled Passage
- 5 Forest
- 1 Karplusan Forest
- 1 Llanowar Wastes
- 1 Maestros Theater
- 1 Mountain Valley
- 1 Myriad Landscape
- 5 Mountain
- 1 Riveteers Overlook
- 1 Sheltered Thicket
- 1 Smoldering Marsh
- 1 Stomping Ground
- 1 Sulfurous Springs
- 5 Swamp
- 1 Terramorphic Expanse
- 1 Twilight Mire
- 1 Vernal Fen
- 1 Wooded Foothills
Strengths
Like most Jund decks, Hearthhull thrives in the long game. Every piece contributes to the overall engine, which only gets stronger as the game drags on. The deck hides a lot of utility in its lands, a zone many casual players hesitate to attack, which means powerful cards like Field of the Dead often stick around. Thanks to its recursion, the deck rarely runs out of gas unless key pieces are exiled. Even a single fetch land can snowball into multiple land drops per turn, fueling both landfall payoffs and Hearthhull's life-draining station ability.
Weaknesses
Durability comes at the cost of speed. Hearthhull needs removal to push the game into later turns, and sometimes that's not enough against three opponents. Aggro commanders with protection, like Uril, the Miststalker, can put Hearthhull in serious danger early if they decide it's the threat. Sacrificing lands for cards is powerful, but only if those lands can be replayed, otherwise the ability becomes risky or even harmful. On top of that, the deck leans heavily on both the graveyard and an artifact commander, making it vulnerable to stax pieces and hate cards common in tuned metas.
Cards to Watch
- Korvold, Fae-Cursed King -- At first it's a surprising inclusion, but it makes perfect sense. Korvold grows with each sacrificed permanent and provides additional card draw, quickly becoming the centerpiece of any game.
- Crucible of Worlds -- The deck's power spikes dramatically if it can replay sacrificed lands. Stopping this is essential.
- Scapeshift -- A terrifying finisher. Hearthhull can cash in all its lands and fetch replacements, draining opponents if the station's final ability is online. At the right time, this spell can be lethal.
- Titania, Protector of Argoth -- With so many lands being sacrificed, Titania churns out an army of 5/3 Elementals in no time.
- Zuran Orb -- Instant-speed land sacrifice plus life gain makes this innocuous artifact a serious survival tool for the Hearthhull player.
Sinking the Spaceship
Stax pieces are the cleanest answer, but even without them you can exploit Hearthhull's weak spots, its reliance on the graveyard and its slower speed. Disrupting its recursion is critical. Without the ability to replay lands, the engine sputters out quickly. Focus on shutting down value pieces and land recursion to slow its momentum. If your deck has the tools, there's usually an early window to pressure the Hearthhull player before the engine comes online. Even dropping their life total early makes it easier for the rest of the table to finish the job later.
Commander Kryptonite
Still struggling against Hearthhull? Here are a few silver bullets.
- Rest in Peace -- Completely shuts down graveyard recursion. Without it, Hearthhull will eventually run out of lands.
- Collector Ouphe -- Turns off Hearthhull's activated ability while also clipping mana rocks.
- Confounding Conundrum -- Limits extra land drops and punishes greedy land plays, forcing Hearthhull into a constant "two steps forward, one step back" situation.
Wrapping Up
And that's how to take down a spaceship in Commander! If there's a commander you'd like me to cover on Commander Kryptonite, send me an email at thoughtvesselshow@gmail.com. Until next time, happy gaming!










