
Lumra, Bellow of the Woods
The Commander
Vigilance, reach
Lumra's power and toughness are each equal to the number of lands you control.
When Lumra enters, mill four cards. Then return all land cards from your graveyard to the battlefield tapped.
Guide
Gameplan
Ramp aggressively into a 6-mana mono-green threat that's a massive X/X with vigilance and reach, then leverage its enter-the-battlefield ability to reanimate every land in your graveyard for explosive mana acceleration. You self-mill or sacrifice/discard lands to load the yard, then blink or recast Lumra to flood the board with lands and grow huge.
Strengths
- Massive mana ramp from a single ETB that returns all milled/discarded lands tapped
- Lumra is a cheap, recurring win-sized body that scales with your land count
- Mono-green consistency: cheap tutors, ramp, and color-screw immunity
- Vigilance + reach makes it a great attacker and defender simultaneously
- Synergizes powerfully with self-mill, landfall, and blink effects
Weaknesses
- Mono-green means little interaction—no counterspells, weak removal, poor card draw outside green staples
- Vulnerable to board wipes and spot removal that reset your big investment
- Land destruction and Strip Mine effects hit you harder than most
- Relies on having lands in the graveyard to maximize the ETB
- Can be slow to actually close games without trample or evasion support
Key Cards
- Splendid Reclamation — Returns all graveyard lands at once, doubling down on Lumra's plan for a huge landfall and mana burst.
- Crucible of Worlds — Lets you replay lands from the yard, fueling fetch/sac loops and keeping the graveyard stocked for Lumra.
- Avenger of Zendikar — Turns your massive land count into an army of Plant tokens that grow with every landfall trigger.
- Ashaya, Soul of the Wild — Makes your creatures lands, pumping Lumra's stats while enabling absurd landfall and untap loops.
- Scapeshift — Sacrifices lands to fetch more, dumping fetched or sacrificed lands that Lumra later reanimates.
- Greater Good — Draws cards off Lumra dying while milling lands into the yard for the next recursion.
Upgrade Path
Add fast ramp (Sol Ring, Nature's Lore, Three Visits) and self-mill enablers (Satyr Wayfinder, World Shaper) to maximize the ETB. Include blink and recursion (Ghostly Flicker variants, Eternal Witness, Conjurer's Closet) to reuse Lumra repeatedly, and finish with payoffs like Craterhoof Behemoth, Genesis Wave, and Avenger of Zendikar. Protect your investment with Heroic Intervention and Lightning Greaves to dodge wraths and removal.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Swing with a massive Lumra plus Craterhoof Behemoth or overrun effects
- ▸Avenger of Zendikar token army fueled by landfall
- ▸Overwhelming mana advantage into game-ending X-spells like Genesis Wave or Finale of Devastation
- ▸Repeated Lumra recursion grinding out incremental board advantage
Archetypes
- Lands / Landfall — Lumra returns all graveyard lands at once, triggering landfall payoffs and building a huge mana base.
- Ramp Beatdown — Lumra is a recurring giant body that scales with lands, closing games as a green stompy threat.
- Blink / Recursion — Repeatedly flickering or recasting Lumra reuses its land-reanimation ETB for explosive value.
- Self-Mill — Milling lands into your graveyard sets up Lumra's ETB to flood the battlefield with mana.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (G), by popularity.

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