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Hearthhull, the Worldseed

Hearthhull, the Worldseed

Legendary Artifact — Spacecraft

Hearthhull wants a deck that sacrifices its own creatures to drain opponents' life. It leads the ready-made World Shaper deck (2025).

  • Mana cost1 genericblackredgreen
  • Black, Red, Green ()
  • Power / toughness6 / 7
  • RarityMythic

Station (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+.)

2+ | 1 generic, tap, Sacrifice a land: Draw two cards. You may play an additional land this turn.

8+ | Flying, vigilance, haste

Whenever you sacrifice a land, each opponent loses 2 life.

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Cards That Fit Hearthhull, the Worldseed

Picked for what they do in Hearthhull's deck. When two cards do the same job, the one with the lower comes first. All of them fit Hearthhull's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

Decks Led by Hearthhull, the Worldseed

Hearthhull leads a ready-made deck.PreconShort for preconstructed deck: a ready-to-play deck sold in a box by Wizards of the Coast. A Commander precon comes with its commander and all 100 cards, so you can play it straight away and change cards later.Open the full glossary

Rulings for Hearthhull, the Worldseed

explain how Hearthhull works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 25 Jul 2025

Hearthhull’s second ability doesn’t allow you to play lands on other players’ turns.

Wizards of the Coast 25 Jul 2025

The effect of Hearthhull’s second ability is cumulative with similar effects. For example, if you control Icetill Explorer and you activate Hearthhull’s ability, you’ll be able to play three lands on that turn.

2 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Hearthhull, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryBRGPlayers write colors as letters: B for black, R for red, G for green.AristocratsAristocrats decks sacrifice their own creatures on purpose and profit every time one dies, often by draining life from each opponent. A sacrifice outlet, a card that lets you sacrifice whenever you like, decides when that happens.Open the Aristocrats pageSacrifice PayoffRewards you whenever something is sacrificed, meaning put into the graveyard on purpose. The reward might be a +1/+1 counter, a card, or a drained opponent, and it is the reason a deck sacrifices its own creatures. Compare Sacrifice Outlet, the card that lets you sacrifice, and Death Trigger, which fires when a creature dies for any reason. Korvold, Fae-Cursed King, Mayhem Devil, Savra, Queen of the GolgariOpen the Sacrifice Payoff pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageLife DrainAn opponent loses life and you gain that life from the same effect. Blood Artist, Zulaport Cutthroat. It lets Aristocrats decks win without ever attacking. Every drain card is also tagged Life Gain; this tag is the part where the life comes out of somebody.Open the Life Drain pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink pageLandfallLandfall decks reward you each time a land enters the battlefield for you, then find ways to play extra lands. You can normally play only one land a turn, so cards that let you play more, or pull lands out of your deck, make everything happen more often.Open the Landfall pageExtra Land DropLets you put down more than one land in a turn. The normal limit is exactly one, so this both accelerates your mana and switches on everything that triggers when a land enters play. Exploration, Azusa, Lost but Seeking, Oracle of Mul DayaOpen the Extra Land Drop pageRampAn effect that accelerates your mana, giving you a reusable mana source beyond the usual one land per turn. Cultivate Rampant GrowthOpen the Ramp pageVehicleAn artifact subtype that is not a creature until it is crewed. Crew N is an activated ability: tap any number of untapped creatures you control whose total power is N or more, and the Vehicle becomes an artifact creature until end of turn. The crewing creatures are only tapped: they are never sacrificed, they do not attack, and summoning sickness does not stop them from crewing. Smuggler's CopterOpen the Vehicle pageSacrificeSacrifice decks give up their own creatures, Treasures and other cards on purpose and get something back each time. A sacrifice outlet, a card that lets you sacrifice whenever you want, is the heart of the deck.Open the Sacrifice pageGame ChangerCards that warp the game disproportionately around themselves, requiring immediate answers.What the brackets mean