Everyone knows at least one player who has a Commander deck that’s almost entirely made of land cards. If you’ve not had this experience yet, either give it time, or maybe take this opportunity to become that person.
It’s a strange way to build a deck, but it can also be a lot of fun to mess around with. It’s worth it not just to surprise people, and also become the person this article is based on, but also because there’s a lot of power in lands.
Why would you?

Ultimately, the main reason to do this is that it’s fun, but also because you want to win. For that reason, there is one main Commander to go with here, and they’re mono-green. It is, of course,
Azusa, Lost but Seeking

Three-mana is also a low cost for this kind of ability, and while the ability is powerful, you can always include cards like
Whispersilk Cloak

Equip {2}
to make sure you’re keeping Azusa out of the line of fire.
From here, the main thing you need is enough reasons to commit to having mostly land cards in your deck, and the best one among those is probably
Lost in the Woods

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What else could you use?

That’s good and all, but we obviously need more. Horn of Greed[/tooltips] lets players draw cards when they play land cards, and you’ll probably be doing that more than anyone else, so that’s good. You’ve then also got the likes of
Cultivator Colossus

Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
and
Nissa, Who Shakes the World

+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
to make sure you can keep pulling out land cards and getting use out of them.
However, while those are both good, it’s also nice to have a proper win condition hidden away in amongst the trees. That’s why you need cards that can do something with all of these land cards, because it’s very likely that you’ll not only be making use of them in your deck, but also flooding the board with them as well. Our two favorite cards for the land-based finisher are
Liege of the Tangle

Whenever this creature deals combat damage to a player, you may choose any number of target lands you control and put an awakening counter on each of them. Each of those lands is an 8/8 green Elemental creature for as long as it has an awakening counter on it. They're still lands.
and
Sylvan Awakening

Liege of the Tangle

Whenever this creature deals combat damage to a player, you may choose any number of target lands you control and put an awakening counter on each of them. Each of those lands is an 8/8 green Elemental creature for as long as it has an awakening counter on it. They're still lands.
is an 8/8 for eight mana with trample that can turn your land cards into 8/8 creatures if it hits the opponent, which is obviously great.
Sylvan Awakening

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