Reveal the top X cards of your library. You may put any number of permanent cards with converted mana cost X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.
|Have (3)||Forkbeard , metalmagic ,|
|Want (5)||xnewnoisex33 , shaneblay , iggyboy456 , JazzCrimes , jcdmagic0|
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|Iconic Masters (IMA)||Rare|
|Scars of Mirrodin (SOM)||Rare|
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|Commander / EDH||Legal|
Genesis Wave occurrence in decks from the last year
Latest Decks as Commander
Genesis Wave Discussion
1 week ago
JarringTiger I'm glad you made this post as I've been needing to update my Marwyn tribal deck for quite a while based on a lot of updates over the last few months, so what better time than to potentially help you with your build. Here is my decklist for your reference, hopefully you find some things of interest.
In playing the deck the last few years, I've found two consistent themes I'm always happy to see in my hand...cards with an untap creature ability and card draw options. Finale of Devastation, God-Eternal Rhonas and Genesis Wave are generally game-ending plays, Rishkar's Expertise and Soul's Majesty are nearly as good as well. One of my recent favorites, though, is Colossification, as with any untap ability you either immediately cast a game-ending bomb or one-shot an opponent with commander damage in most situations.
Additional redundancy is also helpful, as you can work around Marwyn being targeted by making an equally large Selvala or Viridian Joiner in many cases. I hope you find this helpful and enjoy brewing the elves, it's a classic that never goes out of style.
3 weeks ago
VexenX, as you have recently inspired me to find room for more draw in Om_Rath, I have done some testing and I'd like to recommend some ambitious solutions. First, I'd like to touch on some cards that I think have been holding Om_Rath back.
1) Doubling Season. Lets power level check this card by comparing it to another 5 CMC card Where Ancients Tread. I believe both cards serve a similar purpose: Do more damage. If our focus is burn: Doubling Season does an extra 3 damage plus a sac outlet effect per land given that you have a sac outlet vs Where Ancients Tread's 5 extra damage per land, no outlet required. The biggest problem I'd like to point out is that Doubling Season demands that you also have a sac outlet in play to be interactive with other players on the same level as Where Ancients Tread. Although we will usually come across one of our four sac outlets in a given game and we'll always have the creatures to burn players given a board wipe, Doubling Season is very often a slow card. Not to mention that it always deals less total damage than Where Ancients Tread. Lets look at the other upsides of Doubling Season though. What it has that Where Ancients Tread doesn't is the ability to create more creatures. Lets take a look at the cards that benefit from more creatures in the deck: Gaea's Cradle, Shamanic Revelation, Purphoros, God of the Forge, Craterhoof Behemoth, keep in mind Akroma's Memorial was recently slotted out, and more burn effects like Where Ancients Tread. None of these cards are at all dependent on Doubling Season effects, they appear to only be assisted. I could not say the same about Where Ancients Tread - a card that Om_Rath is often dependent on to close games. In summary, although Doubling Season and Parallel Lives are strong synergistic cards, I view them to be awkward in many hand states and cut-able if the price is right.
2) Genesis Wave. I gotta say this card looks much more exciting on paper than when you actually play it. And that's IF you play it. First off, Genesis Wave is usually the last card in your hand that you play when you're out of gas. This isn't a bad idea if you need a mana sink and if you have good odds on hitting some bombs. I won't knock the mana sink call, but what exactly are we trying to hit in this deck? In theory, we're playing a deck that has its main bomb for a commander, so most of what you can expect to hit is lands and cheap spells. And in that respect, isn't Genesis Wave often a high CMC ramp spell? The kind of spells we've been cutting from the deck for a while now for good reason? I think it's cuttable.
3) Command Beacon. I get that it's useful to have a late game land, but I think Command Beacon is TOO late game. Every time you sacrifice a land, you sacrifice tempo. Tempo you could use to drop more lands for a real CMD cast or draw spells into real protection for Omnath, Locus of Rage. For ex. just one tutor draw can grab Sylvan Safekeeper and a lot of the time that works better than any Command Beacon loop will. If you're looking for a late game land, I think you want to be in Field of the Dead. I've been absolutely loving it, and it even fills the role of a tiny Doubling Season, keeping Gaea's Cradle, Shamanic Revelation, and Purphoros, God of the Forge perfectly happy even after Doubling Season's removal. This also means splitting your mountains and forests in half to make room for equivalent snow lands.
Off this tangent, I would propose the following changes with a theme of increasing draw, decreasing CMC, and not compromising win cons:
And lastly, with the addition of more reliable draw I think Burgeoning deserves to be revisited. You will have more hand states with more lands than you can play in a turn or even two. If you were to make the swaps I listed, I would recommend slotting in Burgeoning over Mina and Denn, Wildborn. I think this is more where we wanted Om_Rath to be in the first place. I believe you only slotted out Burgeoning because the deck didn't have enough consistent card draw. We know Mina and Denn, Wildborn fills a flex spot because it's an expensive Exploration and if all Exploration effects were integral to the success of the deck, we would also be in Wayward Swordtooth. If we're in Burgeoning, I think we should also slot in Ghost Town again. In summary:
I hope you take everything I say with a grain of salt, and at the end of the day I just love chatting about Om_Rath!!!
3 weeks ago
I don't play any eldrazi myself, but their power is undeniable in ramp strategies. If you'd like some finishers that aren't those colourless imbeciles:
Genesis Wave floods the board and fills the bin.
Genesis Hydra is a big smacko that comes with a friend.
Polukranos, World Eater is seldomly cast and deadly all by itself.
Drakuseth, Maw of Flame is slow but offers much efficacy.
Pathbreaker Ibex is the long way to say "Win the game."
6.Woodfall Primus is always a pain for the opponents.
- And Etali, Primal Storm grants card advantage, all whiles being awesome in its own right.
If I have a deck full of big idiots here if you want some spicy choices.
That shall be all from me! Awesome deck and I look forward to the changes. :D
1 month ago
Recommended additions and reasoning:
Mirari's Wake, Mana Reflection: These come at cheaper mana costs than your Zendikar Resurgent. Drawing a card on the Resurgent is good, but not good enough, since you have to cast the creature. While you likely will have enough mana to do so, it is going to be less common than cheating out the creatures. Additionally, Mana Reflection will work with all permanents, not just land. So your creature and artifact mana will double as well.
Exploration, Oracle of Mul Daya, Bloom Tender: all phenomenal sources of ramp. Highly recommend Oracle for the ability to remove land fromt he top of your deck, allowing you to dig that one card deeper... where you will find...
Kozilek, Butcher of Truth: Even if you aren't casting Kozi, you get a massive beater with Annihilator, and as a huge bonus, he helps recycle your graveyard in the event of a board wipe. Nykthos, Shrine to Nyx, Gaea's Cradle: You run a ton of green permanents, and if you take the Mana Reflections from earlier, you double the number of green you get from it. It is a really cool way to generate a ton of mana super quickly. about the Cradle, creature heavy decks can always benefit from it, and again... Mana Reflections doubles it.
Warstorm Surge, Stalking Vengeance: 2 enchantments that give you free damage that you can use as removal for opponent's creatures or nukes to the face. Additionally, fun interaction with the surge and the Blightsteel Colossus I also recommend, the Surge says the creature deals the damage... unblockable 11 infect shoots someone out of the game.
Panharmonicon: In a deck with a ton of creature based ETB effects, this artifact is a must. With the Surge from earlier out, now you get 2 of those triggers.... Eternal Witness: Phenomenal recursion, and can save you by getting back something you need from the graveyard.
Genesis Wave: Now that we have you pumping mana out like a pro, Genesis Wave for 40, and watch as a large amount of unnecessarily large creatures enter the battlefield and turn them sideways because you have...
Urabrask the Hidden: Yeah that's right, get that haste, and if someone tries to flash in a blocker it's useless.
Avacyn, Angel of Hope, Sigarda, Host of Herons, Privileged Position, Vigor: Because nothing says "fun" like having a boardstate that is hard to remove. Additionally, damage to your creatures makes them bigger. Thank you, Vigor.
Craterhoof Behemoth: You play this with 10+ creatures on the board, and you have an automatic 100 damage added to your total.
Tooth and Nail, Kiki-Jiki, Mirror Breaker, Zealous Conscripts: This is an infinite combo as well as the tutor to get it. Tap Kiki, copy the conscripts, use the new copy's trigger to target Kiki, untap Kiki. Tap Kiki, copy the conscripts... Create infinite Zealous Conscripts to attack everyone for yes damage.
Gisela, Blade of Goldnight: Amazing for both extra damage and protection.
Vedalken Orrery: Because playing on your opponent's turn is funny. And your Seedborn Muse really gets to put in work in a 4 player game, on top of the Mayael useage.
Vexing Shusher: Because nobody likes blue. This card is a big middle finger to blue.
Lurking Predators: So your opponent wants to cast things? Maybe you get a free creature for it. Can be quite useful.
Recommended cuts and the reasoning:
Desolation Twin,Krosan Tusker: They don't do enough to better your boardstate in my opinion. Desolation Twin is a 10/10 sure, but other than that, nothing. Chances are, you won't be casting it that much to get the second 10/10 anyways. The Tuskar only benefits you if you cycle it, otherwise it is just a mediocre creature. Additionally, cycling it only gets a basic land, of which you are running very few. This is not a criticism of your land base. I didn't want to touch it too much because my own landbase is significantly more expensive.
Pathbreaker Wurm, Tectonic Hellion, Tyrant of Discord: These guys are all decent, but the Pathbreaker only helps one other creature. The Hellion is cool, but what if you have the most lands? You aren't running Crucible of Worlds, but your opponents might be. the Tyrant is more of a personal preference, I don't like it because of it's random factor.
Rith's Grove: It is a bounce land, without the benefit of tapping for 2 mana like the dual color bounce lands. Not worth running in my opinion.
Pure / Simple: This card is too restrictive. Running the Krosan Grip, Swords to Plowshares, and Path to Exile are all better options. They don't force you to choose multicolor creature, or equipment or aura. They just remove a target.
Tragic Arrogance: I love boardwipes as much as the next guy, but this hits you just as hard as your opponents, and instead of using Invincibility to get through it, you have to sacrifice. Wrath of God would be a much better option in my opinion.
Rith's Charm: To me it doesn't do enough by itself to warrant keeping. You have little to no ways of getting it back or making more uses of it, so it is a 1 shot item. I'm sure by now you have noticed I prefer things that have multiple and recurring uses.
Overall, I love it. I love Mayael, and she has been my strongest and favorite deck for a very long time (2012). My current version relies very little on her ability, because I played with a bunch of rather rude people that played Pithing Needle and named her all the time. It was not fun, but building my deck to use her ability as an option, instead of a strategy, changed the way I used her, meaning that the needle no longer leaves my deck dead in the water.
Please keep in mind that my recommendations are just that. if that Gigantosaurus doesn't do anything, but you like it because it's a dinosaur, and you don't want to cut it, you do not have to. I unfortunately gave up all my dreams of having cards I like for flavor, aesthetics, etc, because I decided to build my deck to compete and even stomp on combo and control decks. I have no room for cards that don't serve to better my boardstate as a whole.
Final Note: I will be more than happy to provide further insight and feedback if you have any other questions.
1 month ago
1 month ago
Glimpse of Nature is a classic elf combo card and could be good here. Here are some others you might like: Chord of Calling, Wirewood Channeler, Viridian Joiner, Elvish Guidance, Skyshroud Poacher, Vanquisher's Banner, Solidarity of Heroes, Wren's Run Packmaster, Genesis Wave, Tooth and Nail, Woodland Bellower, Elvish Spirit Guide, Wild Growth, Shamanic Revelation, Elvish Promenade, Coat of Arms, Hardened Scales
1 month ago
Lands. I guess you could refer to my ramp category.
Spot removal and interaction. Imp's Mischief is awesome for mono black. I actually find Withering Boon really good. Black is really good at creature removal but what if that creature has a really good etb effect. That's where Withering Boon comes in.
1 month ago
Also fun fact if you have everything on the field except for Non-colored permanents and Instants and sorceries or Concordant Crossroads as you can only have on world enchantment on the field at a time I think, and I choose Hall of Gemstone as it has twice the devotion to green as Crossroads, your deck could produce around 1,456 mana (give or take some for any card i may have missed) (48 of colorless and 1,408 green mana) for your X spells Finale of Devastation, Green Sun's Zenith and Genesis Wave which is would be fun to pull off.