Humility

Enchantment

All creatures lose all abilities and have base power and toughness 1/1.

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Humility Discussion

Beezy on Karador, Ghost Chieftain: The Primer!

7 minutes ago

That's true, thanks for the reply! I used to have Austere Command in the list but found it to be too expensive. Something like World Breaker would be good at stopping Humility both from the grave and when I cast it. Krosan Grip is another possible inclusion too I suppose, but seems worse.

Winterblast on Karador, Ghost Chieftain: The Primer!

10 hours ago

I would include at least a few removals that are not implemented on creature cards. It's pretty much impossible to get rid of Humility if all removals are creatures.

adamski15 on Atraxa Superfriends

1 day ago

Hello, I've just seen this and I run the same deck so I thought I would give you some ideas that seem to be crazy in my deck. Omniscience is brilliant and so is Humility . Put this with Academy Rector can be so funny! I also quite like Planar Bridge. Sorin Markov is brilliant fun (for you at least). My build does win, but I tend to get hated on so I kinda need to work on that myself ha.

SaltySpecula on Rainbow Superfriends Suggestions

5 days ago

I'm not sure if you're aware of it, but Everflowing Chalice with 4 counters, The Chain Veil and Tezzeret the Seeker 's +1 ability form an infinite combo that lets you use your Planeswalkers abilities endlessly.

Also, the new green/red planeswalker Samut, the Tested from the soon to be released standard set with that combo will let you jank your entire deck onto the board in one turn if played correctly.

To really stuff up your creature-heavy opponents, you can use cards like Humility Crawlspace Sphere of Safety Propaganda Ghostly Prison Sudden Spoiling. While I know you don't want to use creatures, these ones may convince you to make an exception. Silent Arbiter and Peacekeeper.

Oh and of course, don't forget your fogs. Fog Defend the Hearth Riot Control, etc. And of course Cyclonic Rift

Depending on how far you want to go into fogging, Illusionist's Gambit and Chronomantic Escape may be of interest to you. Illusionist's Gambit is also doubly hilarious if some smug timmy player tries to run his huge board into you and instead gets forced to redirect his attack into someone else who wipes his board clean.

Winterblast on Janky Lands.dec

6 days ago

I have some really funny suggestions that your playgroup will surely like in this deck:Elesh Norn, Grand Cenobite makes a nice surprise with Living Plane and Nature's Revolt. In addition to the Magus I would also recommend Pendrell Mists for an aditional tabernacle effect. I assume you don't have The Tabernacle at Pendrell Vale but that would also be cool here. I would play MUCH more mana artifacts though, because you end up killing all lands and creatures and let people fight each other with what is left on the table. Another really funny way to meddle with the creature lands is to drop a Cursed Totem and make them just stupid 1/1 or 2/2 beaters without the ability to produce mana anymore. Humility is another great card for amusing gameplay with animated lands...just make them creatures with no abilities!

With all the land animators you already have in the deck, especially those that make all lands creatures or all under a certain player's control, I would focus totally on that aspect of the deck. People will ask themselves what you are doing with all that stuff until they find the table full of animated lands without any purpose other than being a creature.

Also in your colours are Mycosynth Lattice, March of the Machines, Titania's Song and Null Rod, which have amusing interactions with the mana base of all players. You just need any triggered ability, maybe something with landfall or an upkeep trigger, for winning. With some adjustments this could be an extremely amusing deck to play.

Winterblast on Arbiter Stax

1 week ago

I think you could remove some of the creatures and replace them with noncreature cards that have the same or a similar effect and don't cost much money either. For example Torpor Orb instead of Hushwing Gryff, Words of Wind instead of Vedalken Mastermind. You can then use Humility and Cursed Totem to shut down other players' creatures without hindering your own play too much.

The great aspect of Smokestack is that it is not limited to lands and that the counters can become more each turn. It's one turn slower than mana vortex but it's less risky. I played both but have recently replaced the vortex when I stuffed more card draw and counterspells in the deck. I still have Sundial of the Infinite in the deck to end my turn after putting a counter on smokestack...it works with mana vortex too but that one only removes all opponents' lands and leaves other permanents intact.

As for the mass LD, I think the biggest problem with catastrophe is the mana cost. I'd rather play Sunder if you don't have ravages of war because that's an instant! If you play that EOT and in your turn get to play Windfall you got rid of all lands and draw a huge lot of cards as well. I don't use Sunder anymore but rather rely on the constant effect of Mana Breach and Overburden. In your case it could be the land removal you need. Bouncing works a bit against the tapping strategy though...

You see, one change often requires other changes because cards are likely part of a package that has a certain purpose in the deck. The more you remove of such a package the less it makes sense to keep the rest in the deck, especially cards that are not really strong on their own. If you want to keep the tapping strategy I would say you should focus on that and add destruction/sacrifice and not bouncing. My list is about bounce/destruction and prevention of land drops. Unless you use Land Equilibrium (or Ward of Bones as the cheaper option) and have a reliable way to find it in your deck, you shouldn't look too much at the bouncing stuff because they don't go along well with tapping. That's the problem with trying to combine elements of different builds.

Aeondragon on [[Primer v3.0]] - OM_RATH!!! (BIG Update!!!)

1 week ago

I actually have a fairly similar deck to what you had before your latest update. I don't run much in the way of mana dorks, but I was pretty entertained to see how similar our builds are. My deck has gotten to the point where people at my LGS actually refer people to me, when they're thinking of making an Omnath deck. Of your latest changes, I can agree with a couple of them, but I disagree with a few of them as well. I've been considering adding Blood Moon to my build for a while, and I'm curious how it'll work for you. Cream of the Crop is just as great as everyone's been saying. The card selection it provides is incredibly powerful. I've been Cyclonic Rifted, then come back to win the game the following turn, just because my position was so strong.

Stalking Vengeance has been on my chopping block several times, and keeps pulling itself off by winning games for me. Still might take it out at some point, though. I've been debating cutting World Breaker too, but it's a creature, so it can be tutored, and it can't be countered, so it's definitely come in very handy. It's an excellent way to deal with a control deck's Humility, regardless of their counterspells, which won me a tournament. As for Ulvenwald Hydra, it's been pretty great so far. Pulling out Gaea's Cradle, Yavimaya Hollow, or even just a Reliquary Tower or fetchland is a great benefit to a usually giant creature. It's also got reach, which can be relevant.

Avenger of Zendikar + Purphoros, God of the Forge is a combo that has won me a LOT of games. I run Tooth and Nail and Defense of the Heart almost solely to pull those out. Just recently, I managed to turn the tables on an Eldrazi player with a turn 4 Kozilek, Butcher of Truth by dropping Tooth and Nail entwined and winning the next turn. It's expensive, but generally affording it is not a problem, and it'll be game winning when you can. I advise the combo to basically every deck I see running , and people tend to agree after seeing what it can do.

I actually cut my Sol Ring a while ago, to try out a Null Rod, as artifact mana is far too prevalent in my playgroup. It also tended to be a dead draw late in the game, when I'd much prefer something like Nature's Lore. I cut Lightning Greaves a while back and added Steely Resolve, which I've found to be pretty successful. With the Greaves, instant speed removal can still remove Omnath, but Resolve gets rid of that window. And I rarely made use of the haste. The protection on Titania and my tokens is also welcome. Every so often, someone will play an elemental which also benefits from Resolve, but it rarely seems to happen, unless I'm playing against another elemental deck.

Figured that I'd just share some tidbits of my experience with an Omnath deck, and this post got way too long. Either way, your deck is awesome. If I had my decklist on here, I'd link it, but it's late and I don't. I'll be going to Vegas with some friends as well, so maybe I'll see you there.

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