Humility

Humility

Enchantment

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

Latest Decks as Commander

Humility Discussion

_Arra_ on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

4 weeks ago

Hey BenWin, thanks for the shout out. As you wrote a long post I thought it fair I do the same in reply.

I want to respond to your comment as I think there is a lot you are overlooking in your analysis, most of which is on point. However, you mentioned a few cards now a couple of times so I want to break these down a bit as you have gone to the effort to write an extensive comment.

  1. Firstly I'd like to address your comment on Burgeoning + Ghost Town which you've shown your self to be an big advocate of. These are great cards and on paper seem to be great additions to the deck as they appear to enable one of our main objectives which is landfall triggers. However, the reason I think these cards have fallen out of favour is because they're very situational. Let me expand on that. If you do not have an opening hand with Burgeoning and a number of lands and a way to refill your hand (a very specific situation) the card is lackluster. Yes it is great if our opponents are constantly playing lands and we have Ghost Town and Burgeoning but this is honestly rarely the case. They are a weak draw 90% of the time. Even with Burgeoning in our opening hand as we do not have built in card draw we stall. Even with the increased draw effects provided by Zendikar Rising I do not think it is worth the spots.

  2. Calling the removal of Perilous Forays crazy talk seems strange to me. The CMC of this card is 5, ideally we want to wait until Omnath, Locus of Rage is out before we play it so dodge removal. Even more ideally we want Amulet of Vigor in hand/on the battlefield too. My second gripe with the card is that once we have ramped a couple of times, played land each turn and then got into a position to 'combo off' with Perilous Forays most of the time the number of basics in our deck barely makes it worth while as it effectively switches off all our remaining ramp spells. There have been so many times I have 'gone off' with Perilous Forays and not killed a single opponent and left myself in a worse position. In my experience as this deck has evolved, and I have actually been playing it weekly since BFZ launch this card no longer packs the punch it once did.

  3. I agree with you on Force of Vigor, this deck is extremely lean on interaction and removal as it is. This card is too strong to exclude.

  4. Regarding Ancient Greenwarden and Doubling Season being enablers for 'overrun' type strategy I can't disagree with you more on this. We want to make 5/5 tokens on mass as we want to either trigger Warstorm Surge, Terror of the Peaks or Where Ancients Tread and/or we want to sac then to Omnath, Locus of Rage to bolt our opponents to death. We need a critical mass of 5/5s so that we can deliver enough damage to face. Mass elemental tokens also gives us sudo protection from board wipes. I know you're playing devils advocate here but no, in my opinion these cards generate huge value for Omnath generally not for a specific strategy.

  5. Your comment on Nahiri's Lithoforming I find interesting as this is exactly my point on Perilous Forays and Burgeoning but my opinion is that Nahiri's Lithoforming is a great card almost all the time whereas the other cards I have mentioned are not. This card is gas with Titania, Protector of Argoth on the battlefield, if we have a decent hand already we are 80-90% certain to have lands to replay or draw into a land recursion effect like Crucible of Worlds or Splendid Reclamation. Not as good as Scapeshift obviously but I think you are underestimating the power of the card. Of course, play testing will tell us either way and I'll be interested to see if this card doesn't work out, which is might not, but I think until another land-centric draw card comes out this one is going to do Omnath just fine.

  6. I haven't decided whether I am going to play Roiling Regrowth yet but I don't agree with your pros and cons analysis. The assumption that is worse than Springbloom Druid I don't think is accurate. Instant speed is a premium and shouldn't be under valued especially if you're playing with a pod with interaction etc. Getting Omnath triggers at instant speed is great and you can dodge opponents interaction. Your comments on the 4cmc ramp spells, I think these cards are just fine and fair. Not exceptional but not bad, Migration Path with cycling is a nice bonus. If these 4cmc ramp spells were instant, what would you think then?

  7. Moraug, Fury of Akoum might just a be great additional line this deck can take. If the board state allows for it Chord of Calling this beast into play on an end step might be game winning. I am really on the fence as I'd really want a haste enabler to really break the card but honestly it might be fine by itself.

  8. I ran Tooth and Nail for a long time with various different finishers and yeah it wins but it is not that fun a victory unless you count the time I have Omnath and Titania out and entwined It That Betrays and Keldon Firebombers into play, that was fun! It really depends what you want from Omnath. Omnath isn't my competitive deck. It is my pubstompy deck to pull out when people are bitch about one thing or another. If I want to combo to win I play one of my other decks. Each to their own though. Tooth and Nail wins games its just not for me and Sekki, Seasons' Guide is pretty weak the rest of the times you draw it.

  9. I think your comment on non basic land search is spot on, we need more. I just don't think that there is currently any ones good enough for the deck other than Crop Rotation and Scapeshift, we just need to wait for better non basic search to be printed. A 2cmc Crop Rotation would be nice.

  10. My issue with Skullclamp and Sensei's Divining Top is that they are not actively winning the game. If I were to include Top in my deck it would more often that not end up being a 2 mana brainstorm as I would likely shuffle it away with a fetch. Green Red doesn't have the draw that other decks have that can really abuse Top, it ends up slowing us down. Skullclamp is great value but I just don't think we'e a Skullclamp deck. I'd rather the slot for something that is enabling a win by synergising with the rest of our deck, Skullclamp doesn't, it is just value. Sure you can play it but it is detracting from what Omnath is trying to do in my opinion. You're also going to get a lot more hurt from Null Rods and Collector Ouphes out there. We have an advantage that a lot of hate doesn't really effect us. Apart from Humility of course which kinda hard counters Omnath most of the time :(

All of this discussion is what makes Omnath such a great general as there are so many viable build options.

TheVectornaut on Unblock-able

1 month ago

With the addition of Intangible Virtue, your nontoken creatures lose a lot of value. For one, they don't benefit from the buff. Second, Aven Wind Guide becomes completely redundant with everything already having vigilance and everything but Raise the Alarm already having flying. Third, Tetsuko Umezawa, Fugitive can't benefit creatures being buffed by the Virtue. I don't think this is a bad thing though since Virtue is probably better than the aforementioned creatures. That said, I think replacing them to focus on more anthem effects that can take advantage of the natural evasion granted by flying could be beneficial. The first card that comes to mind is Crusade, but it was among the cards banned by wizards for cultural insensitivity so run it in casual at your own peril. Glorious Anthem is a fair bit worse. Also, if you want to focus entirely on flyers, Empyrean Eagle, Favorable Winds, and Rally of Wings are options. My final suggestion, if you're feeling spicy, would be to run something like Godhead of Awe or the cheaper but flying-removing Humility to level the playing field and make Protection of the Hekma more viable.

Justinoxs on Aurelia's Kappa 123

1 month ago

jakeyuki12 hey, glad you like the deck :)

Here's why I like it in the deck:

Firstly, Argentum Armor's effect can hit lands, and it is that one backup equipment in the deck that is sort of an answer to almost all your problems in a late game scenario, and is kind of a win condition if your Helms/Swords are in exile/graveyard.

it's effective against stax once you've run out of enchantment/artifact removals; it's great against Humility and Karn, the Great Creator if you can get it on your creature.

Not gonna lie some games it'll be clunky but more than often you should have a window with Sigarda's Aid or Puresteel Paladin; not to mention it'll win you the game if it's in your graveyard/battlefield should you ever find yourself in a position with Nahiri, the Lithomancer on board after Obliterate or similar other board resets (destroy your opponents' lands lul).

TatersPrecious on Don't Blink

2 months ago

I've figured you out.

While I guess you could consider your decks to be "combo" decks, they would more accurately be described as "trigger" decks. The majority of the creatures in the majority of your decks use triggered abilities... abilities which begin with "when," "whenever" or "at." There isn't much out there to combat triggered abilities (I actually started making a list and not a big one at that). Torpor Orb and Humility are really the best examples while Ixidron does the job indirectly, but only until you start putting out new stuff. I guess the same could be said for general board wipes as well.

0rc on Super Friends Assemble!

2 months ago

Nice! I’m sure you’re aware that Doubling Season should be on the acquire list. If you include it, tailor the list to PWs that ult when they ETB. Same with Deepglow Skate + Deadeye Navigator. The Chain Veil + Teferi, Temporal Archmage is huge value. Also, check out Tamiyo, the Moon Sage + Rewind for shenanigans. Brago, King Eternal gives you a second activation per turn. Rings of Brighthearth doubles activations. Humility is also funny and allows PWs to dominate :))))

Payzo on Bantchanter

2 months ago

Hi 0rc !!

Thanks for your input (for real its really appreciated).

I had Energy Flux in the deck for a while, I removed it because I felt like it wasn't that usefull (I play in a stax heavy meta), and I found out that I was better off running single target removel like Oblivion Ring, so the same logic applies to Stony Silence.

Overburden will be play-tested, thanks for the idea.

I am already running Eldrazi Conscription.

And I won't play with Humility because I can win with Primal Surge and Thassa's Oracle and that wouldn't work with Humility in the deck.

That being said if you have more suggestions, I'm all ears.

0rc on Bantchanter

2 months ago

Nice concept. Stony Silence will cripple our most competitive opponents’ mana bases. Overburden will shut down the rest of our problems. Eldrazi Conscription is practically a win con with Finest Hour. Humility is the only expensive card ($25) I’m recommending, but it shuts down every commander so hard that it belongs, plus it’s easy for us to play around with our enchanted creatures. I hope this helps.

sub780lime on Rin and Seri

2 months ago

I really like Oketra's Monument in here. I would probably drop Fiery Emancipation (this may move too far away from your commander's activated ability being a primary strategy) and go with an anthem strategy overall as you acquire cards to slot in. Glorious Anthem, Gaea's Anthem, Dictate of Heliod, and, Beastmaster Ascension would all be solid in here. Other targets for removal for me would be Commander's Insignia and True Conviction. True Conviction can be great, but it seems a bit win more as opposed to just going wide and pumping through anthems. Beyond those, if you do lean into the anthem strategy, consider Mirari's Wake, Force of Virtue (can be a fun free play), Collective Blessing, and Spear of Heliod. You might even consider Intangible Virtue.

Have you considered Strionic Resonator to copy your commander's triggers?

Consider Blasphemous Act to replace Chain Reaction.

Consider Shared Animosity in place of Volatile Claws.

I see Heroic Intervention. I think I would also want Teferi's Protection. As a budget replacement, Eerie Interlude can still save a big junk of your board.

Card draw seems light. Just some various options: Runic Armasaur, Mind's Eye, The Immortal Sun (anthem as well), Shamanic Revelation or Collective Unconscious, and, if you want to play in further on tokens, Ulvenwald Mysteries.

I agree on getting the token doublers in here and I also agree they are pricey :). A more budget option would be Second Harvest.

For win-cons, if you decide to switch to a Timmy approach, Craterhoof Behemoth is an obvious choice, and Thunderfoot Baloth would also fit nicely. With all your anthems (assuming you go that route), Humility would certainly be fun. Doesn't see much play, but a janky win con requiring setup is pairing Touch of the Eternal with enchantment destruction on the last end step before your turn, plus you usually want some protection in there. Like I said, a lot of setup :).

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