Search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle your library. You gain 7 life.
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Nissa's Renewal Discussion
3 days ago
Love the description! However, the ramp pieces seem to lack a real focus on the mana curve. I believe that you would have an easier time reaching your ramp goals like Ulamog, the Ceaseless Hunger and a large Torment of Hailfire if your ramp pieces where as follows. Turn two ramp Ulvenwald Captive Flip into Hedron Archive into Nissa's Renewal. This sets you up at ten mana by turn five, assuming you've made every land drop.
With a focused ramp sequence, we can trim the uneeded cards like Greenbelt Rampager and Attune with Aether. These cards don't provide the much needed ramp or stabilization the deck requires to reach its goal. Perhaps there is an argument for the Rampager, but I believe that the fixing from attune could be cards that helps stabilize the board to get you into the late game.
Some closing thoughts, 20 lands is a very, very, very low land count for any deck that runs a ten mana spell. While the deck currently has 19 cards dedicated to either producing mana or finding land, If for any reason one of these dorks should be removed, which will happen from time to time in a game of magic, you would suffer a massive tempo swing in your opponents favor. I'd consider running at least 24 lands
5 days ago
Make the deck bant and run as many ramp cards as you can. Nissa's Renewal Corrupted Grafstone etc. Toss in like 3 Descend upon the Sinful and 3 Baral's Expertise. The ramp should be enough to let you hard cast nissa for 8 and activate the ability. The board wipes will help you survibe long enough to do so. Blessed Alliance Select for Inspection and Primal Druid can buy you time to get your plan going. The druid will also help you ramp when it dies.
1 week ago
Maybe think about running 1 copy of Nissa's Renewal
And if you got some money laying around maybe one or two copy's of Ulamog, the Ceaseless Hunger
2 weeks ago
I don't know what you mean by "non-obvious", so I'm just going to list all of the cards I would at least consider, in no particular order. All of the cards with stars next to them are cards I'm pretty sure I have extra copies of and can trade to you if you'd like.
- Silvos, Rogue Elemental*
- Hull Breach*
- Taurean Mauler*
- Skyshroud Claim
- Zendikar's Roil
- Titania, Protector of Argoth*
- Parallel Lives
- Explosive Vegetation
- Sakura-Tribe Elder
- Greenwarden of Murasa*
- Eternal Witness
- Bane of Progress
- Undergrowth Champion
- Wood Elves*
- Flamekin Harbinger
- Incandescent Soulstoke (maybe)
- Rakka Mar
- Ingot Chewer
- Zendikar Incarnate*
- Regal Force*
- Soul of the Harvest*
- Embodiment of Insight*
- Embodiment of Fury*
- Brighthearth Banneret
- Krosan Grip
- Crop Rotation
- Omnath, Locus of Mana (yay!)
- Chaos Warp
- Nissa's Renewal
- Nature's Lore
- Praetor's Counsel*
- Search for Tomorrow
- Sol Ring
- Hammer of Purphoros
- Nissa, Worldwaker
- Chandra, Flamecaller*
- Terrain Generator
- Flamekin Village
- Ghost Town
- Temple of Abandon
- Temple of the False God
and then obviously fetchlands if you have any extras
2 weeks ago
I'm curious how it's been running, because I think it could be more streamline. That being said, TL;DR at the bottom.
Your plan is to put in a bunch of Forests so your Twingroves and Elders are huge, but it feels like you have better options than Frontier Guide, Steve and Wood Elves.
I feel like you need to consider your curve here. The ideal plan is to go:
T1: Forest > Arbor Elf
T2: Forest > Wood Elves (get Forest) > Arbor Elf
T3: Forest > Twingrove for 2 4/4's
T1: Forest > Arbor Elf
T2: Forest > Dungrove
T3: Forest > Wood Elves (get Forest) > Sakura-tribe (sac for Forest), Dungrove is a hexproof 5/5 on turn 3.
Either way, 3 mana is very important, and I think you should run more 1-drops in order to hit 3 mana on turn 2. Options include Elvish Mystic, Llanowar Elves, Birds of Paradise which are creatures that work well with Harvest Season, as well as Abundant Growth and Utopia Sprawl which make your Arbor Elves better.
With that in mind, I think cards like Cultivate and Kodama's Reach are also considerable, since they put a land into play and ensure you have another one to play. You have Harvest Season, which is fine, but needs more 2 or more creatures to be better than a Natural Connection.
Onto the creatures.
Really my only problem here is Frontier Guide: it's too slow.
It takes 4 mana to use, taps it, and the land doesn't even enter untapped, which means you've paid 6 mana for a Rampant Growth... For that mana you can play Nissa's Renewal for 3 lands and 7 life (granted its not exactly the same, but if you're taking a turn off to put lands into play you may as well get 3 and some life to buffer). I would cut it, maybe get more Sakura-tribe elders to take its place or fill that space with the aforementioned ramp spells.
Then there are some miscellaneous cards...
Zendikar's Roil is okay, but I think you have better things to do when you have 5 mana. You could play an Overrun for that mana, and that ends games.
Beacon of Creation is interesting, and is in line with what you're game plan is, but I don't think you need 3. It could be better as a Chord of Calling or Overrun so those 1/1's are more threatening.
Another issue is your lack of card draw. Unlike a mono-green Genesis Wave deck, your game plan doesn't just involve mana, it requires a critical mass of lands. Fewer lands mean smaller Dungroves and Twingroves, while a hand full of lands may mean you are left digging for your finishers. To this end I see you've got Rishkar's which is good and scales well with your growing Groves, but I would also recommend something like Harmonize for more consistent card draw, or even Explore for a cantrip+land drop.
Lastly I want to point out the synergy Harvest Season has with Convoke. The previously mentioned Chord of Calling is a great toolbox card, and even some things like Nissa's Expedition and Gather Courage are possible options, the former which puts more lands directly into play and the latter which can make your 1/1 elves block Goblin Guides and not only survive but kill.
Overall, seems like a fun deck, very similar to my Nissa, Vastwood Seer
Flip EDH deck actually. Hope the suggestions help you out.
-2 Frontier Guide
-1 Acidic Slime
-2 Zendikar's Roil
-1 Beacon of Creation
2 weeks ago
baddkaarma: Never thought about Greater Gargadon.. It is not bad, but a sac outlet limited to 10 uses is not very good for this deck most of the time. If you feel you could really use another sac-outlet, then I say go for it!
thatguycrow: Thank you for clarifying the rule about the Horn! Made it that much easier not to include it in the deck.
Starsky2814: Dude, your deck looks VERY solid. It makes me happy that I was able to inspire another Om_rath player!!! There are a few cards in your list that I don't run, and it is mainly because of meta or just preference. Our decks are very similar. How does yours do in your meta?
Spoosky and ROUROU: The great thing about Om_rath is that it is really hard to go wrong. Although I can't see myself running some of those cards in my list, does not mean that it would not work. A deck focused on land destruction and making your lands creatures could really be a thing though!
thatguycrow: I actually think Blood Moon is an All-Star. The only real downside is losing the use of fetchlands and Gaea's Cradle. It knocks more people out of the game, and because it is my card, I can chose when and if I want to cast it, depending on the situation at hand. It is in the mail, so I will let you know if it pans out. (The foil prices have never been this low, so it doesn't hurt to remove it later if I need to anyway).
Also... I REALLY want a foil Crop Rotation before I include it in the list... But the price jumps from $1.50 to $70!!! I am hoping there is a reprint in Iconic Masters that way there is another foil out there, which will drop the price of the original one!
Dankey: The whole commander damage at instant speed seems pretty sweet! However, I am going to be hard pressed to add something above 4-5 cmc unless it is stand-alone bonkers. It is something I might have to tray out though. Ill keep my eyes open for a copy!
zaytsevi: Good to hear man! How is the deck treating you? Any cool stories???
I am actually from Vegas (well, I live there now because of my assignment in the Air Force) and I am going to be at GRAND PRIX LAS VEGAS NEXT WEEK!!! I will not be doing any of the main events, because I will be spending most of my time trading and playing COMMANDER. If you wanted to meet up and play a few games, let me know! I will be hanging out with a few other friend that play commander, so the more the merrier!
1 month ago
I would run them all, and do in my Omnath build, but I think at least 4 or 5 total ramp spells are needed. Perilous Forays is great as it allows you to sac an elemental to get the bolt effect and then get a new elemental with the Omnath trigger; pure value.For card draw I have found Carnage Altar and Shamanic Revelation great. The efficiency of Skullclamp could e increased with a few sac outlets. Magmaw is an elemental and a useful sac outlet all in one.Last suggestion is Clan Defiance. I am never lacking targets and this is almost always a 3 for one.
1 month ago
Nice one. Definitely a +1 from me.
How about Nissa's Renewal? Tripple landfall and seven life. And more lands to bounce. Also, Patron of the Moon might be pretty useful here. And i know she's pricey, but Tireless Tracker would be awesome here.