Sekki, Seasons' Guide

Sekki, Seasons' Guide

Legendary Creature — Spirit

Sekki, Seasons' Guide enters the battlefield with eight +1/+1 counters on it.

If damage would be dealt to Sekki, prevent that damage, remove that many +1/+1 counters from Sekki, and put that many 1/1 colorless Spirit creature tokens into play.

Sacrifice eight Spirits: Return Sekki from your graveyard to play.

Start Commander Deck Browse Alters View at Gatherer

Printings View all

Set Rarity
Saviors of Kamigawa (SOK) Rare

Combos Browse all

Tokens

Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Sekki, Seasons' Guide Discussion

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

2 weeks ago

Sorry for the delay with this post, and the pending update. My wife and I just welcomed a new addition to our home, so needless to say things have been a bit busy. I will also be moving to a new house next week so It might be a week or two before I get to the update. For now I will at least give you my thought on the comments, as well as the deck changes that I have landed on!

I think I will start with the changes that you will see in the update because that is the core of the conversation right now.

  • Force of Vigor OUT FOR Ancient Greenwarden - Although removing Force is going to upset some people, I have been generally underwhelmed by the card. Sure, free removal sounds great but I generally play this deck in a turbo aggressive way. Sure, Force might be a better card, but doesn't really follow the way I have constructed the deck.

  • Return of the Wildspeaker OUT FOR Valakut Exploration - This appears to be a clean card-draw upgrade to me. Although this new inclusion might not be the great card draw in the deck, I do think I will feel right at home here.

  • Steely Resolve OUT FOR Nahiri's Lithoforming - With this update the deck will now have 17 total creatures, and 4 different cards to tutor them out. With that being said, Steely Resolve has turned into a dead card next to Sylvan Safekeeper, who can be tutored out very easily. Adding in Nahiri's Lithoforming was a no-brainer to me. Sure, it is a "bad" Scapeshift, that still makes is a really good card.

  • Ranger's Path OUT FOR Three Visits - I know, about time! The only complaint I expect to hear is why I didn't cut Migration Path instead. The simple answer is because I think the added cycle is better then being able to find my non-basics. Shoot me lol.

  • Myriad Landscape OUT FOR Field of the Dead - Another overdue change. The value behind a hoard of "free" expendable tokens is just nuts. Whoever at Wizards though it would be ok to put this kind of value on a land has my thanks!

  • Mountain OUT FOR Snow-Covered Mountain - Goes along with adding Field of the Dead. I don't see the need to split the count of basics in half, all that Field cares about is have different names, and this deck ramps out basics enough that finding the snows will never be a problem.

  • Forest OUT FOR Snow-Covered Forest - Same as above.

  • Perilous Forays OUT FOR Moraug, Fury of Akoum/Valakut Awakening  Flip - Easily the biggest controversy right now. I think I can fairly say that no card in this deck has more of a conflicting argument on both sides of cutting and keeping a card in the deck then Perilous Forays. Some people wonder why it has lasted in my list so long, while others are baffled by the fact that I am removing it. That being said, I will give you my opinion this "iconic" Om_rath card. First, it is a sac outlet in a color combo that has few. Although this argument has merit, that is not why the card was in the deck. The reason the card stayed so long was the "feel good" of being able to sac Om_rath tokens over and over again while netting more and more tapped basic lands. The christmas land is when either Lotus Cobra or Amulet of Vigor were in play! Although I pulled this off a few times, it rarely won me a game. Second, the spell cost 5 cmc. This is the biggest draw back for me, it is a 5cmc spell that does nothing for me until I have 2-4 other cards in play. Third, paying 1 mana for the sac ability nerfs that card considerably. Yes, it would be broken if it was free, but there are plenty of free sac outlets that cost less mana. All of this being said, Perilous Forays is sitting the bench and is being slotted in as my playtesting spot. Essentially I like the look of both Moraug, Fury of Akoum and Valakut Awakening  Flip, but I am not in love with either on the surface. And before anyone else say it, no I do not think I can take out a land for Valakut Awakening  Flip, mainly because it cannot be fetched out. Moraug, Fury of Akoum seems amazing on the surface, but the deck has mainly stepped away from winning through combat. Ill let you know how testing turns out!

With all of this being said, Zendikar Rising has been an amazing set for us! The main problem is that the deck list is insanely tight now! Making cuts in the future is going to be a real headache! Also, the creature count is reaching a record number for us! If Wizards gives us a couple more creatures it might be worth considering different cards. Also, many of you likely noticed that I decided not to cut Genesis Wave, it has won me far to many games, and you guys talked me out of it haha.

Now for some of the comments that I didn't already address with my deck changes.

BenWin: I have to be honest, the Sekki, Seasons' Guide combo does not interest me at all. I don't like combos that include dead cards when you draw into them. I also am not a big fan of infinite combos, and my meta isn't either. Nevertheless, I definitely this the combo is powerful and you should add it to your list if it is your thing!

I think Skullclamp thrives more in decks that make small creatures that die on equipping. Having to rely on another card makes it much weaker.

Sylvan Scrying likely won't be coming back. Sure, is is nice to find Cradle, but I don't need it to win the game, or any other land for that matter. I have almost considered removing more non-basics to increase to total basic land in the deck. I haven't gotten to that point get though.

This might cause an uproar, but Sensei's Divining Top is overrated in my opinion. It is amazing in the right deck, but way to many people play it as the greatest draw card ever (maybe it is for Red and White decks). I have taken mine out of most of my decks and been trading them away at their overpriced $50 price tag little by little lol.

Daedalus19876: The Ashaya, Soul of the Wild combo falls under the same concept as the Sekki, Seasons' Guide combo for me. I think you could easily turn this deck into the Tooth and Nail and I win deck, but that is not what I am really aiming for here. If you build that type of deck fill free to post it here and share! I would definitely like to see how that looks!

_Arra_: I think Lithoform Engine is a good card an all, but not at all what this deck wants. This deck thrives off of the mass amount of triggers and activations we get, and doubling a single one will really not do much for us. All we need to do instead is pay an additional land.

TraceT: I actually do think Scute Swarm is right at home in this deck, but is unfortunately under the power threshold to even be considered for this build. I say play it if you think it would be fun and let us know how it goes! the same kind of goes for Impact Tremors, the right deck, but not quite powerful enough.

I think I got to everyone's comments! I will make sure to post the update ASAP. I start packing for the move tomorrow and should be all settled by next Sunday. Until then please let me know what you think about the upcoming changes, and I am grateful for all the support!

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

1 month 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.

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

1 month ago

VexenX, I love the new conversation sparked by Zendikar Rising! When deck-building or adding new cards, I think it's important to revisit our win-cons. As it stands, I believe your deck has two types of win cons: burn and creature overrun. Ever since the removal of Akroma's Memorial and addition of Fiery Emancipation, I've come around to the fact that Burn is a more competitive win con. Would you disagree?

Next, since Omrath runs little removal, I believe that we should be in the mindset of designing a deck that works towards its strengths more than patching its weaknesses. This way, our goal should be to put pressure on our opponents and win as quickly as possible. You can see where I'm going with all this, as I am suggesting cuts to creature overrun enhancing cards and keeping/adding burn enhancing cards.

A few comments on your new card update post:

1) I 100% agree with Valakut Exploration. Although card draw is neat, you and everyone else on this page may be underestimating just how good the burn value can be! Because the damage is dealt to "each" opponent, we have a mini Purphoros, God of the Forge on our hands. Since Valakut Exploration burn is triggered by landfall, it works especially well with - you guessed it - Burgeoning + Ghost Town! And the more creature overrun enhancing cards like Doubling Season we slot out for cheaper draw-into-hand cards, the more smoothly Burgeoning works in the deck just by itself. And the more cheap draw-into-hand cards we have in the deck, the more likely we are to cast the cards we draw off of Valakut Exploration. Ahh!!! Okay rant done.

2) I feel like slotting out Perilous Forays is crazy talk. Other sac outlets need Omnath, Locus of Rage AND creatures to sac to take effect. Perilous Forays only needs Omnath, Locus of Rage in play - plus an upside of comboing off - plus an upside of working towards the burn win con.

3) I can see slotting out Force of Vigor. It is a flex card after all. Personally, I think 0 mana removal is too broken to cut through.

4) Ancient Greenwarden may be a godlike card, but I'd like to play devil's advocate and remind you that it is both expensive and plays towards a creature overrun win con just like Doubling Season. I respect and even back your choice to add this card, but I think it's just a little clunky and on the for-fun side.

5) Isn't Roiling Regrowth a strictly worse Springbloom Druid? Not that I'm against adding more cheap mana ramp, but I would personally add Springbloom Druid back first. For the record, I do agree with Ranger's Path being on the chopping block. Same goes for Migration Path. On paper they look just fine. In testing, I'd be happy to see one or both go.

6) I'm worried that Nahiri's Lithoforming may de-ramp us in some games resulting in an autoloss. The risk is too high for this card in too many hand states in my opinion.

7) I think Moraug, Fury of Akoum is a great reason to be back IN for the creature overrun win con. However, it benefits greatly from Doubling Season effects and doesn't synergize at all with Where Ancients Tread or sacrificing effects. This once again comes down to priority of win cons. If we're more in burn, which I personally believe us to be, than I would recommend against this.

Next, I'd like your thoughts on a few cards as additions to the deck if you wouldn't mind!

1) Full credits to _Arra_ and Rasaru (at least): Add Sekki, Seasons' Guide + Tooth and Nail. As explained by Rasaru, the combo goes as follows:

1) Play Tooth and Nail, paying it's entwine cost (9 cmc total - which is nothing for this deck)

2) Search for Sekki, Seasons' Guide and Terror of the Peaks

3) When they both hit the battlefield, Terror will see Sekki and trigger causing 8 dmg to a target. In this case, point that damage right back at Sekki.

4) Sekki will lose all of it's counters, creating 8x 1/1 faeries and going to the graveyard.

5) Terror sees these 8 faeries coming in, pointing this 8 damage at a player's face.

6) Then sac all 8 faeries to bring Sekki back. (Sekki's last ability is played from the grave)

7) Rinse and repeat for an infinite damage combo.

In my opinion, adding 1 card to the deck, Sekki, Seasons' Guide, isn't a tall ask for an extra infinite combo in the deck. We already have creature tutors, so Tooth and Nail isn't even required. But after the addition of Sekki, Seasons' Guide, adding 1 more card, Tooth and Nail, instantly wins us many games when we draw it for just 9 mana. Not only do I think you could cut Craterhoof Behemoth for this combo but Craterhoof Behemoth works towards a creature overrun win con, so I'd argue it's on the chopping block anyways! You could use Avenger of Zendikar and Purphoros, God of the Forge as backup Tooth and Nail targets for the burn win con. To take this one step further, with the addition of a card that can win us the game if resolved, why not run Gamble? Twice the chance to draw into a quick and easy win con with added upside of 1 cmc and flexibility.

2) Thoughts on Skullclamp? I think it's a disgustingly good card for draw and we already have sac outlets to trigger it.

3) Thoughts on re-adding Sylvan Scrying? Ever since the removal of Tempt with Discovery, I've been missing nonbasic land tutors. Lets compare Sylvan Scrying to Rampant Growth. Rampant Growth gives us 1 mana ramp for 2 mana to use as early as turn 3. Sylvan Scrying at the very least does the same if we search up Ancient Tomb. And I think it has so much more upside if we draw it mid or late game too.

4) Thoughts on Sensei's Divining Top? I think it feels great to draw in opening hand and makes early game even more consistent.

Thanks for your time in answering my posts. I know they can be a little long!

Rasaru on OmRATH Burn 9/16/20

1 month ago

BenWin - Our decks are obviously pretty similar. However, I'm in the boat that never plays Finale of Devastation or Craterhoof Behemoth. Besides that, using a tutor like Tooth and Nail can grab you Sekki, Seasons' Guide, which costs around $6 VS Craterhoof at $50. Additionally, it's a card that is rarely played. "Craterhoof + Avenger of Zendikar is the standard" is what I always hear.. Omnath is brutal enough without it, plus you can show off a new combo that your playgroup has never seen.

BenWin on Omnath V2

1 month ago

Rasaru, I think you make a fantastic case for Sekki, Seasons' Guide and Tooth and Nail. It seems to me like the combo is powerful enough to deserve slots in the main list! It makes me wonder if Craterhoof Behemoth should be slotted out. Part of me wants to for deck consistency, but part of me doesn't because it wins games with Avenger of Zendikar and I'm even less sure if it's a good idea to cut Avenger of Zendikar. Plus Craterhoof and Avenger together give us an alt Tooth and Nail win con. I'm gonna have to give this a good deal of thought. Would you have any recommendations for cuts in my list for Tooth and Nail and Sekki, Seasons' Guide?

OmRATH 7/20/20

Savage1988, first off Into the North is a fabulous suggestion. Another card that might also deserve a slot in the main list! Crazy day this is. Same question, would you mind taking a look at my list to consider a possible cut? Maybe Compost?

I would say that Eternal Witness, Skullclamp, Steely Resolve, Life from the Loam, and Exploration are all about equal priority to add to your deck. The differences between choosing one over another are very very minute, but I would prioritize the cards in that order if I had to choose. I hope that answers your Exploration question, as I still value Exploration very highly!

After testing Skullclump, I've found it's just dummy good. After you pay 1 to equip to an elemental just to sac it to an outlet to deal 3 AND draw 2, you'll be wondering why you questioned the power of the card. Our colors also considerably lack draw, which tells me that you should be happy to take more draw where you can get it.

I also wouldn't underestimate Steely Resolve. Like you implied, at some point you have to make cuts to protection, but I think Steely Resolve is just a little too good. Think of it as Lightning Greaves, but your opponents don't get to respond to you equipping it to Omnath, Locus of Rage.

At first it seems like common sense to run Zendikar's Roil, but I've found it's not aggressive enough.

Rasaru on Omnath V2

1 month ago

Savage1988 - Sekki is normally bad, but an infinite damage combo when paired with either Terror of the Peaks or Warstorm Surge. And the great thing is, it only takes 1 card to make it all happen at once.

  1. Play Tooth and Nail, paying it's entwine cost (9 cmc total - which is nothing for this deck)
  2. Search for Sekki, Seasons' Guide and Terror of the Peaks
  3. When they both hit the battlefield, Terror will see Sekki and trigger causing 8 dmg to a target. In this case, point that damage right back at Sekki.
  4. Sekki will lose all of it's counters, creating 8x 1/1 faeries and going to the graveyard.
  5. Terror sees these 8 faeries coming in, pointing this 8 damage at a player's face.
  6. Then sac all 8 faeries to bring Sekki back. (Sekki's last ability is played from the grave)
  7. Rinse and repeat for an infinite damage combo.

If you have Warstorm Surge or Terror of the Peaks already out. Then you can use any of the other creature tutors to find and play Sekki. Just an alt win con that _Arra_ mentioned to me. Sometimes you get a little Omnath hate out there.. so here is an easy alt wincon.

Savage1988 on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

1 month ago

BenWin

Thanks for taking the time and for your suggestions.

I get that Mina and Denn, Wildborn and Azusa, Lost but Seeking, etc are similar effects to Exploration, but it costing 1 mana and not (easily) dying are very significant I feel. There’s very little 1cmc ramp in the list otherwise and small creatures are often collateral to board wipes. I do see the value of Life from the Loam too, and it seems like a card you need to play with to truly appreciate.

Would you rank all the suggestions you made after lftl/exploration, or are they even higher priority?

I actually figured Skullclamp wasn’t that important since there’s so many engine pieces that drag you along when you’re making tokens and saccing em (which is where i’d see skullclamp doing its work, since there’s hardly any x/1 creatures in the deck).

Steely Resolve feels a little too protective, but i understand it’s very good

Eternal Witness is definitely coming in sometime soon.

Scapeshift is more of a cost thing, would love to have it

Any other thoughts on: - Into the North as another 2 cmc ramp spell (with some snowlands ofc)? - Field of the Dead when we’re running those anyway - Zendikar's Roil might be a bit of a nombo with Garruk's Uprising and Elemental Bond but still poops out elementals we can sac?

Rasaru

I saw your deck, how good has Sekki, Seasons' Guide been? It seems like a pet card, not something you need in the list (not that that’s bad, i have many, just a consideration to cut.)

_Arra_ on Omnath Alt Wins

3 months ago

Hi Rasaru, if you're looking for budget alt win cons and don't mind infinite combos there are a few you could play test all fairly budget friendly. Here are a couple that come to mind.

Sekki, Seasons' Guide combos with both Warstorm Surge and Terror of the Peaks for infinite damage. You can Chord of Calling it at instant speed or Green Sun's Zenith to win if you have either the Warstorm or Terror out.

As Omnath runs Ashnod's Altar you can also try and abuse the classic Nim Deathmantle combo, you could make it work with Titania, Protector of Argoth and a fetch in the graveyard for example.

Depends how janky you want to get haha.

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