|Commander / EDH||Legal|
Printings View all
|Vintage Masters (VMA)||Rare|
|Masters Edition IV (ME4)||Rare|
|Masters Edition II (ME2)||Rare|
|Revised Edition (3ED)||Rare|
|Revised Foreign Black Border (3EDFBB)||Rare|
|Unlimited Edition (2ED)||Rare|
|Collector's Edition (CED)||Rare|
|International Collector's Edition (CEI)||Rare|
|Limited Edition Beta (LEB)||Rare|
|Limited Edition Alpha (LEA)||Rare|
Combos Browse all
Land — Mountain Forest
(: Add or to your mana pool.)
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1 week ago
This deck is nearly perfect, but there's just a few areas of weakness that demand immediate attention.
First off, I would remove the following cards: Abrupt Decay, Angel's Grace, Anguished Unmaking, Animate Dead, Arcane Denial, Avacyn, Angel of Hope, Badlands, Bayou, Birds of Paradise, Blood Crypt, Bloodstained Mire, Brainstorm, Breeding Pool, Chromatic Lantern, Chrome Mox, City of Brass, Command Tower, Cultivate, Cyclonic Rift, Dance of the Dead, Deathrite Shaman, Decree of Pain, Delay, Demonic Tutor, Enter the Infinite, Exploration, Farseek, Fellwar Stone, Fist of Suns, Flooded Strand, Godless Shrine, Hallowed Fountain, In Garruk's Wake, Intuition, Jin-Gitaxias, Core Augur, Jodah, Archmage Eternal, Kozilek, Butcher of Truth, Laboratory Maniac, Lotus Cobra, Maelstrom Wanderer, Mana Confluence, Mana Crypt, Marsh Flats, Merciless Eviction, Misty Rainforest, Mox Diamond, Myojin of Night's Reach, Myojin of Seeing Winds, Mystic Remora, Mystical Tutor, Nature's Claim, Nature's Lore, Negate, Omniscience, Oracle of Mul Daya, Overgrown Tomb, Painful Truths, Polluted Delta, Praetor's Counsel, Progenitus, Rhystic Study, Rise of the Dark Realms, Savannah, Scalding Tarn, Scrubland, Sensei's Divining Top, Show and Tell, Skyshroud Claim, Sol Ring, Steam Vents, Stomping Ground, Storm Herd, Survival of the Fittest, Swan Song, Swords to Plowshares, Sylvan Library, Taiga, Tainted Pact, Temple Garden, Terastodon, Three Visits, Time Stretch, Toxic Deluge, Tropical Island, Tundra, Ulamog, the Ceaseless Hunger, Underground Sea, Vampiric Tutor, Verdant Catacombs, Volcanic Island, Vorinclex, Voice of Hunger, Watery Grave, Windswept Heath, Wooded Foothills, and Zacama, Primal Calamity.
There's really nothing you could replace these cards with that would make this deck competitive, so I'd recommend just stopping here. Good work.
1 month ago
Odysseus_97: You gave me quite a bit to think about, thanks for the comment!
Grow from the Ashes: This seems fine, but not better then my other ramp, and I really don't need any more right now.
Terramorphic Expanse: This could get a spot, but I don't want to lower my basic land count. Do you think there is another land I can take out?
Rampaging Baloths: This is a good question. To explain why this is not played, we have to ask why Om_rath himself is so good. The main reason is because it does not just require you to swing in order to win, but you honestly rarely do. Plus he is amazing removal in a pinch. However, Baloths does none of this. You just get a beast with no evasion that does nothing unless you have Craterhoof Behemoth (but is slow even then for 6 cmc).
Tilonalli's Summoner: This is ok, but REALLY conditional on other cards in play. If you have a sac-outlet is is pretty good, but completely horrible otherwise. Plus it dies really easy. You should NEVER swing with it more then once, and is just a slow Tempt with Vengeance in the best case.
Heroic Intervention: Kinda temping, just to protect Om_rath at instant speed. Might be worth trying.
Krosan Grip or Beast Within: I know we hurt for non-creature removal, but I bank on not caring in most games. If Om_rath is your primary commander and you get hated out a lot, then you will likely want to play these. However, I only pull out Om_rath every couple weeks, so no one plays hate cards for it.
Green's Sun Zenith: I have never been in a state where I think to myself "I really want to Tutor more right now!"
Animist's Awakening: This misses way to often. I use to play it back in the day.
Pir's Whim: This is both weak ramp and removal. Not really what I am looking for.
The Mending of Dominaria:VERRRY slow...
Triumph of the Hordes: REALLY MEAN, and not my style. Play it.
Mountain Valley: Only marginally better, but I might look into getting an alter made of it.
It is important to to note that all of these cards are ok in this deck!!! If you have then and are on a budget, run them! None are unplayable by any means, I am just running what I think to be a more optimized list. The beautiful thing about commander is that a deck does not need to be "optimized" to be good (and more importantly, fun!).
1 month ago
Nice to see an update on this deck :) I was wondering what you thought about some of these cards:
Grow from the Ashes: Seems like a decent Ramp spell
Wayward Swordtooth: How important are the cards that lets you play multiple lands, because they printed another one.
Rampaging Baloths: Seems like it could synergies pretty well with both landfall and token generation.
Tilonalli's Summoner: Seems like an interesting card to me with the elemental tokens.
Animist's Awakening: With 40% lands in the deck and all that mana generated, would this be a useful ramp spell?
Pir's Whim: A weak ramp spell for you, but removal against your opponents, or a little politics if necessary.
The Mending of Dominaria: Seems synergistic, even though it a bit of a one time use.
Ghost Quarter/Tectonic Edge/Field of Ruin/Temple of the False God: Any of these land seem interesting, with more land destruction synergy with Crucible of Worlds and very fast will have 5 or more lands with Temple?
Triumph of the Hordes: How about this one? Seem like a big game finisher with enough elementals on the field?
Blasphemous Act: How good has this been, as I would think with enough sac outlets it would be fine, and if you have enough elementals wouldn't it be more effective attacking with them?
I have not yet finished or playtested my version yet, so i hope it is alright to ask, and i havent missed any obvious points as why one would not include a given card :)
But AWESOME DECK, +1 :D Keep up the amazing work, love your Scarab God deck as well :D
2 months ago
The Taiga, and Stomping Ground doesn't make sense to me, it seems a little unnecessary and a bit detrimental due to Price of Progress. you can even cast the green specific cards without green, I can understand the moxes in aggre, but I would imagine basic mountains all the way through would be where its at.
I guess I'm just curious as to the decision made here.
2 months ago
I think you may want to be a bit more careful with the phrase "price is no issue." It's one thing to say you're willing to spend a couple hundred bucks to pack in some real firepower, but if you tell folks there's no ceiling on this Wonkavtor I can (and will!) go ahead and suggest a $1000 in mana base upgrades.
Shocks - Blood Crypt, Stomping Ground, Overgrown Tomb
Shocks are very strong in EDH because the damage they do is mitigated by starting at 40 life, and it's an option you elect as needed. They also boast land types, which makes them ramp targets
- Mana Crypt - If you have the cash this is an auto include; it's a 2nd Sol Ring
- Worn Powerstone - Strong in any deck with a moderate to high CMC
- Kodama's Reach - A second Cultivate, which is good enough to want two of
- Skyshroud Claim, Hunting Wilds, Ranger's Path - If you have duals with the "Forest" type these all become very powerful
- Tempt with Discovery - Hits nonbasics, the more opponents that bite the more it benefits you
- Ulvenwald Hydra - Ramp on legs, hits nonbasics
You can save a good deal of money and cut all the / lands without hurting yourself much since the deck is mostly , and ramp lets you fix. Though they're still strictly better than just a straight Swamp or Mountain. That said, even at 50% green spells that's not enough reason to be running Emerald Medallion over basically any rock.
Alright, that about covers it for the mana base. I've run out of suggestion boxes so I'll break this into two posts.
2 months ago
There wasn't anything in Battlebond that fits in this build unfortunately. I'm at that point now where the only things I can justify adding are big money upgrades (Ancient Tomb, Mana Crypt, Gaea's Cradle, Taiga, etc.).
Squee, the Immortal is the newest addition and he's a blast to use! I've also put more emphasis on counter magic with the addition of cards like Ricochet Trap. I play against a ton of blue decks so these spells save my ass a lot.
3 months ago
First off you should really just make this a modern deck, the only not modern legal card is Taiga and werewolves aren't really that great in modern let alone legacy, instead play more basics and likely one Kessig Wolf Run. Additionally I think the deck can benefit from Collected Company and to that end could use some more silver bullet type cards such as Pyreheart Wolf. I think you also want more removal, such as Forked Bolt
3 months ago
I recently bought some cards in a morally ambiguous fashion, and decided to sell them and donate the money to charity. I'm asking for 75% of TCG low, but reasonable offers will be accepted.
All the cards will be shipped with tracking info and hard sleeves.