Wall of Omens

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Uncommon
Duel Decks: Sorin vs. Tibalt (DDK) Uncommon
MTG: Commander (CMD) Uncommon
Rise of the Eldrazi (ROE) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Wall of Omens

Creature — Wall

Defender

When Wall of Omens enters the battlefield, draw a card.

Price & Acquistion Set Price Alerts

EMA

DDK

CMD

Ebay

Wall of Omens Discussion

TheAmazingSteve on Tenebu's Gravedigging Tendencies (Combo)

1 day ago

I personally am not a fan of Dark Confidant, but I can understand why it is in as a low-drop creature you can tutor for. I don't know exactly how these would work, but perhaps Wall of Omens / Wall of Blossoms could work, as they provide an early cycle, can be recurred via Karmic Guide / Reveillark combo for infinite draw or sacrificed for value.

Grixis776 on Should Teferi be banned

2 days ago

When did I ever say “do not play kill spells in your control deck”? I said that the red removal in standards jeskai control deck is not needed because there are other blue and white cards that can take their roles. Red does give you access to more removal but it is not necessary.

Some control decks like to run four-ofs of cheap early blockers. Take Wall of Omens in modern for example. It protects you and makes you lose no card advantage. Some control decks do like to run cards like this. In this standard Shore Keeper is the closest thing to that. I also said some decks MIGHT be able to make Isolate work, not “every control deck with white should run isolate”

solarbeam on Three Color Midrange/Life gain Deck

1 week ago

Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).

First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.

Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.

This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.

As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.

The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which

I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.

If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.

Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.

Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.

Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.

Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.

Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.

mstoeckel17 on The Big Oof

3 weeks ago

I appreciate all the help! Here are some of the changes I made:

I took your advice and switched out the Wall of Denials for Snapcaster Mages, and although Elesh Norn, Grand Cenobite is super expensive, it isn't uncommon for this deck to reach turn 9 or 10, so I was using her as creature hate and a win con. I switched her out for Secure the Wastes to test it out with Snapcaster.

I switched out Mana Leak for 3 Familiar's Ruse and another Countersquall.

Removed 2 Inkmoth Nexus and an Island for now, but the mana base needs rebalanced. I decided not to add Mutavault because I was only using nexus as an alternate win con if the game stalled out.

Added 2 Thing in the Ice  Flip, but I think Wall of Omens could potentially be good.

Ended up removing a Search for azcanta for an extra Thoughtseize. It was a hard decision, but Lingering Souls is really versatile and without the Wall of Denials it needs more protection against creature heavy decks.

captainamerica on Upgradeable/Budget U/W Control

4 weeks ago

If you can afford it, I would play a playset of Spell Queller over any Wall of Omens. I suggest wall because it tends to be very annoying and will at least draw out a Fatal Push, Path to Exile, Terminate, or any other targeted removal.

captainamerica on Upgradeable/Budget U/W Control

4 weeks ago

I would play Mana Leak or Render Silent over Remand in a UW control deck. Remand is better in an aggressive strategy where you are trying to close out the game ASAP. Wall of Omens is also a very good creature with card draw stapled to it. Unless against a lands deck, Spreading Seas has been, in my experience, pretty bad compared to cards like Opt

Stormforge_Mystic on Meta question (s)

4 weeks ago

Well it's never really been tier 1 deck and Death and taxes decks that used to play cards like Wall of Omens and Restoration Angel has fallen out of favor. Probably because of fast aggro decks in the format like Humans, Mono G Affinity and other decks like that which all are pretty bad matchup for those white based tax decks. You can still play your Boros Superfriends i have no doubts but you just have to learn new meta matchups all around so you know what you are doing against these new decks.

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