Wall of Omens

Wall of Omens

Creature — Wall

Defender

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

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Printings View all

Set Rarity
Mystery Booster (MYS1) Uncommon
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

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Legality

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

Wall of Omens occurrence in decks from the last year

Modern:

All decks: 0.13%

Commander / EDH:

All decks: 0.02%

GWU (Bant): 0.61%

Wall of Omens Discussion

SynergyBuild on The Immortal Mr. Mittens

2 weeks ago

Sadly, even though I have no fault with that sentiment, the description says that many lists completely lack Enchantment removal, which after checking nearly none of the top decks lack it, as was my point. The other point was that the "few" that could didn't have the ability to resolve it through countermagic. One Blast Zone breaks the countermagic and doesn't care about counterspells, so assuming that the 2-4 copies in most Eldrazi Tron lists, which along Azorius Control and Jund (I thought junk was abzan, but I could be wrong?)

Checked the metagame and found that at least 62.56% (maximum 75.54%, 12.98% is considered "other" and I didn't bother looking into it) could resolve some amount of Enchantment removal against this deck relatively easily. Assuming it couldn't win without the lock (no walkers, sweepers, efficient removal for creatures, efficent wincons, etc.), and most of the time it either wouldn't hit the lock, wouldn't easily handle interaction (little backup if it is interacted with), or not resolve it (over half the less than 40% of the metagame it "preys" upon, with minimal enchantment interaction have strong discard or countermagic bases, like Storm, Red-Black Discard-Burn, a popular Lurrus build showing results, etc. that still beat the combo) and so an estimated 30% winrate game 1 winrate, and 12% winrate for the deck overall, as best of 3 exponentially increase the chances of sided in interaction, that this deck just doesn't handle.

Personally, making the additions of Supreme Verdict, Path to Exile, Celestial Colonnade replacing Emrakul, the Aeons Torn. Wall of Omens fits well in slowing down other decks aggro, while digging for the combo, etc. Even more cantrips could help, but splashing green for a big Uro, Titan of Nature's Wrath could be both a good value piece, wincon, and way to survive while digging for the combo!

Otherwise I don't see Hex Parasite being great, as you don't have black mana, and while it answers opposing walkers it just doesn't synergize with the list much when you have to pay life to "gain life" or more accurately "prevent damage", additionally because you can't pay life you don't have (you can't pay life into negative numbers with a Phyrexian Unlife in play even) it just doesn't do a lot later on when a good walker would beat this list.

I honestly don't get Kefnet, but if you do have a reason for it I could be swayed, it's a grindy value engine, and fits with some themes, but just doesn't seem strong with the base of cards I see. I hope my advice helps, I love the list and want it to work!

Guistruction321 on Angelic Assault

2 weeks ago

ClockworkSwordfish Thank you for the suggestions! I've been upgrading this deck and never took out the Survivors' Encampment from a previous incarnation. I'll probably take out the Reliquary Tower and Survivors' Encampment and replace them with Emeria, The Sky Ruin. I like your idea of replacing a few of the more useless angels with Wall of Omens and getting some acceleration with Marble Diamond, Worn Powerstone, and Oketra's Monument. I was also considering adding some copies of Divine Visitation to combo with Bishop of Wings and either Resplendent Angel or Angelic Accord. Your suggestions really helped out, Thanks again!

ClockworkSwordfish on Angelic Assault

3 weeks ago

Help me out here - why run Survivors' Encampment in a mono-white deck? You have no use for nonwhite mana and no card that cares about deserts. Wouldn't it be better to replace them with basic Plains? This also doesn't really feel like a sensible home for Reliquary Tower, since you have exactly one way to draw more than one card per turn. White isn't known for getting a huge hand size.

If you want to run a cool nonbasic land, Emeria, The Sky Ruin is a good fit for slow decks with big creatures like this. You'd probably want to drop the Seraph Sanctuaries for Plains if you ran it, but being able to bring an angel back every turn is huge!

Speaking of being slow and big... I think you might have too many expensive cards and not enough to do early in a game. Big powerful angels are great, but... they won't help you if your opponent can beat you down before you have enough mana to cast one, you know? I'd consider cutting out some of the weaker "big" cards - such as Angel of Renewal, Angel of the God-Pharaoh, Seraph of the Suns and Voice of the Provinces - for cheaper cards that can help you survive long enough to play your big cards. Good options I'd consider include Wall of Omens, Condemn and Wing Shards. Another option is getting to play your big cards faster with some acceleration like Marble Diamond, Worn Powerstone or Oketra's Monument.

Hope this advice helps your deck be all that it can be!

Azeworai on Brago, Budget Eternal

3 weeks ago

I haven't delved upon the blink strategy myself for quite some time, though I may be of aid.

There is a budget constraint, wherethrough I shall keep all of my suggestions under two dollars.

So this should go in nearly every deck, and this one seems perfect, and— (okay I'm done jesting).

Upon actual suggestions are a couple categories worth bolstering.

Some flickering and blinking:

Yorion can do quite a bit, and it begins looping with effects such as Charming Prince. Ephemerate is an overperformer whiles Ghostly Flicker, though more to cast, gets the job done. Combined with a counterspell in the graveyard, it can be a soft-lock with Archaeomancer (run that, too). Flickerwisp is just potent. Soulherder is oft the very best card to resolve.

A multitude of card draw:

Arcanist's Owl just keeps digging. Augur of Bolas could be fun. Barrin, Tolarian Archmage is able to bounce your own utility creatures or pester the opponent's board. Elsewhere Flask does its job. Wall of Omens draws many cards and serves as defense for those pesky aggro decks. Champion of Wits loots through the deck until life's end. Fblthp, the Lost is just greater. Golden Egg cycles and draws more cards.

Some removal effects:

Angel of Finality is an efficient flyer with a relevant trigger. Every deck needs graveyard hate! Dream Eater goes through a lot of cards and bounces important targets. Elspeth Conquers Death is as powerful here as it is in Standard. Leonin Relic-Warder serves a similar purpose. Frost Titan locks down important threats.

Snow basics would be a nice addition for Arcum's Astrolabe. It cycles, fixes, and is banned in Modern so you know it's powerful.

And some cards that don't really fit in tother categories:

Angel of Serenity deals with threats and can recur creatures from your own graveyard. Angelic Chorus gains far too much life for the opponent's comfort. Annex is nice, for you can switch it around as better lands come into play. Nevermore can keep changing card names to prevent anyone from casting their commanders.

Fall of the Thran is really mean and I love it.

Now for a few non-budget options:

Cavalier of Gales is an absolute power house, Ephara draws a meiny of cards, and Solemn Simulacrum offers a lot of advantage.

Just on one to note, Conjurer's Closet is going to be reprinted in Double Masters, thus it may drop to within budget.

There are quite a few things I would recommend cutting.

AEther Adept is lacking, Archaeomender doesn't seem to be retrieving much of worth, Archon of the Triumvirate is overcosted, Aven Surveyor is as well, Artisan of Kozilek triggers off of cast and is thus useless to blink, Your artifact tutors do not search for much of relevance, Subjugator Angel is a worse Tempest Caller, Hoverguard Sweeper is EIGHT MANA (what?!), Dispel is too narrow, and Aether Tunnel is lacking in power.

Let me drive this one in. Eon Frolicker just loses you the game. Giving someone a turn is ceding far too much time for them to gather resources and defenses. The "protection from that player" really doesn't do that much.

I suppose that is to be all from me. Happy blinking!

deathchobo on Blink and you'll miss it

1 month ago

Traveler's Cloak, Tangle Wire, Karmic Guide, Wall of Omens, Fblthp, the Lost, Chancellor of the Spires are card that come to mind and that are not too expensive if i remember

lagotripha on How to ramp fast

1 month ago

Sounds like you need to check out the Life from the Loam or amulet titan primers. They should have engines you can use.

Getting a quick avenger can be achieved by cheating cost with Quicksilver Amulet or Dramatic Entrance.

Theres also the option of building something like Splendid Reclamation, or druidic vow. Getting lots lands onto the battlefield is usually something you have to build the entire deck to support, and the battle is surviving the card disadvantage while doing it quickly.

I did get one pretty quick from an (etb basic land into play) , Wall of Omens Overgrown Battlement flicker wall tribal list, but it's not amazing.

SynergyBuild on Sultai_Sir

1 month ago

Hey! It was just a tester, I found out I need more ramp and less draw to get the appropriate setup.

The idea of the deck was to abuse Yorion, Sky Nomad with Sakashima the Impostor or Spark Double.

It lets you get an ETB on each non-land permanent on each player's turns. That's 4 cards off of any Wall of Omens/Sleeper Dart type effect, giving absurd card advantage, toss in all the cheap/free countermagic or interaction and then you basically just stop each opponent while grinding out cards by the handfuls, drawing more and more cards that when flickered draw more and more, get a few turns of that and you just get 20-40 cards a cycle. It's insane, I was thinking just a Thassa's Oracle out of nowhere could do it, I mean, 4 of those triggers could be good either way.

slashdotdash on 5 color no theme deck

2 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

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