7 drop (3)

9 drop (1)

11 drop (1)

Commander (1)

Commander: Omnath, Locus of Mana

This deck has evolved into an Omnath ramp deck, with the aim of winning by either pumping up Omnath and giving him trample or unblockable to swing for lethal commander damage, or using his mana to cast strong creatures and give them trample or infect to also kill quickly. It is somewhat tuned to my own common playgroups (who play a lot of boardwipes and control decks) so there are some cards in here that you could take out for something more appropriate according to your own meta.

Open to any and all thoughts and suggestions.


Due to being mono-green, we can get away with fewer basic lands. For this reason, there are several non-basics in here for different purposes. With cards like Sylvan Scrying, Ring of Three Wishes, Ulvenwald Hydra and Traverse the Ulvenwald, searching for specific lands is not too difficult depending on the kind of decks you are dealing with.

  • Arcane Lighthouse is useful for people with Ulamogs or other indestructible threats
  • Nephalia Academy can stop some discard effects from ruining your hand (and your life)
  • Nykthos is a given in any mono colored deck, and is especially good with Omnath since you can potentially tap for a big chunk of mana to boost him up
  • Rogue's Passage is very helpful if you need to break through a strong board state to get that last bit of damage in to win.

The other lands are fairly situational but they all have their advantages and disadvantages, again,cards like Homeward Path and Nephalia Academy are fairly specific for my own local meta, and you might need or have better land cards that you want to include instead.

Started out as the "Guided by Nature" 2014 Commander Deck, but with some changes which I'd like some thoughts and feedback on. Mostly, I'm trying to move it to a more ramp-focussed deck but keeping in line with the general 'elf tribal' feel of the deck as a whole. I'd appreciate any thoughts. I removed the following because they weren't providing a great deal of value/use to the deck, and made it a weird combination of ramp, landfall and mooks that I didn't really understand and didn't really want to play. Some of them were just genuinely bad cards that didn't belong.

These were replaced with:

Resulting in the same total number of lands, but a slightly stronger approach to ramp and getting in creatures that either build up (eg. the hydras) or which can come in as a strong late game finisher (eg. It that Betrays). I am not confident with some of the changes, but generally happy with most of the removals. But any feedback or ideas to pursue further the route of a green token ramp deck would be greatly appreciated, as I feel at the moment the 'ramp' aspect is underwhelming, despite having so many cards which either grant mana or help me find land.

Changed out Creeperhulk, Geier Reach Sanitarium, and 3 Forests for:

Since it's mono-green I figure I can be a bit more adventurous with unique lands, in particular Eldrazi Temple helps reduce the cost of Oblivion Sower and It That Betrays, while Fertile Thicket offers a chance to draw, MRN offers good ramp options if I'm stuck for land, and Nephalia offers some counterplay. I felt Creeperhulk was just too weak for its mana cost and didn't match the primary theme of the deck, while Farhaven Elf does, despite being a 3 drop 1/1. Ideally there might be a better card out there that does the same as her, but it will do for now.

Some changes, replaced Jaddi Offshoot with Greenwarden of Murasa, Jaddi just isn't really a great or necessary card since it 1. isn't an elf and 2. doesn't really bring out cards or mana to use for larger creatures. Greenwarden will allow me to have a pretty hefty drop, but more imporantly I can bring back any card from my graveyard to my hand, potentially twice, which I can see being very useful.

Replaced Collective Unconscious with Regal Force, I never found myself using Col. U. and it's mana cost is high for what's on offer. RF costs 1 more mana, offers the same draw power in a mono-green deck, and puts a 5/5 on the field to boot.

Changed Havenwood Battleground for Nykthos, Shrine to Nyx. HB just doesn't really offer anything great, Nykthos is obviously a commander staple and a much better option overall.

Swapped out Overrun for Khalni Hydra. Again, in a mono-green, Khalni is not hard to get out and offers a potentially cheap 8/8 with trample. Additionally, it synergises very well with Nykthos, Shrine to Nyx, which could bring out a big chunk of mana. Lastly, the abilities offered by Overrun are offered by three other creatures already in the deck (Thunderfoot Baloth, Ezuri, Renegade Leader & Pathbreaker Ibex).

Replaced Rampaging Baloths with Void Winnower. Baloths didn't really add anything I wanted or needed, VW adds another Eldrazi threat and some degree of control, plus another option to bring out with From Beyond

Replaced Gargoyle Castle with Shrine of the Forsaken Gods.

Replaced Primordial Sage with Harvest Season. Card draw is ok, but this deck already has a lot of creatures and card draw, and for a 4/5 just wasn't really cutting it. The deck already has Soul of the Harvest which does essentially the same thing, has trample, is 6/6 and costs the same mana which is immediatelly a way better option. Considering all the things which tap for mana, plus Cryptolish Rites, there's a possibility for Harvest Season to draw several lands out of the deck in a single go.

Replaced Sylvan Messenger with Tireless Tracker. Allows for a more controlled draw power, a stronger creature at a lower mana cost, and although TT isn't an elf, she does seem to add more value to the deck than what I found SM added.

Replaced Masked Admirers with Phyrexian Hydra. Further play has revealed that the deck is very susceptible to boardwipes, so I've added some cards to the maybe board for further consideration, just trying to figure out what to remove in their stead. The deck is pretty creature heavy so i might take away some mid-range creatures to be replaced with protective spells and enchantments so that I can actually attack with my stronger creatures before someone boardwipes.

Other changes:

Commander changed from Freyalise to Omnath, Locus of Mana as a trial.

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Date added 6 years
Last updated 6 years
Exclude colors WUBR
Splash colors G
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

34 - 0 Rares

21 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.74
Tokens Clue, Copy Clone, Elf Druid 1/1 G, Wolf 2/2 G, Wurm 5/5 G w/ Trample
Folders meeeh
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