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Cracked Earth - Omnath LoR EDH

Commander / EDH RG (Gruul)

PsycoticHamster2


Sideboard

Sorcery (1)

Artifact (1)


Maybeboard


Just a happy little Omnath deck. Do you like token spam, ramp and large burst damage? Welcome home! This started as a very simple to pilot Omnath ramp deck and here we are now.

Tiny Tim

This deck started as a Gimmik Timmy deck, Just Omnath and 99 lands. That changed quick with a sale at my long gone LGS and $40; Ramp, Ramp and MOAR RAMP. Cultivate, Explosive Vegitation, Boundless Realms. The More land the better. A splash of extra land a turn with Exploration, Mina & Denn, and Rites of Flourishing.

The Johnny Years

As I played with my small pod, Omnath sprouted from a pleasant little creature deck into a flaming hell tree. I wanted to take my Timmy game to a whole new level: How can I maximize my elementals per turn? How big of a boom can I make. Thus, Omnath Became a tactical nuke. Warstorm Surge, Where Ancients Tread, Dictate of the Twin Gods, Second Harvest and Ratchet Bomb. These cards created Omnaths Magnum Opis! With 1 or both enchantments on the field, ramp 5-10 lands onto the field, creating 5-10 5/5 elemental boys shocking for a total of 25-50 damage. Second Harvest, another 25-50 damage. Last crack Rachet Bomb with Omnath on the field for another 15-30 damage. Dictate was great for the few times anyone tried to play life-gain.

A Splash of Spike

Since my playgroup has reconvened due to finishing school and the dreaded Covid-19, We have begun to revitalize our decks. First it started with my updated LOCUST OS deck, running like a perfectly debugged program. Once that was done, my fellows began to update their own decks… thus the war began! Our playgroup for years lacked board clearing and Artifact/Enchantment Hate. The former has been thoroughly updated but the later is still lacking, plus most of our control comes form counterspells. Since this deck has no blue, removing their fuel for their spells is the next best option. That is how we got to… Cracked Earth.

The earth will buckle and break, the sky will turn to flame and rain down upon those unfortunate souls below. The time of men has come to an end, nature’s rise begins anew!

This deck is designed for those who wish to combo themselves into an overwhelming board state and trample their opponents under foot. Not only will you crush any force placed against you, you will bring down everything they have built to stop you. This deck is designed to run in a Psudo-Casual format. This deck faces a variety of gimmick/meme decks to a select few CEDH style monsters. We play for fun and we primarily go for the table wide, sweeping victories rather than knocking out one player at a time, if it can be helped. Most decks in this playgroup generally could have popped-off and won within a turn of victory being achieved by their opponent.

Omnath and I go way back, and I will never abandon my angry son. That said, Gruul, Nya and Selesnya are my favorite color combos, so I never stray far. I would say my preferred play style is directly in line with Mono-Green Timmy, and what better way to complement that but with a bit of FIRE?! To put Gruul in the simplest way I can, it is the epitome of “Fuel & Fire,” bringing just enough gas to put the hurt on your opponents.
Due to the nature of EDH, the deck is resilient. The majority of the board state relies on Omnath being on the field, thus even when destroyed, exiled or sacrificed Omanth WILL return, angrier than before; this is due to the decks innate ramp potential and multiple lands played per turn. With quick production of high-power creatures, Enchantments like Elemental Bond, Greater Good, Garruk’s Uprising and Evolutionary leap allow for highspeed shifting of the deck and the collection of combo pieces.
Most spells in this deck, if they aren’t ramp, will make your opponents have a real bad time if they try and play any artifact/enchantment combo piece. Chaos Warp, Krosan Grip, Broken Bond and more will break down any Enchantment, Artifact, or much to their chagrin - Land (Suck it Urborg) that your opponent needs to pull together their engines and defenses.
This is, as stated in the strengths, a psudo-resilient, commander centric deck. Although I have the fuel to keep recasting Omnath, eventually the cost will be too great. Being able to cycle Command Beacon from the graveyard helps, but Counterspell or Path of Exile are much cheaper. Without Omnath on the field the deck will stall due to lack of creatures to fuel the Sac/Draw engines. Another glaring flaw of our angry boy and his color selection is the inability to respond to other player’s spell casting. Green does provide a handful of cards to protect oneself from targeted spells, but that’s the extent of it. This deck has little in the way of responses to anything until a permanent has hit the field, only then can we unleash our wrath upon it. Wheels, Counterspells and the like will kick you where it hurts.
Ramp, Ramp & RAMP SOME MORE!

In an absolute vacuum this deck will function as a basic Timmy/Johnny deck. Ramp until you can cast Omnath, ramp and cycle lands for more elementals, swing and win. Of course, no opponent in their right mind will let you get away with this! This is the core of this deck from its very conception - the never-ending wave of bodies crashing over your opponents is the primary goal. Of course, there are a variety of matchups that could make this… less than sufficient. Thus, we lean on our secondary powers: Enchantment/Artifact hate and Land Destruction. If they break Omnath, we break their board. If all fails, they pillow/turtle up and everything is hexproof, except their dumb face, we have one final answer: Alter of Dementia. Spam your big boys and sac them for the mill. If the player is hexproof too, well that’s on you buddy.

Round 1, FIGHT!

There is a running joke in our playgroup, either you start with a no-land-hand or an all-land-hand. While this is funny and convoluted for us, its impractical. Generally speaking your opening hand should be 3-4 mana, 1-2 ramp cards and preferably Exploration and Horn of Greed. That is Ideal. As long as you have enough mana and potential ramp to get Omnath out by turn 3-4 you’re golden.

Standard Timmy/Johnny

Omnath + Parallel Lives + Warstorm Surge + Ramp + Swing. Straight Forward, as all things should be. If your opponent has no life, they can’t hurt you (generally.) With this combo, each land ETB creates 2 5/5 elementals that proc 5 damage a piece. This doubles if you have Ancient Greenwarden on the field as well.

Johnny/Spike Mill

If you have the above combo and Alter of Dementia you may alternatively sack your elementals for Gruul Mill. They will never see it coming. Each Land ETB could cause an opponent to mill 5-20 cards depending on how many of the combo pieces listed above you have.

Global Terraforming Projekt

Play Land from Graveyard, Stripmine, Replay Stripmine from Graveyard. Rinse + Repeat. Use Titania, Protector of Argoth/Ramunap Excavator/Ancient Greenwarden pull your lands back. Exploration/Mina and Denn/Azusa to play Strip Mine over and over again. Watch your friendship crumble and laugh. _He was created from the earth; thus he is doomed to return to its embrace. _

“The hardest choices require the strongest wills” -Some fat blueberry space boy

For the most part, I believe I have covered the reasons many of the cards in the deck are... well here. At the very least, based on the mechanics detailed above I think it is evident why they were chosen. Here are a few of the niche picks that I have in the main and side board.

Constant Mist. - As it was mentioned way up top, my play group use to lack board wiping potential or a way to stop a massive surge of creatures which one or two other decks other than this one here could achieve. Thus, I one day put Fog into the deck. It was rarely used and always surprised the poor fool who swung all out to clutch victory from defeat. Yeah, no thanks bro. Now I have Constant Mists as my own version to my friends infinite Spike Weaver in his Marath EDH deck. Graveyard land recovery is a synch in this deck as we have seen. Works best with Burgeoning on the field.

Ratchet Bomb - Tokens have a CMC of Zero, With Omnath on the field each token that is destroyed I can deal 3 damage to any target. It was the lynch-pin and my primary Sac option in the old nuclear build. Always an option if you like to be a little flashier in your win. “If anything happened to Omnath I will kill everyone here and then myself” – Me, probably. Dictate of the Twin Gods For when you have too much mana, no ramp and Ratchet Bomb on the stack. Enough said.

Blood Sun - I will be honest; it is not as good in this deck as it used to be, but this was my original land hate. I am sure there is some use in it besides being a cantrip, but it probably doesn’t belong here anymore.

Triumph of the Hordes - Good for running against my friendly local Eldrazi Titan deck or a Weenie deck. Either knock them down a peg or run them down. Solid card but not always necessary for my playgroup.

Vigor - "STOP. KILLING. OMNATH." Basically, stops damage sniping of Omnath. Also good for making your elementals way more annoying to clear out. 50/50 on adding to the Mainboard. Not sure what I want to swap for it yet.

So, you think my boy Omnath is pretty rad? Cool beans my dude, here is what you need to get your own off the ground while leaving enough room to make the deck your own. The deck itself will function on a solid budget, as I mentioned I built the first functional version on $40 ($70 off sale).

Ramp Put the petal to the metal and give it some gas.

  • Cultivate
  • Rampant Growth
  • Search for Tomorrow (because suspend is cool)
  • Crop Rotation
  • Harrow

Land Per Turn More lands = More POWER

  • Rites of Flourishing
  • Mina and Denn, Wild Born
  • Exploration (Bit pricey but I recommend)
  • Burgeoning (Bit pricey but I recommend)

Double Dip Get more out of every land ETB

  • Warstorm Surge
  • Retreat to Kazandu
  • Zendikar’s Roil

Card Draw If you don’t have lands in hand, you can’t play them. Card draw is the lifeblood of magic IMO.

  • Greater Good
  • Garruk’s Uprising
  • Elemental Bond

Good Stuff Here is just some fun bomb-esq cards I enjoyed in the past.

  • Nissa, World Waker
  • Ratchet Bomb
  • Tempt with Vengence
Improved Utility Lands Added Thespian Theater/Dark Depths Combo Added Field of the Dead to increase field presence/token spam Added Prismatic Omen to allow improved combo's with Valakut Added Sylvan Safekeeper to deny Omnath Snipes Added Elvish Reclaimer for improved land tutoring

Removed Parallel Lives - Big target and unlikely to persist on field Removed Ascetism - Testing without, considering adding back later Removed Anger

I have been playing with Omnath as my iconic deck for the better part of half a decade(or more, what is time ammirite?) and I have got to say I think I am finally figuring out how this game works. I am no tournament player, nor do I want to always win. I am, at heart, your typical beer and pretzel eating Timmy Player. With this in mind, what do you think of the deck, dear reader? Am I missing some glaring value card that will make or break this deck? Is there a slightly better card I could swap out? AM I just a filthy casual that makes you sick? Let me know in the comments below! <3

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97% Casual

Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

37 - 3 Rares

21 - 2 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.16
Tokens City's Blessing, Copy Clone, Elemental 1/1 R, Elemental 1/1 R w/ Haste, Elemental 2/2 G, Elemental 3/1 R, Elemental 5/3 G, Elemental 5/5 RG, Emblem Nissa, Who Shakes the World, Insect 1/1 G, Marit Lage, Zombie 2/2 B
Folders Projekt Omnath
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