Maybeboard


Omnath, Locus of Rage - Landfall Midrange


  • This deck is still under construction. Suggestions are welcome!
  • The maybeboard are the cards I'm trying to acquire.

Omnath, Locus of Rage is an extraordinary piece of architecture, and this deck respect it as such. Here are its primary strengths.

  • Lands can't be countered, so 5/5s can splash right into a sea of blue mana.
  • In EDH, it is very easy to overcome the obstacle of 1 land each turn. Cards like Oracle of Mul Daya and Exploration are starters, and ramp spells in general that search for lands like Explosive Vegetation are very strong here.
  • Mana ramp in general is already strong because it gets you closer to casting several spells in a turn. Increasing the power of mana ramp is a very powerful and threatening thing to be doing in general.
  • You get to Lightning Bolt *whenever any elemental dies*, not just when the 5/5 tokens die. While not all elementals are worth running, there are a few that stand out, like Greenwarden of Murasa.
  • The gameplan is very simple and elegant. While the deck can be easy to play for beginners, there's still plenty of room for value plays that come with choices to be made. If you've been steering clear of Omnath, Locus of Rage because you feel it's too linear and simple, rest assured that there are still many tough choices to be made.
  • The ability to play 5/5s without casting spells means you don't have to overextend your hand to develop a threatening boardstate. You often times are holding pack lots of powerful cards in your hand waiting for your opponent to make a move. This results in a lot of resilience.

It's very important that all of the mana ramp I am running produces landfall triggers. Cards like Birds of Paradise aren't going to cut it. Ramp cards I am running include the following.

Ramp spells that I am not running, and reasons why.

  • Three Visits: I don't have one. It's a bit pricey. I'll never find one for trade, and probably will never have one in general.
  • Nature's Lore: This one is certainly more attainable, but again, I do not own one.
  • Khalni Heart Expedition : I'm actually going to be picking this one up soon.
  • Manabond: It's a possibility. I don't own one. I'd have to find one or buy it. Could be absurdly strong, but I would need to go up to probably 45-50 lands if I added this one.
  • Veteran Explorer : I'm looking to acquire one of these. It's pretty sweet especially with Skullclamp.
  • I'm straying away from cards like Armillary Sphere that just add lands to my hand. I want my ramp spells to specifically produce a landfall trigger.
  • I'm straying away from Jund Panorama and Naya Panorama because I feel that teramorphic expanse and Evolving Wilds are good enough without having to add more of those that cost mana to activate.
  • I can add fetch lands, it's just that I don't have any extra right now. They're all in another deck. I'm not in a position to be spending a lot of money at the moment, so I'm going to have to be playing without fetches for now.

You'll find that this deck is surprisingly very card-advantage-oriented. I am primarily a blue player, so the amount of value I put into this deck reflects that. Draw power in any deck is important, even in Green/Red. Here's what I'm doing to draw cards.

  • Skullclamp: While I don't have a lot of tiny creature generation to draw crazy amounts of cards, putting this on a 5/5 elemental token produced from Omnath, Locus of Rage and then sacrificing the token to Evolutionary Leap is pretty strong, drawing two cards, dealing 3 damage, and then leaping into a free creature. Any deck that plays a semi-significant number of creatures will find that Skullclamp is probably a good addition, especially of draw power is limited otherwise.
  • Staff of Nin: I tend to gravitate towards this card in all my decks. In fact, I think that every single EDH deck I play has a Staff of Nin in it. Drawing two cards per turn is something I feel is essential for almost any strategy. The 1 damage can be a handy tool at times.
  • Garruk's Packleader: My general creates 5/5s out of nowhere, so this card produces lots of card advantage. Also, Rampaging Baloths produces tokens that interact with this creature too.
  • Elemental Bond: A similar effect to Garruk's Packleader. Essential to the deck's strategy.
  • Greater Good: Talk about drawing cards. This card is absurd.
  • Shamanic Revelation : This card draws a lot of cards, and gains a lot of life. It's sort of a finisher after you represent a huge boardstate.

As well as drawing cards, I also have generally valuable creatures that replace themselves and produce card advantage.

Here's the removal available in this deck.

And finally, here's some utility cards I decided to include.

Thanks for your view, and hope you enjoyed the deck. A +1 would be appreciated, and have a wonderful day!

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Revision 3 See all

(7 years ago)

-1 Ancient Grudge main
-1 Archetype of Endurance main
+1 Azusa, Lost but Seeking main
+1 Birthing Pod main
+1 Carpet of Flowers main
+1 Caustic Caterpillar main
-1 Destructive Revelry main
+1 Fierce Empath main
-6 Forest main
+1 Game Trail main
+1 Gruul Turf main
-1 Hammer of Purphoros main
-1 Into the Wilds main
+1 Khalni Heart Expedition main
+1 Kiki-Jiki, Mirror Breaker main
+1 Kozilek, Butcher of Truth main
+1 Life from the Loam main
+1 Mina and Denn, Wildborn main
-1 Mountain main
+1 Nissa's Pilgrimage main
and 49 other change(s)
Date added 8 years
Last updated 7 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

30 - 0 Rares

17 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.75
Tokens Ashaya, the Awoken World, Beast 3/3 G, Copy Clone, Dragon 4/4 R, Elemental 5/5 RG, Plant 0/1 G
Folders Cool decks, Cool Decks
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