pie chart

Omnath's Elementals (Gruul Landfall)

Standard Ramp RG (Gruul) Tribal

iZee


Sideboard


This deck is a pretty standard G/R ramp deck with all the possible green land fetch cards. Instead of building up to many large creatures, the ramp is meant to both reach Omnath, Locus of Rage and trigger his landfall as well as Zendikar's Roil's. Nearly all other creatures in this deck are elementals as well to trigger Omnath's burn.

Advantages

Jaddi Offshoot - The only 1 drop in this deck, it's a pretty reliable blocker and - if he doesn't get removed - the amount of life gain you can get is insane with all the ramp we've got.

Tireless Tracker - This provides the card draw for this deck. Particularly useful when you've dumped your hand and don't want to stall out, tracker makes sure we're playing as much of our deck as we can.

Elementals

Crater Elemental - First and foremost, it's a huge blocker. Second, its burn ability is a better Fiery Impulse . Third, it's an elemental that triggers off Omnath. And fourth, it's Formidable ability can be very useful in a pinch.

Grove Rumbler - The rumbler is more often seen in aggro landfall decks but if he's left alone in this deck he's a win-con with all the triggers we're getting. If he's not, he pulls out removal that could otherwise be used on Omnath.

Woodland Wanderer - This is just a solid card all around. There is one island in this deck just to pop out a 5/5 vigilance, trample elemental on turn 4.

Ramp

Ruin in Their Wake - I really like how quickly this starts the ramp. It does require a wastes on the board, but that should happen frequently enough with the amount we have + evolving wilds. If it doesn't it does allow you to find any colour you're missing. (Like the two red for Omnath or Chandra's Ignition)

Nissa's Pilgrimage - Another straight ramp card. Its drawback is that you can only get forests (so don't get forests with any of the other ramp cards unless ABSOLUTELY necessary). Its positive is that you get an extra land on the board and you get one in your hand - with spell mastery, two in hand. Again, especially good with Mina and Denn.

Explosive Vegetation - Arguably more value than pilgrimage and natural connection, this card is one extra CMC for one more land in play. Think of all the landfall triggers.

Mina and Denn, Wildborn - This is one of my favorite cards in this deck. Its passive two land drop per turn is insane for ramping (especially with Nissa's Pilgrimage). If you're out of land you can pick one or two up and trigger landfall on everything (remember you can pick up one of the lands you used to cast that ability). And the trample is just icing on the cake.

Blighted Woodland - So this is a land that is also an Explosive Vegetation. There really is no reason you're not always holding some kind of ramp card in your hand.

Wincons

Omnath, Locus of Rage - His mana cost is virtually nothing with the amount of ramp in this deck. Easily dropped on turn 5, the rest of the land you're ramping can give you more tokens than a goblin deck. If he's not removed immediately, he's unstoppable and the burn you get means every time you swing you're either clearing the opponent's board, triggering the burn, or just getting big damage through. Remember, every creature but the offshoots are elementals in this deck.

Zendikar's Roil - A cheaper less exciting token landfall trigger. This plays around your most common board clear cards like your Planar Outbursts or Languishs in that you're always building. You get cleared, play a land and a ramp card and you're back in it.

Chandra's Ignition - Regarding board clear, this is our own with endless combination plays. In trouble against big opponent board? Clear. Board full of elementals and Omnath? Clear and burn. A 20/4 Zendikar incarnate? Clear, burn face, swing, win. If not an incarnate, a Crater elemental with it's Formidable on.

Chandra, Flamecaller - She's another power card in this deck that can win the game. All of her abilities are useful in this deck whether its generating elementals, shuffling out a bad hand or board clearing.

Conclusion

This is a pretty common deck and I'd love some feedback on where mine stands. Any and all suggestions appreciated!

Suggestions

Updates Add

Chandra, Flamecaller for Natural Connection - I wasn't sure how I'd feel about less ramp but there's no doubt that Chandra is a huge upgrade in this deck. This is a very good (albeit expensive) change that smooths out how the deck plays.

Woodland Wanderer for Zendikar Incarnate - Ramping up is now a lot safer and the wanderer is just so much better than the incarnate. More difficult to remove and a huge threat. I've added just the one island for wanderer and it's been very easy to bring out with Ruin in Their Wake or Explosive Vegetation.

EDIT: Another change 2016-03-29

Tireless Tracker for Glade Watcher - This is a strictly better switch. I may be losing the "elemental" factor but the card draw is exponentially more valuable.

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Revision 15 See all

(8 years ago)

-3 Glade Watcher main
+3 Tireless Tracker main
Top Ranked
  • Achieved #16 position overall 8 years ago
Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

5 - 0 Mythic Rares

12 - 7 Rares

17 - 4 Uncommons

6 - 4 Commons

Cards 60
Avg. CMC 3.83
Tokens Clue, Elemental 2/2 G, Elemental 3/1 R, Elemental 5/5 RG
Folders Decks TM by Zee, i like, Check out, Fun decks!, Current brews, decks, Standard, Fav Decks, Interesting Decks, landfall
Votes
Ignored suggestions
Shared with
Views