Still working on the code for the background and JS. Page might look a bit wonky for the moment and is subject to change.
Most of this is correct but the deck has changed a lot by this point. I'm working on an updated summany and the combo's this can pull off along with some of the rulings that I personally had to look up (Scapeshift + Valakut, the Molten Pinnacle ect). It also looks like crap and I am working on keeping everything orginized and easy to read 03/17/2017
Main Summary
The entire point of this deck is burn. Either from Omnath, Locus of Rage himself or Valakut, the Molten Pinnacle,Goblin Bombardment, Where Ancients Tread, Warstorm Surge,Stalking Vengeance, Vicious Shadows. The previous cards are your main source of damage and while not your only wincon, your best bet to get there.
Three part game plan
Part 1: Ramp and stage
Ramp hard and setup your base elements. Draw engines, ManaBoosts, and anything you pull that can hinder
Part 2: Omnath and Cycle
The second Omnath comes on the field, you need to have some way of slapping down a bunch of lands to make them sweet elementals. Scapeshift is your gold card here but Genesis Wave & Boundless Realms work as well. Perilous Forays is also another option here as you can use it as long as you have mana ( I'll go over the combo when I go card by card but essentially card:Mana Echos )
Part 3: Sac Cycle
Perilous Forays is this decks biggest wincon. Cycle, Cycle, Cycle. There are 100 different combo's for this but card:Mana Echos & Amulet of Vigor are the best. All the core cards listed in the beginning pump out damage as well.
Card by Card (Work in progress, lots of old info but will change this header when done 03/07/2017)
It used to be a land destruction deck but it hindered me too much to either have to wait till I had enough Mana to destroy all the lands and then play more (Meaning I would not only need a destroy all lands / Destroy everything card but also a mass landfall card in hand) or hinder myself more than anything.
With cards like Vorinclex, Voice of Hunger, Blood Moon, War's Toll, Price of Glory, and Mana Web. I can disrupt them w/o hindering myself too much.
Keeping up with that idea, Wave of Vitriol, Tectonic Break, Ruination, and From the Ashes all give me land control that I can use to throw people off. Obliterate is still a maybe but is a solid field wipe if need be. With a few lands and a Splendid Reclamation, I will be way ahead of anyone but it could also swing the other way.
Ramp in the deck is just solid green w/o anything special to it other than Three Visits (Expensive man's Nature's Lore). Genesis Wave for the late game 20-30 mana drop. Crucible of Worlds for the land destroy effects / getting Valakut, the Molten Pinnacle back. Journeyer's Kite I am still unsure about but it get's me a land fall every turn and w/o sac'ing itself.
Combo's get a little complicated but everything synergies with everything else which works great. But the core revolves around Omnath, Locus of Rage (Surprise right?) Ramp hard into Omnath (Possibly using his bro Omnath, Locus of Mana). Play and ramp with either land's in hand, cheap ramp, or win con Scapeshift Genesis Wave Boundless Realms. Now that they are in play I build a few different combo's into the deck but they all do straight damage to the Creature or play. Best part about this deck, you can have one part of the combo or all of it and it will still work well.
Sac:
Few notes before I start, people tend to realized quickly that if you take out Omnath first, the elemental don't do damage when they die. Smart players take out Omnath then board wipe. Sac when you can to do the damage anyway. Then sac Omnath for that extra 3. I'll explain the Sac enhancement after all the sac cards.
Perilous Forays: Game winner right here. If you have Lotus Cobra on the field it goes for as long as you have lands. Sac an elemental, search for a land, Land comes onto the field and you gain a 5/5 (and 1 mana with Lotus Cobra). Rinse and repeat.
Goblin Bombardment: No cost sac outlet. Deal an extra damage. Good when you just need to pump damage out or someone is trying to get Omnath off the field with no board position and you know they have board wipe. Dump your field for 4 per.
Greater Good: This gets you 5 draw and 3 discard. Hand filler which you really need as you burn your hand fast.
Ashnod's Altar: Works with the Perilous Forays combo. In the end you sac a elemental for 2 (Colorless)mana and 3 damage. Great combo for Genesis Wave. Tap all your lands, sac your field but Omnath. Genesis Wave for 20+. Every permanent comes onto the field that you draw.
The Combo:
Here is where the damage really is. These are mostly the reason the sac is here and the deck is a target for most people as one of these is an insta-kill regardless of their current health.
Where Ancients Tread: Every time you play Omnath or he spawn a elemental, it deals 5 damage to creature or player.
Warstorm Surge: Similar to Where Ancients Tread but much better. Whenever anything enters your field it deals it's damage to target creature or player. This works with Gauntlet of Power +1/+1 meaning they would deal 6. Both of these cards work at the same time if they are both on the field.
Zendikar's Roil: Only 2/2 elemental but basically Omnaths landfall passive. Works with his 3 damage ping and Warstorm Surge.
Stalking Vengeance: Real reason for the Sac. Works way too well in this deck. If you have any token cycling going, and either Warstorm Surge or Where Ancients Tread. That's 13 possible damage per elemental. 5 when it enters, 5 when it dies, and another 3 from Omnath.
Purphoros, God of the Forge: 2 more damage whenever a elemental enters the field and he is indestructible.
Once you get a feel for the deck, it's pretty easy to run and gun with. One of the major issues with the deck is the speed at which you run through your hand. Seer's Sundial, Mind's Eye, Wheel of Fortune, and Greater Good all help with this. I used to run Horn of Greed but it gives everyone the bonus and when I started making the deck I knew that I wanted to give everyone else 0 help.
Other than that, the deck just build's off what it needs / does. Valakut, the Molten Pinnacle is amazing with a Scapeshift or Boundless Realms. There have been many times I have cast Blasphemous Act for one red mana. Akroma's Memorial give you the option to swing to win, flying defense, or extra damage before you sac. Amulet of Vigor makes all your "Enter the battlefield tapped" lands come in untapped. Nissa, Worldwaker and Nissa, Vastwood Seer
are both great in this deck. Omnath, Locus of Mana almost another combo as he enters the field with whatever green mana you have in your pool. Ulamog, the Infinite Gyre for milling / a permanent destruction all in one. Vorinclex, Voice of Hunger because he fits this deck so well. Liege of the Tangle is basically made for Omnath.
Everything else is pretty self explanatory but again still in flux. This was build as a pure ramp deck, then a land destruction deck, and now this weird hybrid that I love to play. It all feels very fluid when you play this. Ramps so hard that playing Omnath is rarely an issue even on the 5/6 go. Still needs some refinement but I like the position it is currently in. Let me know if you have any questions or recommendations.