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Omnath, Locus of Creation feat. Landfall!

Commander / EDH Landfall Lands Primer Ramp RGWU Tokens

kraizor


Maybeboard


Welcome to Omnath's landfall shenanigans!

Iteration of Omnath as the Commander / EDH.

The main strategy for this deck is landfall and to get multiple landfall trigger from Omnath, Locus of Creation.

A good starting hand contains: 3-4 lands, 1-2 Ramp spells, 1 draw spell, 1 disruption spell.

Example:

1. Breeding Pool
2. Scalding Tarn
3. Mountain
4. Lotus Cobra
5. Cultivate
6. Rhystic Study
7. Fierce Guardianship

In this case, we can drop a turn 2 Lotus Cobra, which means we can drop Omnath, Locus of Creation on turn 3.
On Turn 4 we are able to cast both Cultivate and Rhystic Study, if we have drawn at least one more land by turn 4.
Due to the 2nd land from Cultivate and the Trigger from Omnath, Locus of Creation we are possibly able to cast another drawn spell from our hand.


Lands are going down!


The main goal is to get Omnath, Locus of Creation out by turn 3 or 4, so we can start our value engine.
We are packing lots of "You may play an additional land on each of your turn", like Oracle of Mul Daya, to turn on the landfall trigger of our Commander.
//I decided to cut the blink theme from my deck and opted more into copying my commander, but for those interested in this build, I keep this section.

Blink and you miss it!


Unfortunately, those infnite combos are no longer utilized in this deck, though feel free to use them.

Following the additional land drops, once we activated all 3 triggers, we have to blink our big boy to net additional advantage and trigger.
The best way to do this is with repeatable effects like Emiel the Blessed.
Additionally, we are packing some one time use spells, like Momentary Blink, which can be protection spells and replaces itself when targeting Omnath, Locus of Creation.

Maintaining a handful(hand full) of cards!


To be able to play lands and cast spells, we need to draw cards. And what better way to do this, than with Tatyova, Benthic Druid.

It is always possible to be hit by something like a Cyclonic Rift or a Wrath of God, so better come prepared with disruption spells like Mana Drain and Heroic Intervention or pack cards like Crucible of Worlds and Dryad of the Ilysian Grove to be able to shrug of the hit easily.

Finishing the job!


With our value engine up and running we need to get a little pay-off. The good thing is: Omnath, Locus of Creation has built in pay-off.
Though, for the most part, we will not be able to do more than 12 damage to each an enemy per turn(unless it is hyper later-game).
So what we need is something like: card:Finaly of Devastation to roll over our enemies.

Even if someone decides to wipe the board, the crackback from the death triggers will most likely put at least one light out.
Otherwise, our Creatures will run into them lead by aCraterhoof Behemoth.

Additionally, the powerhouse of Akoum: Moraug, Fury of Akoum will happily greet our opponents with his horns, repeatedly.

Unfortunately, those infnite combos are no longer utilized in this deck, though feel free to use them.

Infinite combo Nr.1:

Ashaya, Soul of the Wild + Omnath, Locus of Creation + Emiel the Blessed + Lotus Cobra.
1. Blink Omnath, Locus of Creation with Emiel the Blessed.
2. Due to Ashaya, Soul of the Wild, Omnath, Locus of Creation will trigger his own first landfall ability and Lotus Cobra netting us one blue.
3. Blink Emiel the Blessed which triggers the second ability of Omnath, Locus of Creation giving us and an additional Mana() from the Lotus Cobra
From here on out, you can repeat the process to draw your deck or combinate it with Titania, Protector of Argoth and a fetchland to always get the 3rd trigger from Omnath, Locus of Creation.
Even though this can go infinite, I would not recommend to chase into this combo, as this needs at least 4 different cards at the ready.
Anyways, it is pretty strong and obnoxious to be able to this several times per turn with just Ashaya, Soul of the Wild + Omnath, Locus of Creation + Emiel the Blessed

Infinite combo Nr.2:

Oboro, Palace in the Clouds + Retreat to Coralhelm + Sakura-Tribe Scout
1. Play Oboro, Palace in the Clouds with the ability of Sakura-Tribe Scout, tapping it.
2. Retreat to Coralhelm triggers, untapping Sakura-Tribe Scout.
3. Tap Oboro, Palace in the Clouds for one and return it to your hand.
Infinite Land triggers. Of course you need something to get value out of this, for example Lotus Cobra for infinite mana or Valakut Exploration for lethal damage and, if necessary, card advantage.
This combo can also be used with the bouncelands instead of Oboro, Palace in the Clouds(Bounce the bounceland back to our hand every time).

Infinite combo Nr.3:

Spark Double + Omnath, Locus of Creation + Emiel the Blessed + Ashaya, Soul of the Wild
1. This combo is essentially Nr.1, just with different cards. Blink, generate mana, blink again etc.

Do you ask yourself, why I am using some cards over others? Here is some insight why!

Land base

  1. Basic lands!
    What would a deck be without basic lands? Every deck should run atleast a couple of them. In a landfall deck, those are even more mandatory, because they are fetchable and also do not require anything to come in untapped. We run eleven of basic lands based on our color pie. Easy and efficient!

  2. Shocklands à la Temple Garden
    Those are the bread and butter of magic. Being fetchable, can etb untapped and two colored. Only the original dual lands offer more value. Must run cards in my opinion.

  3. Fetchlands!
    The second bread and butter lands to not think away in our current way of playing magic. The value cards like Flooded Strand are offering is not even funny anymore. Even when we are only able to play one land per turn, a fetchland immediately activates our commander's second ability! Offering an explosive turn for merely doing anything. While also fixing our mana, thinning our deck and bringing more landfall triggers. Must run cards in my opinion, even though they are expsenive. Cheaper alternatives are obviously Evolving Wilds and the likes. Not really much more to say I guess...

    REPRINT FETCHLANDS YOU COWARDS!

  4. Bounce lands(Gruul Turf) or e.g. Checklands(Sunpetal Grove)?
    Even though bounce lands, can set us back quite a lot, we can easily capitalize on these. Getting a land bounced is another landfall trigger for our board, we basically always 2 for 1 with bounce lands.
    We also run Amulet of Vigor which activates the lands immediately.
    Additional value with Gaea's Cradle, tap, bounce, play again.

  5. Horizon lands
    As of right now our plan is to get repeatable value out of our graveyard via cards like Ramunap Excavator. Following this, we can play the horizon lands e.g.: Horizon Canopy to get card advantage. Drawing one (or more) card(s) extra per turn can easily net us a win over time, as we we overbear our opponents with card advantage.
    I am currently running two out of the six available and would probably only play a / variant when it is released, because the balance of our mana base can be quite fragile if we drift too far from .

  6. Triomes
    I actually do not think there is much to say about lands like Ketria Triome. Being fetchable, having three colors and can be cycled is pretty solid, if you ask me. Perfect for fixing our mana early, awesome for the late game, as we can replace them for another card. And by the way, the full arts are absolutely gorgeous!

  7. Channel Lands
    Thank you Wizards, for printing cards like Boseiju, Who Endures. In most decks, having to throw a land into the graveyard is a downside, in our deck, we are thriving in it. Play Wrenn and Six to repeatedly cast Boseiju, Who Endures.

  8. Multicolored lands.
    We slotted (City of Brass(City of Ass)was cut) and Command Tower into this deck, as they help us to fix any mana problems, if we ever have them. We figured out that they are not really mandatory for this deck, but offer a fallback, should something go run in our sequencing to a good mana base while fetching(Looking at you Opposition Agent).

  9. Utilitylands
    Wasteland can be pretty devastating and a good pressure medium to our opponents, if they try to mess with our stuff. They will always think twice, if they blow up our engine, if we got this on the field as we can make their day miserable if we keep on targeting them with the effect.

    Field of the Dead is one of the most degenerate lands I have seen in my life. I am still wondering as to why they thought printing this land was okay. But here we are, ready to take advantage of it.
    This land is a win condition on its own and usually harder to interact with, as many people do not play land hate. A must run card in my opinion, though the price keeps on creeping up.

    Alchemist's Refuge, I have a weak point for this one, though definitely not a bad card, can help us fly under the radar followed by a 1-2-punch for the instant knock-out.

    Blighted Woodland is a pseudo fetchland, which also ramps us. It is basically a overcosted Harrow on a land. Though being sticked on a land makes it pretty viable in my eyes, as we can repeatedly play it from our graveyard for value.

    Oboro, Palace in the Clouds always secures us a land drop per turn. Solid card which can be pretty annoying with cards like Burgeoning or Azusa, Lost but Seeking. Definitely worth running.

    Gaea's Cradle is a land that goes complete apeshit, when we got a board. There is so much value to be gained and can win games single handedly. If you are lucky to have one in your collection consider running it in this one. Otherwise definitely switchable for a Forest.

Lands we are not running, but are definitely worth a try

  1. Thespian's Stage and Dark Depths combo. Solid overall and will try to slot them in once I figured out which cards to switch out.
    Marit Lage is definitely nothing to scoff at, though with all the single target exile removal flying around in commander it is definitely not a "win the game"-play.

  2. Strip Mine, basically a better Wasteland. One could say we can run both without problems, but I do not like this sort of playstyle of ruining someone's day completely unless they repeatedly piss me off.

  3. Reliquary Tower is not necessary in my opinion, as most of the time, we hover around 3-7 cards in our hand. This card has a better place in Tatyova, Benthic Druid.

  4. Valakut, the Molten Pinnacle definitely a playble land, though should additionally be paired with prismatic omen. In our iteration, we run a whopping 7 mountains, so unless we have Dryad of the Ilysian Grove in play, there is not much to be gained with this one. Nontheless, with the right set up and a scapeshift, definitely a game changer.

  5. Ghost Town is an Oboro, Palace in the Clouds just a bit worse. Yes, you do not have to pay mana for the return-to-hand ability, but is only efficient with Burgeoning. Definitely playable, but would rather slot in Oboro, Palace in the Clouds.

Non lands

Card draw

  1. Sylvan Library is probably a card I will never be sad to draw. For two mana we get a Sensei's trigger each draw step and can draw up to 3 cards for the mere costs of 8 life.
    Remember, life is a resource! Additionally, our Commander helps us to keep our life total up, so we can be more careless with our draws.

  2. Tireless Tracker is a solid draw engine. For only three mana, we can set up some clues to crack for value. Sure, it does not immediately draw us the cards, though some time we just have some mana left to crack those without much of a drawback(get it, because we are drawing). There can even be an argument that it is better to not immediately draw cards upon landfall trigger, if we would exceed the maximum handsize, or people playing hand disruption.

  3. Rhystic Study The good ol' common from prophecy. A solid allround draw engine which can be slotted into every blue deck without much of a thought process.

  4. Rites of Flourishing Slotted under card draw, even though it is symmetrical draw. Arguments can be made to not run this card, as we also set up our opponents for success.
    Nonetheless, if we time the casting right it is a game changer we should not miss as it gives us two of the most important things for our deck, gas and landfall triggers.

  5. Tatyova, Benthic Druid Version 1.0 of a landfall draw engine. bUt tHiS iS jUsT aN uNcOmMoN cOmMaNdEr. Drawing a card for each landfall trigger is absurd and I love it. Should only be dropped, if we can still play atleast one land, otherwise this one will get blasted.
    If left untouched we can run away with the game.

  6. Aesi, Tyrant of Gyre Strait Déjà Vu? Oh no, it is a completely different creature than Tatyova, Benthic Druid. WOTC be like: Slap an Exploration on that and call it a day. For Aesi counts the same things as for Taty.

  7. Omnath, Locus of the Roil Tatyova'esque effect, paired with some goodies. Do not forget the ETB trigger, it won me a game once. A fine addition and performs as good as Tatyova, Benthic Druid. Can also become a good beatstick!

  8. Escape to the Wilds actually surprised about the power of this card. Getting 5 more cards to choose from for 5 mana is so good and the ability to drop an extra land is just the cherry on top.
    For Reference: I can usually use 4-5 cards off of this.

  9. Valakut Exploration The moment this card got spoiled I fell in love. Impulsive draw + a possible win condition for 3 mana? Sign me up! Honestly, if you are looking for cheap landfall card draw, this is the one you will be looking for!

    I "only" play 9 card draw spells as the game feels pretty fluent with this amount as we have additional card draw on our commander, on Cards like Uro, Titan of Nature's Wrath, or Horizon Lands like Horizon Canopy.

Excluded from Version 1.0 of this primer

  1. Trade Routes was a card I was pretty unsure at first glance, though really started to like it while playing. We can discard lands to draw cards: Good! We can get lands back into our hand to get additional landfall triggers if out of lands: Good!
    Absolutely loves to be paired with Ramunap Excavator or Crucible of Worlds or a personal favorite: Life from the Loam, a repeatable draw 3 for 5 mana is nothing to frown at.

  2. Horn of Greed Symmetrical card draw for lands we play. This is not for every landfall trigger. Nonetheless, a solid choice to draw cards.
    At the moment, I am testing Cosima, God of the Voyage   in its place, update soon to follow.

Ramp

  1. Lotus Cobra is a must have card in a landfall deck, if you ask me. The power of this card is ridicolous and carries games alone.
    It can easily net you 2-4 mana each turn and being that much mana ahead of the curve is usually good.

  2. Tireless Provisioner gives us a treasure for every land we play. This one can get out of hand pretty quickly and can also be used if in dire need of life.

  3. Bloom Tender Best case scenario is, of course, slam our commander and tap this for 4 to really kick things off, though even if it taps for 2 it is a great option.

  4. Sakura-Tribe Elder A creature that can be sacrifice for a Rampant Growth is awesome. Additionally, a chump blocker is never wrong to have.
    A big upside for this card is to play this turn 2/3 and only sacrifice it, when we got our commander out which basically guarantees us the 2nd landfall trigger which then lets us do a follow up play.

  5. Khalni Heart Expedition What I really like about this card is that we can leave it on the battlefield for when we really need the landfall triggers for e.g. our Commander.
    This means we can slam Omnath, Locus of Creation without any more open mana, crack this and go off.

  6. Growth Spiral replaces itself AND we get a land drop? Better than Coiling Oracle, because the land does not have to be the card you have drawn.
    Additionally, this is an instant, which gives us generally more flexibility.

  7. Uro, Titan of Nature's Wrath, I swear, there is something wrong with simic 3 mana mythics. ETB Growth Spiral + 3 life which is repeatable is huge!
    This card is absurdly good and even if it gets removed, re-cast it from the graveyard again and again and again.

  8. Harrow is fueling our graveyard for cards like Wrenn and Six AND giving us the crucial two land drops for our commander.

  9. Entish Restoration This card feels like someone wanted to make a ramp card especially for Omnath, Locus of Creation. Without our commander, generally worse than Harrow, with our commander argumentally better.

  10. Cultivate is just a solid ramp choice which is also giving us the two important land drops to go off.

  11. Kodama's Reach Yea, same.

  12. Skyshroud Claim is Nature's Lore x 2. You can easily fix your mana with this and if wanted, play it for effectively 2 mana if you get two untapped shocklands. Really enables our gameplan!

Excluded from Version 1.0 of this primer

  1. Nature's Lore one of the best ramp spells in the game in green, basic forests, shocks, triomes, whatever you want you will get it. Untapped? Yeah, no problem! I decided to cut those as I wanted more value in expense of a bit of speed.

  2. Three Visits Hmm, I swear I have seen this before...



Lands per turn

  1. Burgeoning Our game is out of control, when we drop this turn one with a decent hand. The sheer amount of value we get from this card early is astronomical.
    Additionally, this card can single handedly keep our life total above the water, if paired with Oboro, Palace in the Clouds (and of course our commander).

  2. Exploration is my equivalent for Sol Ring in this deck. 4 Mana turn two is nothing to scoff at, paired with a good draw engine scales us faster in the late game, than people like.

  3. Sakura-Tribe Scout could also be considered ramp, though can be said about every card in this section. This is a pseudo-Exploration and definitely a solid choice to play with.
    Could also be switched out for Murasa Rootgrazer, if we would be heavier on basic lands.

  4. Dryad of the Ilysian Grove Solid blocker, fixes our mana AND gives us another land drop per turn. Solid card all around.

  5. Azusa, Lost but Seeking for 3 mana we get two additional land drops is huge.
    Azusa is always a kill on sight for our enemies, so we have to be cautious when to drop her, though when untouched sprints to the win

  6. Oracle of Mul Daya Additional land drop and we have "land draw" is pretty neat.
    Though obvious downside is that everyone knows what you will draw.



Recursion

  1. Life from the Loam lovely card to get fetchlands, horizon lands or whatever back. As i mentioned earlier, Trade Routes best friend.
    Often underestimated, though can swing the momentum in our favor a good amount of time.

  2. Wrenn and Six (or to some extent Wrenn and Realmbreaker) is here mostly for the first ability. Though, due to us being a bad person, we can also shoot the Birds of Paradise from our enemy.

  3. Ramunap Excavator solid and more budget choice of Crucible. It is never wrong to run this card in a landfall deck and everyone hates it hitting the table.

  4. Crucible of Worlds The OG "bring your land cards out of the graveyard"-day card. No restriction in colors and an artifact makes this a bit more safer than Ramunap.
    Definitely worth to run.

  5. Bala Ged Recovery   Regrowth + Land for 3 rather than 2? I am pleased! Honestly, I think there is no reason to run Regrowth anymore unless you want the same effect more often.
    In a landfall deck, this one peaks out even more.

  6. Splendid Reclamation can be a game ending play, if we are going to sacrifice all our lands beforehand to get maximum value, please have a counterspell at the ready, otherwise this can backfire brutally.

  7. Ancient Greenwarden was sceptical at first, as 6 mana is a lot, though I love the stupid interaction with our commander and this one.
    The sheer amount of #Value we get out of this is insane. 10/10 would recommend



Removal / Interaction

  1. Farewell In my opinion one of the best wraths we could play.

  2. Shatterskull Smashing   Destroys up to two targets while also being a land for early play? Oh yeah! Additionally, this one can be part of some shenanigans in our deck:
    Crucible of Worlds to play it from the graveyard, then use Trade Routes to return it to hand and cast it!...?????...profit!
    Even though these are some hoops to jump through, it is definitely possible AND devastating.

  3. Beast Within One of the best permanent removal for a minimal draw back.

  4. Generous Gift Take 2: One of the best permanent removal for a minimal draw back.

  5. Fierce Guardianship As I built the deck to have our commander out as much as possible, we need to protect it. What better way to do it than a free counterspell!

  6. Cyclonic Rift the classic! I do not think there is a reason to not run this in a blue deck, besides budget and power(salt)level. Too strong to not run.

  7. Heroic Intervention I like this one. Two mana can be spared to have a follow-up play, if someone tries to mess with our board. Though could definitely be switched for Teferi's Protection.

  8. Mana Drain Counterspell on steroids. If you have one, definitely worth to run, if you do not, Counterspell is perfectly fine, too!

  9. Scavenging Ooze Graveyard hate is good, so I run this one as I only want to mess with other graveyards.

  10. Swords to Plowshares good ol' color pie break from white here! Arguably the best one mana removal for a creature. Solid removal choice!

  11. Oko, Thief of Crowns I want some of the stuff, the people who designed this card had! Repeatable removal. Usually gets atleast 2 removals through, if not, more.

  12. Otawara, Soaring City Bounce on a land, definitely worth running!

  13. Boseiju, Who Endures The same as Otawara, this card is a powerhouse. and always worth running.



Tutor

  1. Scapeshift
  2. Crop Rotation
  3. Elvish Reclaimer
  4. Expedition Map
  5. Finale of Devastation

Pay-off

  1. Elesh Norn, Mother of Machines
  2. Sakashima of a Thousand Faces
  3. Greensleeves, Maro-Sorcerer
  4. Spark Double
  5. Titania, Protector of Argoth
  6. Avenger of Zendikar
  7. Awaken the Woods

Finisher

  1. Craterhoof Behemoth
  2. Moraug, Fury of Akoum
  3. Finale of Devastation

Removed:

  1. Admonition Angel
  2. Mana Confluence
  3. Sylvan Scrying

Added:

  1. Burgeoning
  2. Retreat to Coralhelm
  3. Mina and Denn, Wildborn

Possible Additions:

  1. World Shaper
  2. Eternal Witness
  3. Ashaya, Soul of the Wild
  4. Valakut Exploration

Explanation:

Upon playtesting, I recognized that I was not able to put as many lands onto the battlefield as I would like, though having enough in my hand, basically dead for a turn.

Due to this, I decided to cut a land and a tutor for Burgeoning, Retreat to Coralhelm and Mina and Denn, Wildborn.

Even though I lost a tutor with Sylvan Scrying, Retreat to Coralhelm helps me to up the card quality in the right times.

Admonition Angel was cut, due to splashing heavily into white and generally having better options, because of the risk of a crackback when it dies.

As of now, I feel comfortable to play with this iteration, though probably not enough card draw in the early stages of the game. Have to look into it, if it is better to go for more blink effects or raw drawing power.

Removed:

  1. Kodama's Reach
  2. Rude Awakening
  3. Return of the Wildspeaker

Added:

  1. Seer's Sundial
  2. Valakut Exploration
  3. Ashaya, Soul of the Wild

Possible additions:

  1. World Shaper
  2. Eternal Witness

Explanation:

I was not sure, if we need more card draw for the deck, so I considered to exchange Return of the Wildspeaker with Seer's Sundial. Every time I casted Return of the Wildspeaker with this deck, it feels like I am wasting this card, due to only drawing 4-5 cards most of the time. Seer's Sundial on the other hand has the potential to draw a lot of cards through the turns in the long run. Testing with caution.

Due to the early reason of missing card draw I switched Kodama's Reach with Valakut Exploration. Usually, I have no problem to ramp a lot, but to get enough cards as pay-off. Valakut Exploration looks to be one of the perfect fits for this. It offers impulsive draw in addition to a built-in win-condition.

Rude Awakening did not make the cut, because it feels like a win more card, rather than helping to get to the position to win the game. It was exchanged with Ashaya, Soul of the Wild which looks like a powerhouse on its own. This can skyrocket pretty fast with cards like Valakut Exploration.

Removed:

  1. Plains

Added:

  1. Forest

Possible additions:

  1. Eternal Witness
  2. Moraug, Fury of Akoum

Explanation:

I recognized that I had excessive Mana at the most times of the game, so I cut a Plains for a Forest to properly support my color pie.

World Shaper: I looked into running this bad boy, though finally not being worth a spot, due to having Crucible of Worlds and Ramunap Excavator in addition to Titania, Protector of Argoth

Moraug, Fury of Akoum is a hell of a card, I can only imagine how much havoc we can wreak with this one, though still looking for a spot to fit this one in.

Removed:

  1. Mirari's Wake
  2. Rampaging Baloths
  3. Ramunap Excavator
  4. Ghostly Flicker
  5. Coiling Oracle
  6. Dig Through Time

Added:

  1. Rude Awakening
  2. Phylath, World Sculptor
  3. Ancient Greenwarden
  4. Moraug, Fury of Akoum
  5. Felidar Retreat
  6. Tunneling Geopede

Possible additions:

  1. Eternal Witness As is tradition.

Explanation:

  1. Rude Awakening for Mirari's Wake
    I earlier removed Rude Awakening from my deck, due to it feeling like a win more card, though I realized that I was too greedy and only wanted to use this card for its entwine costs. After more testing it feels more like a better Mirari's Wake due to its versatility. More mana? No Problem. Trying to finish? No Problem. Trying to finish, but need just a bit more mana? No Problem.

  2. Phylath, World Sculptor for Rampaging Baloths
    I figured out, that at the time I can cast Phylath, World Sculptor, I have more than enough basic lands under my control, which means I can get enough tokens. I replaced this for Rampaging Baloths as this one gives me ETB tokens which I can pump as I need it.

  3. Ancient Greenwarden for Ramunap Excavator
    Two Landfall triggers in addition to playing lands out of your graveyard? 6 mana is huge, though worth the costs. Not sure, if removing Ramunap Excavator is the right idea, as it ensures early and late land drops.

  4. Felidar Retreat
    This card surprised me a lot in playtesting. Not only is it better than Zendikar's Roil but it is also more versatile at is gains us an overrun-esque effect.

  5. Moraug, Fury of Akoum
    A powerhouse when it gets rolling. We are winning games with this, if unanswered.

  6. Tunneling Geopede
    I honstely underestimated the power of this guy. One damage for each landfall trigger adds up and can close out games out of nowhere.

  7. Dig Through Time
    Were not able to cast this card for its delve costs most of the time, as lands in the graveyard are often more valuable than in other decks.

  8. Coiling Oracle
    Too often a swing and a miss. Not necessarily bad, but was not convinced from this one anymore.

  9. Ghostly Flicker
    Not sure about this one as well, as it is additional protection and can benefit mana if blinking Gaea's Cradle.

Removed:

  1. Wayward Swordtooth
  2. Tunneling Geopede

Added:

  1. Scute Swarm
  2. Ramunap Excavator

Possible additions:

  1. Eternal Witness
  2. Spark Double

Explanation:

  1. Scute Swarm for Tunneling Geopede
    I said, that Tunneling Geopede is a powerhouse, though falls short compared to the Scute Swarm. In a decent turn, the opponents will be forced to boardwipe in an instant or face lethal.
    In comparison, I would give this one a 7/10 and Scute Swarm a 5/7, making it exponentially better.

  2. Ramunap Excavator for Wayward Swordtooth
    I actually think that being able to play a fetchland every turn from your graveyard, and therefore giving you the theoretical second land in addition to thinning your deck is more valuable than playing another possible land with Wayward Swordtooth, therefore: Switcheroo!

Removed:

  1. Deadeye Navigator

Added:

  1. Spark Double

Possible additions:

  1. Eternal Witness

Explanation:

I searched a long time for a card which can be cut for Spark Double, though after looking at the bigger picture I learned, that Deadeye Navigator is a card, which only gets rolling when we are most likely already winning.
I wanted Deadeye Navigator in this deck, so that I can repeatedly blink the commander to get maximum value, if we get a huge turn.
Reality is, that we do not have these kind of turns on our hand most of the time which ultimately leads to many feels bad moments with Deadeye Navigator unless you are winning anyways.
Spark Double on the other hand essentially gives us another commander and generating value in a much easier and faster fashion.
Some could say, that the protection from Deadeye Navigator + the draw with Omnath, Locus of Creation should not be underestimated, which is true and I will therefore watch closely, if it needs further tweaking or a full rollback.

Removed:

  1. Birds of Paradise

Added:

  1. Three Visits

Possible additions:

  1. Eternal Witness

Explanation:

As I mentioned earlier in the comments, Birds of Paradise was mainly in this deck to ensure a turn 3 Omnath. Though it does not provide any synergistic upsides than that to our game.
On the other hand, Three Visits helps us early game to get to a turn 3 Omnath and also later on to ensure an additional land drop.

Removed:

  1. Counterspell
  2. Phylath, World Sculptor
  3. Seer's Sundial
  4. Zacama, Primal Calamity
  5. Cultivate
  6. Forest

Added:

  1. Mana Drain
  2. Trade Routes
  3. Bala Ged Recovery  
  4. Sol Ring
  5. Eladamri's Call
  6. Life from the Loam

Possible additions:

  1. Eternal Witness

Explanation:

I was not happy how the deck ran in the last weeks. I figured out, that I have so many "win conditions" or "payoffs" that I was not able to get to point to actually use them.

Following this, I switcheroo'd some cards, prioritizing 3 things:
- Being able to cast Omnath on turn 3.
- Lower the mana curve / cut payoffs
- Strengthen utility.

First of all, I switched Counterspell for Mana Drain, no real explanation needed.

Cutting Cultivate for Sol Ring as it can help me to cast bigger spells earlier(e.g. Azusa, Lost but Seeking) to advance my board this way and be able to cast Omnath turn 3.

I have always tried to find a place for Eternal Witness in this deck, though was never able to find one(or cut something). With the release of Zendikar Rising, we were gifted by the ultimate card for this deck to fit E-Witness place: Bala Ged Recovery  . Not only does it the same thing as Eternal Witness it is also a land, if we draw it early.
Cutting a Forest for this as I essentially do not lose a land slot.

Following the cut of a basic Forest and Cultivate and also not running Kodama's Reach anymore, I no longer have a place for Phylath, World Sculptor. While being an absolute powerhouse, it fell short against cards like Felidar Retreat or good ol' Avenger of Zendikar.

Taking out Zacama, Primal Calamity was not an easy task to do. I really really like this card, though most of the time, I was not able to slam it on the table.

I switched Seer's Sundial for Trade Routes as it suits the way to play with this deck more, because having lands in your graveyard is not really a bad thing. A real powerhouse with Life from the Loam which was added due to leaning more into the "play lands from graveyard"-theme and helps to ensure land drops if the game gets grindy.

Hi! Long time no see!

Removed:

  1. Sol Ring
  2. Farseek
  3. Worldly Tutor
  4. Eladamri's Call
  5. Ashaya, Soul of the Wild
  6. Selesnya Sanctuary
  7. Plains

Added:

  1. Kodama's Reach
  2. Cultivate
  3. Sakura-Tribe Elder
  4. Finale of Devastation
  5. Escape to the Wilds
  6. Horizon Canopy
  7. Alchemist's Refuge

Possible changes:

  1. Ghostly Flicker
  2. Wrenn and Six
  3. Aesi, Tyrant of Gyre Strait
  4. Chord of Calling

Explanation:

The last updates were too much theory crafting as I was not really on par with what the deck was doing and what I was doing. Long story short, I switched some cards and adjusted some screws in addition to changing my general playstyle.

Nonetheless, my changes are mostly based around scaling a bit more into the game than having front loaded spells. E.g. Farseek for Sakura-Tribe Elder, more flexibility as I can crack it immediately or I wait some turns, to play our Commander, play a land(best case scenario: fetchland) and crack Sakura-Tribe Elder to have a follow up play.

This is the reason why Kodama's Reach and Cultivate found their way back into the deck. Both cards are securing us the second ability of Omnath, Locus of Creation to give us a follow up play. Essentially trading 3 Mana for 4(Why would I even take those cards out?).

I cut both tutors for Finale of Devastation as this one can be a lot more flexible. Graveyard or library tutor and a mana sink which scales into a game finisher? I'm in!

Escape to the Wilds was a card I was never confident to run, though is a real powerhouse. It helps to get those land drops in and gives us access to 5 cards. Sounds about right!

Cut Plains for Alchemist's Refuge as I had excess mana. Alchemist's Refuge can also help us to get a Time Walk'esque effect.
Switched Selesnya Sanctuary for Horizon Canopy as I am utilizing more graveyard interaction and can get a good amount of card draw of these lands.

Additionally, I separated the basic lands to snow and non-snow basics. Thx user:Mox Ravager.

Removed:

  1. Nissa, Vital Force

Added:

  1. Aesi, Tyrant of Gyre Strait

Possible changes:

  1. Ghostly Flicker
  2. Wrenn and Six
  3. Chord of Calling

Explanation:

Nissa, Vital Force was initially slotted into this deck as a card draw engine. Though time after time I was not able to get any profit off of her. Generally, she feels a lot like a win-more card, if you already got a good board, well then drop her and protect her one turn. Though, dropping her on an empty board, while also leaving one land vulnerable to removal was not really ideal which lead me to switching her out for Aesi, Tyrant of Gyre Strait.
Being a Tatyova, Benthic Druid + Exploration in one seems really good to me as it helps to develop my board and fuel my hand.

Removed:

  1. Amulet of Vigor
  2. City of Brass
  3. Ephemerate
  4. Mina and Denn, Wildborn
  5. Radha, Heart of Keld
  6. Rude Awakening

Added:

  1. Beast Within
  2. Generous Gift
  3. Purphoros, God of the Forge
  4. Scavenging Ooze
  5. Shatterskull Smashing  
  6. Wrenn and Six

Possible changes:

  1. Ghostly Flicker
  2. Cosima, God of the Voyage  
  3. Kodama of the East Tree
  4. Austere Command

Explanation:

This update honestly focuses mainly on shaping up our removal section with a few exceptions. There were no particular reason to cut any of these cards besides making room for removal.
City of Brass was slotted out for Shatterskull Smashing   which I tested in my Tevesh Szat // Tana and honestly performed pretty well.
This way I artifically toned down my lands but added the flexibility to also have removal in a pinch.

Beast Within and Generous Gift are (in my opinion) the top choices for general removal if I am not in /. SPOILER: WE ARE NOT!
So in they go!

Purphoros, God of the Forge is here to eat chicken and end games. And we are all out of chicken. Pretty late to introduce this bad boy to Omnath, Locus of Creation, though better late than never.
We droppin' creature tokens left and right and Purphoros is just like.

Scavenging Ooze is graveyard hate. Graveyard hate is good!

Wrenn and Six is here to secure our land drops and to be more loose with lands like Horizon Canopy. Additionally, we can nuke mana dorks like Elvish Mystic.

Removed:

  1. Swan Song
  2. Felidar Retreat
  3. Command Tower
  4. Raugrin Triome
  5. Wasteland
  6. Supreme Verdict
  7. Scute Swarm
  8. Thrasios, Triton Hero
  9. Trade Routes
  10. Double Major
  11. Ephemerate
  12. Eureka Moment

Added:

  1. Elesh Norn, Mother of Machines
  2. Greensleeves, Maro-Sorcerer
  3. Snow-Covered Plains
  4. Entish Restoration
  5. Boseiju, Who Endures
  6. Otawara, Soaring City
  7. Spara's Headquarters
  8. Awaken the Woods
  9. Farewell
  10. Bloom Tender
  11. Sakashima of a Thousand Faces
  12. Sensei's Divining Top

Possible changes:

  1. Ephemerate
  2. Wrenn and Realmbreaker
  3. Kodama of the East Tree
  4. Swan Song
  5. Force of Negation

Explanation:

AYO! LONG TIME NO SEE!
I had some pretty rough years, thus not really focusing much on updating this primer.
But I'm back (hopefully)!
Honestly, many things have changed since the last time I wrote an update, so I don't 100% know if I am covering every change here.
Elesh Norn, Mother of Machines is a powerhouse with not much needed words. It's basically Yarok, the Desecrated on crack. ALL HAIL PHYREXIA!
Greensleeves, Maro-Sorcerer, I spend a lot of time scratching my head about this one and if it is even good. After some initial testing I really liked the power it quickly brought onto the board which has to be answered sooner or later.
Snow-Covered Plains: Obligatory FiElD oF tHe DeAd is broken phrase.
Entish Restoration, Slam Omnath, Locus of Creation, play Entish Restoration, ???, Profit!
Both Boseiju, Who Endures and Otawara, Soaring City (and to some extent Eiganjo, Seat of the Empire) are beautiful lands and I would definitely recommend running them as the channel ability help out our removal package and after that we can play them out of our graveyard.
Spara's Headquarters got the more important colors when we compare it to Raugrin Triome.
Awaken the Woods is a game ender. It is also a occasional ramper. I once cast it with Alchemist's Refuge at the end of an opponents turn for something like X=10, to the surprise of no one, the game was done in my turn. But even when we exclude this one in a life time play, the sheer amount of pressure it generates is lovely, 10/10 would run again.
IMO Farewell is a stright upgrade to Austere Command, so switcheroo!
Bloom Tender, who does not like 4 Mana on a tap ability? It's so good that it often enough gets targeted with removal.
Sakashima of a Thousand Faces is a Spark Double 2.0, so we take it!
Sensei's Divining Top with all the shuffling we do, the filtering before we draw is worth soo much, just make sure you do NOT shuffle it away unless you really have to(Nope, did not happen to me, never).

Feedback is always welcome!

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92% Casual

Competitive

Revision 12 See all

(3 months ago)

+1 Elesh Norn, Mother of Machines main
+1 Greensleeves, Maro-Sorcerer main
Top Ranked
Date added 3 years
Last updated 3 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

28 - 0 Mythic Rares

41 - 0 Rares

12 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.13
Tokens Badger 3/3 G, Beast 3/3 G, Clue, Elemental 5/3 G, Elephant 3/3 G, Elk 3/3 G, Emblem Wrenn and Six, Food, Forest Dryad 1/1 G, Plant 0/1 G, Treasure, Zombie 2/2 B
Folders Philipp, Lists from others, Interesting Deck Ideas, Inspiration, deck, Other Commander Ideas, EDH Decks To Try, Omnath Decks, Potential, Saved Decks
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