Alice in Wonderland Fall Introduction

My New Alice in Wonderland Fall Deck AKA (Omnasty, Locus of Creating Tokens) is here. I have this deck just about honed in & it runs like a well oiled machine. Omnath, Locus of Creation AKA (the machine) is a ruthless value engine. ETB Drawing a card, first land gain 4 life, second land make , & third land dealing 4 damage to each opponent & their plainswalkers. She is just mean when paired with the right cards AKA (the oil). This deck focuses on triggering her second land ability as much as possible so you can play cards turns early & get the Landfall train rolling FAST. Keeping up with this deck is a challenge & makes it very dangerous but also tricky to use without some practice. The main gimmicks in this deck are Mana Ramp/Extra Lands Per Turn, Token Generation/(+1/+1) Counters, Card Draw, & a really fun Copy Mechanic that adds a cool way to power up your board in many ways. Almost all of these gimmicks trigger from Landfall abilities which makes them all the more dangerous & it creates a board presence like nobody's business.

Mana Ramp, Land Fetch

This gimmick is kind of obvious in a Landfall Deck but is important & an intricate part of this decks speed & function. I have tuned the land and the ramp in this deck to run & function on minimal Basic Lands and it does so with ease with only 6 Basic Forests, &  one of each Basic Mountain, Island & Plains. For Basic land Fetch we have Lands like Blighted Woodland, Evolving Wilds, Fabled Passage, Prismatic Vista, & Terramorphic Expanse, Sorcerys like Cultivate, Kodama's Reach, & Vastwood Surge, & Sword of Hearth and Home are it for this decks Basic land grab letting you get needed colores early game & getting 2 lands a turn & easy Landfall triggers late game. Where the ramp theam really shines in this deck is non-basic land grab which is extensive and truly let's you get all the colors you need fast. Lands like Krosan Verge, Arid Mesa, Flooded Strand, Misty Rainforest, Scalding Tarn, Windswept Heath, & Wooded Foothills all cause 2 Lands to ETB in a turn & let you grab 1 or 2 of your Triple or Double Lands(All Triomes & Shock lands). For Non Basic Land Sorcerys we have Farseek getting anything but a Forest tapped & Nature's Lore, Three Visits, & Skyshroud Claim all letting you play 1 or 2 Forests Untapped which is great. Finally we have Straight Land Fetch cards which have their own place of power in this deck letting you swoop all kinds of rudeness to make things run smooth. Crop Rotation, Elvish Reclaimer, Scapeshift, & Ulvenwald Hydra are all priceless in this deck letting you fetch one or more of your special Lands which you have many that can make all kinds of things happen.

Special Ramp/ Extra Lands

Another ramp theam that truly makes this deck shine is Graveyard Ramp. Now normally that is not the biggest threat but with the amount of Sacrifice Lands & spells we have that is very very dangerous allowing you to play 2 Lands a turn abusivly & always have land to play. Crucible of Worlds, Ramunap Excavator, Splendid Reclamation, & Ancient Greenwarden  are it but Tutors make getting to them more likely. Next we have the Play Additional Land theme, some of which have other abilities to make things interesting. Sakura-Tribe Scout, Llanowar Scout, Exploration, Wayward Swordtooth, Dryad of the Ilysian Grove, Azusa, Lost but Seeking, Oracle of Mul Daya, Mina and Denn, Wildborn, & Aesi, Tyrant of Gyre Strait are all amazing & when they stack things can get out of hand fast when paired with Bouncing & Sacrifice Lands.  Another small but useful theme is All Color Mana provided by Dryad of the Ilysian Grove & Chromatic Lantern making ANY land you control tap for Mana of any color. This is great in this deck Taking away any color troubles you might have as well as using Sacrifice Lands for mana. Last we have the special cases. Lotus Cobra can be somewhat ridiculous in this deck next to Omnath making the playing of spells even faster and easier with 6 Mana at your second land per turn. Normally Sol Ring is a staple in my commander decks but I chose to go with something a little different but in this deck carries as much if not more potential. Amulet of Vigor is an amazing addition to this deck that makes the ramp run even faster and so smooth. Lastly we have Ashaya, Soul of the Wild. She is just savage counting as a land when she is played, making all nontoken creatures Forests, & every nontoken creature you play after will trigger Landfall as well if she sticks around. That about sums up all of the ramp in this deck. It is rather huge but needed in this situation.

Card Draw

This gimmick is pretty straightforward but very important in this deck. Due to your ability to play all your land and spells very fast this keeps your hand full & dangerous creatures coming. Sylvan Library, Tireless Tracker, Omnath, Locus of the Roil, Tatyova, Benthic Druid, Aesi, Tyrant of Gyre Strait & Nissa, Vital Force after you pop her ultimate all do this great & keep things rolling.

Token Generation

Now we finally get I to the decks root killing power. Making lots of bodies very fast for nothing more than playing a land. Field of the Dead is a land that does this & one of the special Lands I will Tutor for given the chance. Making 2/2 black Zombies. Retreat to Emeria, Felidar Retreat, & Zendikar's Roil are 3 Enchantments that also play well with this making 1/1 white Kor Allys, 2/2 white Cat Beasts, or 2/2 green Elementals. Lastly are the creatures that do it & we have Scute Swarm, Emeria Angel, Sporemound, Titania, Protector of Argoth, Nesting Dragon, Maja, Bretagard Protector, Rampaging Baloths, Avenger of Zendikar, & Omnath, Locus of Rage are the backbone of this deck & make all the bodies under the sun. Now there are not many Landfall cards that make Tokens and the theme is cool but sometimes a bit slow and underwhelming. This is the reason why I added this next Theme.

Copy

To fill the gap in the deck & make the Landfall Token theme a little more potent we have a very strong copy target creature/permanent/ token theme. We have 2 Lands Mirrorpool & Littjara Mirrorlake that let you play Mana, Sacrifice them, & make a Token that's a copy of a creature you control. Double Major can create a Token that's a copy of a Legendary Creature for just . Glasspool Mimic   is similar only it can't copy a legendary & can also be utilized as a land card when needed. Lithoform Engine is really amazing in this deck letting you copy anything you need (including Omnaths second ability) & utilize late game Mana to copy most permanents you desire. To ramp up the Token Generation even more we have cards like Ancient Greenwarden, Parallel Lives, Anointed Procession & Adrix and Nev, Twincasters that double Landfall & Token Triggers causing things on your board to get out of hand very quickly. If you copy one of these it gets worse, should you make a Token copy when Parallel Lives, & Adrix and Nev, Twincasters are out you get twice as many copies. You can see how this can get out of hand playing a single land and having just one Landfall source make a boatload of bodies. Last is Echoing Equation which turns all creatures you control into a copy of one you control even if it's Legendary until end of turn. Lets just say if you have 10+ creatures, use this, copy Omnath, & can play 3 Lands in the turn thats 40+ direct damage to each opponent & plainswalkers they have. Talk about a nice little Win Combo.

Endless Land/ Infinite Land Combo

There are a few Lands and cards in this deck that work together well in this deck making it possible for you to always have a land in hand. Returning Lands like Gruul Turf, Selesnya Sanctuary, Simic Growth Chamber, & Oboro, Palace in the Clouds to your hand when you play them allows you to keep a land in hand & abuse Extra Land plays in a turn. These Lands paired with Sakura-Tribe Scout or Llanowar Scout & Retreat to Coralhelm let you fully abuse this by untapping one of the Scouts & playing Infinite land in a turn & causing whatever else is going on to pop of Infinite as well.

+1/+1/Anthem

This is a smaller theme but has its moments & can really make some big creatures. Omnath, Locus of the Roil, Avenger of Zendikar, & Felidar Retreat all add +1/+1 Counters in some way getting your creatures larger & more dangerous. Retreat to Emeria & Maja, Bretagard Protector both have Anthem abilities along with their Token Generation. Vastwood Surge is another cool ramp spell early but late game can be very rude. As I said this gimmick is small but when it shows it's face it can be rude.

Non-Land Tutors

These are some must haves in this deck helping you swoop almost any Mechanic needed to get things moving early or end things later. Worldly Tutor, Enlightened Tutor, Eladamri's Call, Idyllic Tutor, & Sword of Hearth and Home are all cheap & do this well.

Special Pets

Lastly we have my 3 special pet cards I can't seem to part with. Roil Elemental doesn't exactly make tokes but it does produce bodies & functions as one of the decks few forms of removal... talk aboutrude as hell. Moraug, Fury of Akoum is another that not only pops Extra combats for me but also +1/+0s creatures for each time they attacked this turn... talk about mean. And the last card to mention is Warstorm Surge letting you deal damage to any target equal to the power of creatures that enter the battlefield under your control. Functioning as the decks other removal & also just a devastating way to win and board wipe people.

Outro

There are so many awesome combinations in this deck & the value is crazy. It's sometimes difficult keeping up with all the triggers & land drops meaning some longer turns but it is really awesome to see it play 20 Lands in a turn & creating thousands of Tokens ( yes that is a thing ). Let me know what you think and if you have any recommendations.

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92% Casual

Competitive

Revision 12 See all

(2 years ago)

+1 Anointed Procession main
-1 Sea Gate Restoration  Flip main
-1 Spark Double main
+1 Sword of Hearth and Home main
Date added 3 years
Last updated 2 years
Exclude colors B
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

18 - 0 Mythic Rares

48 - 0 Rares

16 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 3.65
Tokens Beast 4/4 G, Bird 1/1 W, Cat Beast 2/2 W, City's Blessing, Clue, Copy Clone, Dragon 2/2 R, Dragon Egg 0/2 R, Elemental 2/2 G, Elemental 5/3 G, Elemental 5/5 RG, Emblem Nissa, Vital Force, Human Warrior 1/1 W, Insect 1/1 G, Kor Ally 1/1 W, Plant 0/1 G, Saproling 1/1 G, Zombie 2/2 B
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