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Omnath, Mana Storm

Commander / EDH

BajungaDustin


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Omnath, Locus of Mana

Intro

This is my pride and joy. I made this on a whim because I was tired of my other decks. A Muldrotha deck that runs something like 17 tutors and 4 infinite combos and my Aminatou control deck which despite having minimal combos was still not scratching that itch.

So I went through every legendary creature in the game (literally all 836 of them) and this was the one that i landed on. Mono green was my childhood favorite back in like 1995. I didn't look at anyone else's Omnath deck and just went off the cuff with this one So i might be missing some common staples or have some cards that dont make sense at first but ill dive into every card worth noting here. \

This deck (to my knowledge) had no infinite combos at all. It only runs one actual creature tutor. It feels like a combo deck sometimes because the amount of synergy is off the charts.

So before i ramble on about how much i love this deck lets dive into it.

Example Turn 4

How that picture happened. Show

  • Nykthos, Shrine to Nyx This card is the ultimate land for a deck that has a slight focus in devotion. Getting your green devotion up high enough will win you the game and this land makes it happen.

  • Karametra's Acolyte This is basically Nykthos, Shrine to Nyx on a body. And a decent 1/4 blocker early game. Perfect fit for our devotion theme.

  • Selvala, Heart of the Wilds Is not directly affected by devotion but when Omnath is on the board and you are pumping mana up he gets bigger. So the more devotion you have the more Omnath will get bigger and then the you use Selvala to essentially double Omnath when you have got him as high as you can get him.

  • Doubling Cube This is a very efficient mana rock. It requires that you are able to atleast have 7 mana floating to gain any benefit from it. But even if your devotion is low like 6 we can tap Nykthos to add and then tap Karametra for another Then Tap Selvala to double omnath which brings him to 22 then pay 3 to Doubling cube and bring Omnath to 42. Thats just with 6 devotion. (Its worth noting that if you do have Selvala and Doubling cube out at the same time you will gain more mana by using Selvala BEFORE Doubling cube. 6 devotion will get you a 42/42 Omnath when using Selvala first but if you were to use doubling cube first you only get to 36/36)

  • Seedborn Muse This is where it starts getting dumb. After all that compounding mana calculation we can now do that all again on every other players turn. assuming we have 5 forest and nykthos in play and the aforementioned mana dorks. By the time its your turn again in a 4 player game this will have brought our example of a 42/42 Omnath to a massive 14322/14322 creature. Thats assuming no one gets rid of him.

  • Patron of the Orochi this is kinda like Seedborn Muse but its really unique. This is one of my favorite creatures in the deck. One unique thing he does is that by tapping him to untap all green creatures and forests he actually untaps himself. Neat right? Also... It says you can only do this once "each turn" meaning... you can do it on other peoples turns also. However... This is a global effect. Using this ability will untap all forest, green creatures and any dual lands that list forest on them for your opponents. The best time to use this ability is at the beginning of the upkeep. After the untap step Priority passes and you would use this ability then. If you use it at any other time your opponents that have things that will untap will benefit during their turn. After their turn in a multiplayer game for example they will still get all of their green stuff untapped but now they are limited to instants only. So the right timing limits the amount of benefit others can get from this global effect.

  • Bear Umbra Having this out early game can create an intense threat. If you are paying for it with all green mana its essentially free because you get that mana back in your attack phase. You can even add that mana to Omnath as you declare him an attacker getting an instant returns.

  • Vedalken Orrery This card hasnt done a lot for me but it has the potential to put in massive work. In the example where we got omnath to 14k/14k people can remove omnath as many times as they want and you can play him right back at instant speed. Even if they counter him you can just play him again when the next phase is about to end priority will pass before every phase where mana would empty. If you have 100 plus mana floating and this card on the board he is essentially untouchable. Even if someone played Decree of Annihilation you could still play him. There are some real random exceptions like a card that starts a new game or split second end turn cards might get around this. Like I said it hasnt put in that much work for the cost for me but its definitely got potential. If this is out of your price range you could run Savage Summoning as a one time save which costs a lot less $$ and also Yeva, Nature's Herald Which is a strictly budget alternative to Orrery

  • Khalni Hydra + Primalcrux + Gigantosaurus Since we are talking about devotion we might as well bring out the big boys. These card put in so much work towards devotion its impressive really. a 10/10 for 5 is just solid. With enough creatures in play Khalni is free. Even with only a couple creatures he pays for himself with a devotion mana generator on the field.

  • Genesis Wave If no one is sitting with a board wipe or a counter in hand then this card can usually end games. As with the 4th turn example above this card ended that game on turn 4 with my opponent conceding. it sucks that it wont hit instants too. Another alternative to this is The Great Aurora I haven't ran it in this deck but its scary to thing what cards you could pull with it. Especially if you drew a ton of cards before doing it.

As if we were not already generating enough mana. Why not make some more.

  • Mana Reflection This is the most powerful mana doubler in the game. It doubles the entire amount of mana produced by a permanent. So if you tap Selvala and omnath is a 10/10 she would produce 10 so mana reflections makes it 20. Same with Nykthos and other things like Doubling cube or Guilded Lotus

  • Vorinclex, Voice of Hunger A staple mana doubler that also kind of cuts the amount of mana your opponents can produce in half. Plus he is a 7/6 with trample. Just solid.

  • Zendikar Resurgent Doubles your mana and lets you draw cards. WIN WIN... Note that you have to "cast" to get the draw so no benefit from Genesis Wave

  • Vernal Bloom Solid early game mana doubler. Bad that its global but hopefully our opponents will be dead before they can make much use of it. We will definitely be getting more use out of it than anyone else.

Its worth noting that there is an effective mana doubler I am not using Regal Behemoth I dont use this due to the Monarch effect. Im not 100% on this but i believe that whenever someone attack you and does damage to you then "they become the monarch" and you lose the mana doubling until you do damage to that person? im not 100% on that but I just didnt want to mess with it so I kicked him out. He is a budget alternative though @ $2.49 at the time of writing this compared to Mana Reflection which is @ $28.99

  • Gaea's Touch This is one of my favorite cards in the deck and kind of a hidden gem. It hits our devotion theme nicely. Lets you play an extra land if the second land is a forest. Meaning the first land can be anything just the second land has to be a forest. Its solid early game ramp. And the ability to sac it to gain the cost back almost makes it like a mini mana storage container. You have 2 mana you might as well throw it in this rather than not becuase if you need that mana back its still there so this spell is 100% free and stores those 2 lan until you want to use them. Like during combat to bump omnath up 2 more.. or right after you activate a devotion mana ability jsut to squeeze out 2 more. Absolute value in this deck and so cheap @ less than 2 dollars. what a find.

  • Scouting Trek The most lulz land ramp card int he game. Put all your forests on top of your library if you want. I dont do this obviously but you sure could. I generally use this in conjunction with Animist's awakening if just grab what you need. 4 or 5 turns of land if you have no other lands in hand can be a good thing depending on what you have.

  • Animist's Awakening With a little bit of math and pre-planning you can get maximum use out of this. Scouting Trek for 6 and next turn Animist's awakening for 5. If you have mana stored up you can do this without even devoting your entire turn to it.

As with any green deck ramp is the name of the game. And while Omnath allows up to start ramping immediately when we have untapped mana we dont need all that much.
  • Voyaging Satyr This little guy puts in so much work. He acts as essnetially a generic mana dork but this guy can untap Nykthos. which if Nykthos is producing enough mana it can pay for its second activation after you untap it.

  • Magus of the Candelabra Just like voyaging Satyr but will untap more. This works great as an alternative to Satyr but when your mana is doubled out then tapping say 5 mana for 10.. using 5 of it to untap those 5 lands brings you now to 15. We like that.

  • Garruk Wildspeaker We only really like this guy for the untap lands. Its a little more tight to gain benefit here but if nykthos is tapping for 10 use 4 of it to play this guy. Untap nykthos and a forest can bring you up to 15 for a solid mana gain.

  • Llanowar Elves Birds of Paradise Elvish Mystic Pretty standard Mana dorks Nothing special here. You can substitute Birds for a cheaper green mana dork just fine too like Fyndhorn Elves

  • Somberwald Sage Nice 3 for 3. It does make Omnath bigger to float this mana but you have to keep track of how much of this mana is floating. I usually put a die on top to keep track of the mana. Next time I use floating mana to cast a creature I deduct it from the die so I dont have to worry about it later. Having it double out with Mana Reflection can be really nice too.

  • Gilded Lotus Just a solid mana rock for this deck. The benefits are already there second turn its out.

  • Sol Ring This is just obvious ramp

We want to pull out Nykthos as much as possible so the following cards will help us do that. Dont wast resources going to get it until you have atleast 4 devotion otherwise it doesnt help you really. And you dont need Nykthos to ramp out and win... it just helps.

One of the things that makes this deck power out really fast is the insane draw potential. Sacrificing Omnath in these situations is usually the best because your mana continues to float without him on the board until you change zones so if he is at 20+ mana and you sac him you can just play him again for 5 and still have 15 mana left over to start playing your cards. Hopefully you get some haste.
  • Momentous Fall works great here because sacrificing Omnath when he is 30+ will not only let you draw all the cards you also gain life. Which just amplifies your standing. You hope for a Reliquary Tower but you take what you can get.

  • Greater Good Solid sac for cards. Discarding usually isn't an issue because you can just ditch some lands you wont need them. But when you are searching for that one card that will allow you to compound your board state this can help you chink into your deck.

  • Garruk, Primal Hunter We are really only using this guy as a draw engine. Play him and immediately neg 3 for massive draw.

  • Soul of the Harvest is nice when your deck is going off. When you put in some decent draw or you Genesis Wave for a truck ton you can toss this guy down first before anything else and get additional draw for each other creature you hit. Just remember that the cards you drew after genesis wave cant be played for free.

  • Regal Force Just like Soul of the harvest except play this guy as the last creature to get the most draw potential. Important to note that his draw is not optional so don't mill yourself out.

  • Rishkar's Expertise Massive draw with a bonus of playing something for free. That something free could have already been in your hand before the draw too. Its not required that you only play the free thing out of the cards you drew which is a nice bonus.

So now that we have this amazing board state what cane we do to protect it?
  • Swiftfoot Boots and Lightning Greaves are solid staples. Along with the protection aspect these two work especially well when you draw a bunch and you his potential mana dorks and want to be able to use them immediately.

  • Asceticism Solid protection for all your creatures.

  • Archetype of Endurance Asceticism on a body basically.

  • Vines of Vastwood and Ranger's Guile are one off easy ways to save spot removal of your creatures.

  • Heroic Intervention Staple green survival spell. Doesnt protect you from non targeting board wipes or sacrifice mechanics but its nice to have it when you need it.

  • Song of the Dryads A funny way to completely hut down someones deck. Play this on their commander and negate everything they are doing with it. This can buy you time to go off or it can cut out that one blocker last minute before you swing for lethal.

  • Acidic Slime Solid non creature removal with a bonus deathtouch to make swinging at you more risky.

  • Woodfall Primus Just Acidic but this can hit planeswalkers too. And if it ever dies it comes right back and does it again.

  • Not of This World Potentially free counterspell for our mono green deck? Please and thanks! Omnath can easily be 7 or more and its super funny to watch someones jaw drop when you counter their last ditch effort to spot remove omnath.

  • Stonehoof Chieftain Not a solid protection in general but during combat he is gold.

  • Lure Your opponent have an entire army and you have more than lethal on the board and cant get through? Put this on an mana dork and laugh.

  • Concordant Crossroads This is generally the goto card here. When you are drawing massive amounts of cards people wait until you say you drew this and then they concede.

  • Akroma's Memorial An alternative to Concordant Crossroads. We really only want this for the haste and its expensive. This should be used as a game ender and not something to try and power out early.

  • Shaman of Forgotten Ways While doubling as a mana dork this second ability here can win you the game real easy if you can pull it off. It will jSust outright kill people who have no creatures at all.

  • Helix Pinnacle Mostly the deck wins with a lot of face damage. Anything that gives everything trample can win out here. Generally the deck seems to go off post combat when you have a ton of mana because of Bear Umbra or Sakiko, Mother of Summer And then you are able to pull out all of these creatures but cant really do anything with them. So we try to avoid that. There really isnt anyway around this other than waiting until next turn. If you cant find haste but you can get decent mana production this is an alternative.

  • Umbra mantle This on any mana dork that produces 4 mana goes infinite. So Float infinite mana and make that creature bigger in the process then use it on every other creature you have in play to make them infinitely bigger too.

  • Natural Order Potential Turn 2 Worldspine Wurm ? sure... Ill even sac Omnath turn 3 or 4 for an early worldspine wurm.. he is just such a threat. Also can be used to pull out high devotion when you need it or Vorinclex. This is the only creature tutor in the deck and I am fine with that. When it comes its nice but I would rather not be searching through my deck every other turn.

  • Myojin of Life's Web just a solid way to start pumping out creatures. Do this in response to someone removing him or when they are about to end their turn. Makes for a great game ender.

I will add cards here that are suggested to me and cards I have thought of or taken out of the deck and explanations why I don't run them.
  • Gaea's Cradle For the $$$ this card doesn't put in that much work There usually isn't a large amount of creatures that i feel like 5 or 6 extra mana is worth me dropping $400 dollars on this card.

  • Azusa, Lost but Seeking This girl might be good in some decks but this deck just doesn't need her.I would need her in my starting hand and like 5 lands to make this worth the money for it. And later game i might get a couple extra lands out of it but its just meh. Give me Gaea's Touch any day over this girl.

  • Winding Canyons This is a budget alternative to Orrery and its nice but i like to keep as many forests as possible. I am currently only running 3 non basic lands and I would like to keep it that way.

Well that is my Omnath deck. He is a lot of fun to play and he just basically vomits green mana. Its sometimes daunting to think about how much mana you can actually produce with this. Half the time I don't even want to go through with all of it because its just too much lol.

Anything you guys could think that I might be interested in please put it in the comments.

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Revision 1 See all

(5 years ago)

Top Ranked
  • Achieved #43 position overall 5 years ago
Date added 5 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

34 - 3 Rares

16 - 1 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 4.33
Tokens Beast 3/3 G, Wurm 5/5 G w/ Trample, Wurm 6/6 G
Folders Good Shit, Other's EDH Decks, Decks to pull inspiration from.
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