This is not my deck and I didn't write this description.

Description"Never subtle nor cryptic is the reckoning of the mighty." Mayael the Anima

Traditionally, playing ramp has always meant running the risk of "drawing the wrong half of your deck." Draw the bombs without the ramp, and they get stuck in your hand; draw the ramp without the bombs, and you have nothing to spend all your hard-won mana on. Building a successful ramp deck meant striking a delicate balance, navigating deftly between the Scylla of screw on one side and the Charybdis of flood on the other.

Omnath, Locus of Rage changes all that.

RampIn this deck, there is no such thing as "drawing too much ramp." If Omnath's in the command zone, ramp spells help you get him out; if Omnath's on the battlefield, ramp spells help you make more 5/5s. There is no point in the game where a card like Rampant Growth isn't usefulwhich means we can forget all that stuff about "striking a balance," and just run as many of those cards as we can get our grubby little fingers on. If you look at the size of the "Ramp" category in the decklist, you'll see that I've done exactly that.

DrawThe next most important part of the deck is the card draw package. Even if Omnath turns every card in the deck into a live draw, drawing one card per turn just isn't enough to keep up in a high-powered multiplayer format. Some of the cards here are green staples like Harmonize and Sylvan Library, while others are synergistic choices like Life's Legacy and Elemental Bond. The all-star, Greater Good, falls into both categories, and is capable of literally digging through the entire deck if left unchecked.

DestroyFinally, there are some cards that help us slam the door on our opponents as fast and as hard as possible. Warstorm Surge, Where Ancients Tread, and Stalking Vengeance for direct damage; Fires of Yavimaya and friends to deny our opponents a chance to react before we kill them; Wildfire to clear the way for all of our 5-toughness creatures; and finally, Genesis Wave to do any and/or all of the above, depending on what we hit with it.

...and some other stuff, I guessThe last few slots are a concession to the fact that our opponents do, in fact, exist. It includes a few cards to protect Omnath from removal, a few removal spells for our opponents' most annoying permanents, and a few ways to bring stuff back from the graveyard.

If it feels risky running a deck with so little interaction, just remember: you can always remove a card from the game by reducing its owner's life total to zero.

GameplayThe ideal opening hand is something like

4 lands2-CMC ramp spell (e.g. Rampant Growth)4-CMC ramp spell (e.g. Explosive Vegetation)Draw spell (e.g. Life's Legacy)This gives you a turn-4 Omnath (or turn-5 Omnath + immediate land drop), and a way to refill your hand. If you have no ramp, or fewer than 3 lands, you should probably mulligan.

In most matchups, you are the beatdown. Attack liberally. Omnath is not a commander you play to make friends.

Warstorm Surge, Where Ancients Tread, Greater Good, and Perilous Forays are among your most powerful individual cards. It is usually worth saving them until you can use them immediately.

There are 14 mountains in the deck (which means 9 Valakut triggers, unless you do something clever), and 24 basic lands total. Before you cast Boundless Realms, it's a good idea to count.

BudgetThe only card over $5 (at time of writing) that really matters is Greater Good.

Oracle of Mul Daya matters more for the card draw than for the ramp, so replace with something like Outpost Siege.

If you cut Valakut, the Molten Pinnacle, you can get away with playing fewer basic Mountains.

Suggestions

Updates Add

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

Date added 5 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

31 - 0 Rares

19 - 0 Uncommons

22 - 0 Commons

Cards 100
Avg. CMC 3.33
Tokens Beast 3/3 G, Beast 4/4 G, Clue, Elemental 1/1 R w/ Haste, Elemental 5/3 G, Elemental 5/5 RG, Enchantment Golem 3/3 C
Votes
Ignored suggestions
Shared with
Based on
Views