Sideboard


Maybeboard


What does the Deck want to do?

Like most lands matter decks - play lands. Get value

When Omnath, Locus of the Roil came out I was intrigued.

So, I thought about what I saw as the strengths that the Temur colors bring to a lands deck and made a keen observation - there are a lot of instants and sorceries that care about lands - and the Thousand-Year Storm sitting in my binder was screaming at me to be played. Seeing as how storm strategies want mana and card draw, making a spellslinger lands deck seemed like a natural pairing with Omnath, Locus of the Roil . Thus, I made a landslinger, storm-esque style of deck where we can use our many ramp spells to give us huge amounts of mana, and card draw all at the same time.

By getting to 7-8 lands, playing Omnath, Locus of the Roil and start drawing a ton of cards. Tatyova, Benthic Druid is here as a backup commander, should we be in a situation where Omnath, Locus of the Roil is too expensive (I've yet to run into that, but having Tatyova on 5-6 lands means we have our card draw engine online faster, and saves an Omnath cast).

In beginning of the game, it plays like your usual landfall deck - play lands, ramp, control the board a little bit, get value. Since spellslinger strategies can be weak to creatures, having our commander be able to be a huge defensive and offensive creature has been really great, especially when we transition to the mid and late game. We also play a fair amount of land searches, so getting an online Valakut, the Molten Pinnacle and or Field of the Dead can really help defend our life total.

I originally tried to not make this super combo-y, and had a tokens sub-them. However, I have found that this deck is quite strong, resilient, and consistent, and as such, I have just leaned into it's combo centric playstyle.

The main condition is built around comboing off with Thousand-Year Storm . Essentially, we try to get our storm count high, play Summer Bloom with Valakut, the Molten Pinnacle , Oboro, Palace in the Clouds , and either Realmwright or Dryad of the Ilysian Grove to continually bounce and play Oboro. This can be replicated with Growth Spiral , Explore , and instead of Summer Bloom but not quite as easily.

In the side board are cards I use when I want to up the power level. In there you'll find a more condensed combo. That is, Bonus Round , Ghostly Flicker , Mystic Sanctuary and Omnath. This allows us to blink Mystic Sanctuary and 1 other land to put Ghostly Flicker on top, and then draw it and 1 other card, which draws the deck, makes pseudo-infinite mana. From there, the combo mentioned above is what wins the game.

Exclusions:

Splendid Reclamation and Scapeshift - the deck would probably be better with them. I didn't want to include them, as I wanted to try and use more land bounce, and lean into the ramp spell, and I wanted to try something different - though, I have built my own before with with Crop Rotation , Restore and Thousand-Year Storm .

The Ravnica bounce lands - I needed to keep the basic land count high. During play testing I found myself failing to find lands, and wanted to avoid that. I have been finding that there is enough non-basic land search in the deck to consistently get Oboro, Palace in the Clouds which negates the need for them.

Burgeoning - an oversight on my part. Especially with Oboro, Palace in the Clouds , but the deck functions great as is, so it's not really necessary.

Fetch lands - strictly budget purposes. I know I have a few expensive cards in here (I've also collected some of the expensive cards over time when they were much cheaper e.g. Oracle of Mul Daya ), but I didn't see the point in just getting a couple of fetches especially as the deck play-tested just fine without them. Plus, without things like Ramunap Excavator and Crucible of Worlds I feel less incentivized to purchase them. The Prismatic Vista I'm using is from the full art series from modern horizons, because $.25 is much better than $25.00, and my playgroup is fine with it.

Inclusions:

There's not really anything super spicy that hasn't already been talked about, but I'll list a few MVPS.

Dryad of the Ilysian Grove - This card is pretty much everything the deck wants. SO glad this was printed recently, as Prismatic Omen is rather expensive.

Electrodominance - I was iffy on the card at first. And then I played it. Being able to dome someone for 9+ and then cast Blasphemous Act at instant speed is pretty nice - especially when Omnath sticks around! This card is especially nice with spell copy effects, just like the next card!

Seasons Past - sure the mana cost is high, but so is the value. Especially great with Brass's Bounty and Mystical Tutor as we generally have many ways of getting it from the top of our library and into our hand.

Narset's Reversal - It can be a counter spell. Often I use it get multiple casts of a card I want. Sometimes I go infinite! Overall great card.

Bolt Bend I found this laying around in my bulk and thought, if I run Stubborn Denial why not try this out?? Still testing it out.

Strengths: Consistent Ramp and card draw. Playing this feels so safe in that regard. And because of this, the deck plays very consistently.

Having enough mana to cast Omnath multiple times in a game without it feeling too bad.

Being able to win out of no where

Hard to interact with, as we're working with spells and lands, with just a few key permanents.

This is my 'high-powered' deck when my playgroup wants to play to win. It's no where near cEDH levels, however, I have been able to sneak in a few wins against pods with Gitrong, Breya, Elsha, and Niv-Mizzet (not fully optimized cedh lists, granted). It has enough interaction to slow down some of the more proactive decks a little bit, and benefits from counter wars between other people, as we're usually the last one to try and combo off.

Weaknesses: The flip side of a large strength lies weakness - I've noticed that the game turns into archenemy due having so much mana and card draw. Has been successful at fending off hate, however.

Low creature count - opens us up to aggro strategies

Hard to interact with. Opponents feel like there's not a lot they can do once the ball gets rolling, and can create a feels bad game.

Always happy to hear suggestions! Especially if they're fun and wacky

This deck ended up being higher powered than I anticipated and am trying to think of a more casual alternate list so I can play it more often. Thoughts and suggestions in line with that would be great! I really like the spell slinger theme, so maybe I'll try to cut out some of the loops, put more casual spellslinger good stuff, and re-add the token package to vary the game play a bit. As such, the side board are the cards I'm trying out in a more casual version

If you like the deck please upvote and leave a comment!

Out: the token makers, and token payoffs. In: Various pieces of interaction, and Tidal Barracuda

Out: Mirage Mirror In: Mythos of Illuna - Mythos, though is a once off, it fits into the deck's overall theme, whilst being a potential wincon, by having it copy lands, especially with Thousand-Year Storm

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99% Casual

Competitive

Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

44 - 4 Rares

16 - 3 Uncommons

12 - 6 Commons

Cards 100
Avg. CMC 3.45
Tokens Beast 3/3 G, City's Blessing, Copy Clone, Manifest 2/2 C, Zombie 2/2 B
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