Whenever a black card is put into an opponent's graveyard from anywhere, you may draw a card.
Printings View all
|Seventh Edition (7ED)||Uncommon|
|Urza's Destiny (UDS)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
2 weeks ago
VexenX, as you have recently inspired me to find room for more draw in Om_Rath, I have done some testing and I'd like to recommend some ambitious solutions. First, I'd like to touch on some cards that I think have been holding Om_Rath back.
1) Doubling Season. Lets power level check this card by comparing it to another 5 CMC card Where Ancients Tread. I believe both cards serve a similar purpose: Do more damage. If our focus is burn: Doubling Season does an extra 3 damage plus a sac outlet effect per land given that you have a sac outlet vs Where Ancients Tread's 5 extra damage per land, no outlet required. The biggest problem I'd like to point out is that Doubling Season demands that you also have a sac outlet in play to be interactive with other players on the same level as Where Ancients Tread. Although we will usually come across one of our four sac outlets in a given game and we'll always have the creatures to burn players given a board wipe, Doubling Season is very often a slow card. Not to mention that it always deals less total damage than Where Ancients Tread. Lets look at the other upsides of Doubling Season though. What it has that Where Ancients Tread doesn't is the ability to create more creatures. Lets take a look at the cards that benefit from more creatures in the deck: Gaea's Cradle, Shamanic Revelation, Purphoros, God of the Forge, Craterhoof Behemoth, keep in mind Akroma's Memorial was recently slotted out, and more burn effects like Where Ancients Tread. None of these cards are at all dependent on Doubling Season effects, they appear to only be assisted. I could not say the same about Where Ancients Tread - a card that Om_Rath is often dependent on to close games. In summary, although Doubling Season and Parallel Lives are strong synergistic cards, I view them to be awkward in many hand states and cut-able if the price is right.
2) Genesis Wave. I gotta say this card looks much more exciting on paper than when you actually play it. And that's IF you play it. First off, Genesis Wave is usually the last card in your hand that you play when you're out of gas. This isn't a bad idea if you need a mana sink and if you have good odds on hitting some bombs. I won't knock the mana sink call, but what exactly are we trying to hit in this deck? In theory, we're playing a deck that has its main bomb for a commander, so most of what you can expect to hit is lands and cheap spells. And in that respect, isn't Genesis Wave often a high CMC ramp spell? The kind of spells we've been cutting from the deck for a while now for good reason? I think it's cuttable.
3) Command Beacon. I get that it's useful to have a late game land, but I think Command Beacon is TOO late game. Every time you sacrifice a land, you sacrifice tempo. Tempo you could use to drop more lands for a real CMD cast or draw spells into real protection for Omnath, Locus of Rage. For ex. just one tutor draw can grab Sylvan Safekeeper and a lot of the time that works better than any Command Beacon loop will. If you're looking for a late game land, I think you want to be in Field of the Dead. I've been absolutely loving it, and it even fills the role of a tiny Doubling Season, keeping Gaea's Cradle, Shamanic Revelation, and Purphoros, God of the Forge perfectly happy even after Doubling Season's removal. This also means splitting your mountains and forests in half to make room for equivalent snow lands.
Off this tangent, I would propose the following changes with a theme of increasing draw, decreasing CMC, and not compromising win cons:
And lastly, with the addition of more reliable draw I think Burgeoning deserves to be revisited. You will have more hand states with more lands than you can play in a turn or even two. If you were to make the swaps I listed, I would recommend slotting in Burgeoning over Mina and Denn, Wildborn. I think this is more where we wanted Om_Rath to be in the first place. I believe you only slotted out Burgeoning because the deck didn't have enough consistent card draw. We know Mina and Denn, Wildborn fills a flex spot because it's an expensive Exploration and if all Exploration effects were integral to the success of the deck, we would also be in Wayward Swordtooth. If we're in Burgeoning, I think we should also slot in Ghost Town again. In summary:
I hope you take everything I say with a grain of salt, and at the end of the day I just love chatting about Om_Rath!!!
2 weeks ago
Sylvan Library was really only if you happen to have one already.
2 weeks ago
I think Sylvan Library should find a place in here as well. You always get to draw three, and if you don't have the life you can just put them back.
3 weeks ago
Hey bud, suggestions for some changes:
Lands (I cut the two basic fetch lands, you will be running nice green ramp so won't need em, prob just slow you down otherwise)
- Terramorphic Expanse >> Command Tower
- Evolving Wilds >> Naya Panorama
- Boros Guildgate >> Temple of Triumph
- Selesnya Guildgate >> Stirring Wildwood
- Forest >> Kessig Wolf Run
- Boros Locket >> Rampant Growth
- Gruul Locket >> Cultivate
- Selesnya Locket >> Kodama's Reach
- Orbs of Warding >> Circuitous Route
- Compost >> Wild Growth
- Knotvine Mystic >> Selesnya Signet
- Elixir of Immortality >> Season of Growth (great source of draw for this deck)
- Blessing of the Nephilim >> Archon of Sun's Grace
- Single Combat >> Chandra's Ignition
1 month ago
Rasaru: I see why you compare Exploration and Burgeoning. I think the biggest downside of the latter is that you cannot play lands from your graveyard. I found that to be a very relevant drawback many times.
I am not a big fan of flashy alt wincons. If you ever get to the point that you could win with these cards you are WAY behind the curve. I don't see any problem trying them out in your own build though!
I'm going to check out your list now and let you know what I think!
_Arra_: I think the combo is pretty amazing for sure, the problem is that Sylvan Awakening is kind of a dud on it's own. I agree that burn is a good focus though. I won two games this weak without even attacking!
1 month ago
XinZhao, Guerte: I think I will slot in Return of the Wildspeaker, but I got a foil Compost, so I might try that out at some point as well. I face mainly black and green in my meta, so it kinda fits well.
I agree with _Arra_, being able to creature tutor out a win with Craterhoof Behemoth is way different then Akroma's Memorial. Memorial definitely lays the hurt on when it comes out, but it very rarely wins games at the same level as Craderhoof.
I was not a fan of Sylvan Awakening when I played it previously. Maybe it is worth a relook.. but I would rather play something else to be honest. I wish our colors had creature sac outlet like Yahenni, Undying Partisan or Viscera Seer. What do you think about Repercussion? It plays into the burn strategy and combat as well.
Rasaru: Thanks! I think the deck is pretty amazing too! A good start for a budget built is fixing up the lands. There are many cheaper budget fetches out there, they just make the lands come in tapped most of the time. If you cut the money cards like Gaea's Cradle, Taiga, Wheel of Fortune, and Mana Crypt you will be really close. Most of my decks value is the fact that it is foiled out.
I love Reliquary Tower. I am almost always happy to have it, or hope to draw it. This deck draws a ton of cards, many of which we want to keep in our hands.
Expect an update this week!
1 month ago
- Stubborn Denial with a Commander, that has 4 power. For countering target noncreature spell feels really good. Love the card in Tasigur, the Golden Fang.
- Return to Nature just because it is reprinted so often it is no junk. So versatile at each state in the game for so little investment.
- Aven Mindcensor I also slept in this card, but once you flash him in on somebody searching his library (yes Cultivate counts, as does cracking fetchlands), you will get that little evil feeling of joy.
- Compost, if your meta likes playing black. Spells cast do count for this...So nice.
- Nature's Claim the cheapness of the card makes it absolutely worth an include. Bonus points for targetting your own stuff to screw someone's lethal math over.
- Driven / Despair makes your tokens become a true menace. In Hapatra, Vizier of Poisons the card is a bomb, maybe it is elsewhere aswell.
1 month ago
Very cool list I play a similar list.
I can also highly recommend to add some of these cards:
- Strip Mine/Wasteland
- Scavenger Grounds/Bonders' Enclave
- Summoner's Pact !!!
- Pendelhaven/Castle Garenbrig
- Lead the Stampede, Voice of Many or Compost instead of Harmonize
- Rishkar's Expertise instead of Shamanic Revelation
- Return of the Wildspeaker (/Ezuri, Renegade Leader/Craterhoof Behemoth)
- Thousand-Year Elixir