Genesis Ultimatum

Genesis Ultimatum

Sorcery

Look at the top five cards of your library. Put any number of permanent cards from among them onto the battlefield and the rest into your hand. Exile Genesis Ultimatum.

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Legality

Format Legality
Pre-release Legal
Historic Legal
Canadian Highlander Legal
Limited Legal
Duel Commander Legal
Tiny Leaders Legal
Commander / EDH Legal
Block Constructed Legal
Vintage Legal
Brawl Legal
Casual Legal
Leviathan Legal
Modern Legal
Standard Legal
Pioneer Legal
Highlander Legal
Oathbreaker Legal
Legacy Legal
Arena Legal
1v1 Commander Legal
Unformat Legal
Gladiator Legal
Custom Legal

Genesis Ultimatum occurrence in decks from the last year

Latest Decks as Commander

Genesis Ultimatum Discussion

Optimator on Giant's Deck

2 months ago

The amount of utility cards that facilitates for a large-creature/stompy deck (like giant tribal) is completely unparalleled and unrivaled. There are things--both budget and expensive--like Garruk's Uprising, Soul's Majesty, Hunter's Insight, Snake Umbra, Triumph of Ferocity, Lead the Stampede, Garruk, Primal Hunter, Return of the Wildspeaker, Abundance, Rhythm of the Wild, Selvala's Stampede, Shamanic Revelation, Elemental Bond, Colossal Majesty, Guardian Project, Rancor, Primal Rage, Heroic Intervention, Wrap in Vigor, Golgari Charm, Lifecrafter's Bestiary, Canopy Cover, Aspect of Mongoose, Alpha Authority, Asceticism, Defense of the Heart, Lignify, Lurking Predators, Bow of Nylea, The Great Henge, Eerie Ultimatum, Reap, Creeping Renaissance, Seasons Past, Reap the Past, Genesis Ultimatum, Beastmaster Ascension, Overwhelming Stampede...

The list is huge, and it grows every year.

This is on top of the superior ramping ability of Green and it's above-average removal options. One big advantage of Green's land-based ramp is things like Planar Cleansing, Hour of Revelation, Play of the Game, Bane of Progress, Creeping Corrosion, and Merciless Eviction can't send you back to the stone age by destroying all your mana rocks.

Everything you will want to be doing with Giant Tribal, Green supports and supports well. I cannot stress this enough. Not to mention the good green giants that keep getting printed.


Black doesn't provide too much in the way of utility specific to giant tribal or stompy decks other than recursion and good card draw like Greed, Phyrexian Arena, and Erebos, God of the Dead. Personally I like cards like Damnable Pact, Read the Bones, Ancient Craving and Ambition's Cost but if you're running Green and/or Blue you shouldn't need to lose life to draw cards. Painful Truths might still be useful due to it's great rate (three cards for three mana is good). Syphon Mind is a great rate and has the upside of making your opponents discard.

Obviously Black specializes in removal (but so does White!) so you could run things like Mortify, Despark, Utter End, Vindicate, Anguished Unmaking, Dreadbore, Terminate, Bedevil and Ruinous Ultimatum. In Garruk's Wake and Decree of Pain are probably good in your giant deck since you're ramping so hard. Since you're running White you shouldn't need Black's wraths, but those two stood out.

Things like Phyrexian Reclamation, Animate Dead, and Reanimate are great for creature decks. Palace Siege is all right on a budget. So is Twilight's Call. It's no Oversold Cemetery or Meren of Clan Nel Toth or Rise of the Dark Realms but those are pricey. Recovering from boardwipes will be important.


Blue has some interesting removal options like Curse of the Swine, Pongify, Rapid Hybridization, and Reality Shift. You have some Cyclonic Rifts in your trade binder, right? That alone is a great reason to run Blue in your deck (it's literally one of the best cards in EDH straight-up). Do it!

Blue also has all the card-draw--from per-turn stuff like Kumena's Awakening and Mind Unbound; chunks of cards like Concentrate, Treasure Cruise, Fact or Fiction, Fathom Trawl, and Tidings; huge hand-refillers like Overflowing Insight, Mind Spring, Stroke of Genius, and Pull from Tomorrow; and some sneaky stuff like Windfall, Keep Watch, Drawn from Dreams, Verity Circle, and Insight. Green has some amazing card-draw already but it wouldn't be a terrible idea to supplement it with Blue cards. Rush of Knowledge would be REALLY good in a giant-tribal deck--especially with Morophon, the Boundless at the helm.

Counterspells are very much not Giant/Stompy but I have a few aggro decks that run a silver-bullet copy of Negate or Swan Song just as anti-boardwipe tech. Not necessary though. Boros Charm, Golgari Charm, and Wrap in Vigor work well in that capacity. There are lots of 3-cmc options too but the mana difference between 2 and 3 is huge.


You could even run some interesting charms like Abzan Charm or Esper Charm. There are some surprisingly potent options. Some are stinkers of course.

Temur Ascendancy would be reason alone to run five colors and be utterly fantastic in this deck.

Garruk's Uprising alone is reason to run at least Green.

Merciless Eviction is one of the best removal spells in the game. Four or five colors would allow you to run that.

Urban Evolution would be good in a big-mana deck like this. Inspired Ultimatum, while not amazing, is playable.

You get the idea.


As you can see, there is a myriad of reasons to run more colors. Honestly, I really can't recommend it enough if true Giant-Tribal is the goal--whether Naya giants or five-color giants.

One extremely important thing for large-creature decks is to consider how you're going to recover from board wipes. Superior card-draw from Green, Black, and Blue cards will help immensely. Card advantage like Phyrexian Reclamation, Palace Siege, Seasons Past, All Suns' Dawn, Reap the Past, Reap, Creeping Renaissance, Eerie Ultimatum, and abilities like Mayael the Anima's, Golos, Tireless Pilgrim's, and Kenrith, the Returned King's reanimate ability will help you recover. These are things that Red and White simply can't do well. Sure there's Resurrection and Reya Dawnbringer, but they aren't great.

Brion Stoutarm is a legitimately good general--he really is!--but not for giant tribal. He brings nothing to the table for giant tribal other than being a decently-statted Giant himself and pigeonholes you into the worst color pair in EDH for essentially no benefit. As I mentioned, Iroas, God of Victory and, to a lesser extent, Kalemne, Disciple of Iroas would make better commanders if you are dead-set on Boros colors (which I do not recommend if you want to play maximum giants). If you were building around Brion's ability and had some giants around as support that would be one thing, but it seems that's not the goal. As such, please consider switching commanders :) I think that if you want Brion Stoutarm as the commander, you should make a Brion deck.

I really do think you'll be happier in the long run with a different commander It doesn't have to be expensive. Most of what you would need I can trade to you, including Morophon, the Boundless, and most supplemental cards I don't have are in the 25-cent to $1 range (Realm-Cloaked Giant, Mayael the Anima, etc). I actually have a shitload of this utility stuff on-hand, and you have some great staples like Cyclonic Rift on-hand--and probably more! I want you to be satisfied with your deck! It doesn't have to be competitive to be fun, but it doesn't have to be expensive to work better and smoother and be more competitive.

Optimator on Giant's Deck

2 months ago

Potential Non-Boros Commanders: Show

Murphy77 on Swarm

3 months ago

Forget Genesis Ultimatum (which just seems too expensive in terms of cmc, and limited to the late-game) and this could be a good home for combinations between Teferi's Tutelage and Song of Creation. If you go this route, then I would lose the adventures to add in cards like Keep Safe (spell counter and draw) and Teferi's Protege, with a strong focus on multiple low cmc cost cards and playing multiple cards per turn.

defamagraphy1 on An Invitation to Help Magic

3 months ago

Determining just how broken a card is depends on how well it can be interacted with. Omanth is very easy to interact with. However I do believe Genesis Ultimatum or Escape to the Wilds should have seen the axe

The other problem is that so many players are playing it just to win.

I think the bigger problem is that it forces a player to interact with it so early which throws off an opponents game plan, that and players don't want to put more removal in their decks.

Bloodchief's Thirst, Giant Killer, Mutual Destruction, Feed the Swarm Heartless Act Legion's Judgment Murderous Rider Mythos of Nethroi Dirge Bat Hagra Mauling  Flip Drag to the Underworld Smite the Monstrous Triumphant Surge Angelic Ascension Dire Tactics Epic Downfall Necromentia Deny the Divine Eat to Extinction Banishing Light Skyclave Apparition Redcap Melee Thundering Rebuke Charge of the Forever-Beast Flame Spill Soul Sear Channeled Force Mythos of Vadrok Rumbling Rockslide The Akroan War Concerted Defense Anticognition Essence Scatter Jwari Disruption  Flip Lofty Denial Cancel Convolute Deny the Divine Didn't Say Please Mystical Dispute Mystical Dispute Memory Drain Rewind Agonizing Remorse Memory Theft Pelakka Predation  Flip Shatter the Sky Storm's Wrath Extinction Event

That's a whole lot of cards that can deal with Omnath decks. So its not so broken that it can't be dealt with. Does it mean you have to add more than 4 removal cards or change colors? You might have to. Does it mean you might have to change some strategy? Possibly.

Mono White has at least 12 solid answer cards for Omnath and you can still play aggro. Blue has counterspells though you might have to pair it with another color. Red has a few options as well, and the only color that is lacking is if you play mono green. With that many cards you really can't say it's so broken it's unbeatable. You have to play around it. You have to anticipate the strategy. These cards can easily be maindecked, and if youre a player that goes 38 creatures and only 22 lands then I'm sorry for you.

But I wholey disagree with the term Broken. Ive often seen Omnath players quit when they lose Cobra and Omnath. I've also seen a lot of them pass the turn and pass several turns. If you cannot answer it, its out of lack of trying, preparedness, or just a bad game which happens. Also, its not Omnath doing broken things. Omnath only produces the mana to do really really good things. IF Wizards bans Escape and Ultimatum players will have to switch to Lithoforming and while it won't kill the deck it will slow it down and I think that's a more fair approach. But yeah... as above, you don't have to limit yourself to just what's being played. Think outside the box.

SultaiWolf on Landfall Test

3 months ago

I should run more ways to put extra lands onto the battlefield. (Cultivate, Fabled Passage.) And probally also something big to ramp into. (Ugin, the Spirit Dragon orGenesis Ultimatum)

defamagraphy1 on

3 months ago

Ultimately, this does nothing.

T1: 7 cards. Land, 1 drop. 5 cards T2: 6 cards. Land, Cobra. 4 cards T3: IF your opponent didn't remove Cobra. 5 cards Land, Add, Tap, then tap the other 2. Producing 4. Play Omnath. 4 cards (One needs to be Passage or Evolving Wilds) So technically you have 3 cards here. T4: 5 cards, Passage or Wilds. Produce 6 mana. (And to a much lesser extent, Cultivate or Roiling) Leaving you with somewhere around 7 to 10 mana.

From here using one or the other, leaves you with 4 cards. With 6 fetches, the odds of getting one is 1 in 10. Most likely you will have one in opening hand. With 5 ramp cards the odds of you getting one is 1 in 12. After drawing 4 cards on top of your opener, you will have seen 11 cards. So the odds of you ending up with both in hand are very high.

So 3 other cards plus one ramp spell.

IF one of your cards is a Scute Swarm, you will play Scute Swarm and ramp, leaving you with 5 lands and not enough Swarm to copy itself.

You will end up passing the turn needing to play another land, or to hit another Ramp spell. With only 20 lands and no mdfc's the odds of you getting a land is 1 in 3. Most of your opening hands will contain only 2 lands, even after 4 cards drawn, (and if you're lucky) the odds of you top decking your lands after fetching 3 and playing 4, your odds are drastically reduced. Leaving you with 13 lands in 49 cards. With the odds now being at 3.76 Almost 1 in 4. If you played Guide Beast first turn, you can bounce a land, but you will still not have enough lands to copy Swarm.

Even in the best case scenario you will end up stalling and passing turns as the mana advantage from Omnath won't really benefit you here. You will play out your hand and wait turns to attack, going into top deck mode. If you opponent has no creatures the this is fine, but even then you will end up meeting more removal.

My suggestion

Is to increase your land count, and then use the mana gained here to play a spell.

Enter the Wilds, Genesis Ultimatum, Nahiri's Lithoforming, Felidar Retreat, Valakut Exploration are all good cards to use in this deck and gain advantage from.

defamagraphy1 on 5 Color Omnath

4 months ago

It's a beater for sure. With all the Rogues, Temur Adventures, and Omnath decks it seems like an auto include. Have you considered Genesis Ultimatum its little dicey to cast but if you do it right, its a very explosive turn. Especially if you topdeck another Omnath or Lotus Cobra and some lands. My original used Nahiri's Lithoforming but at some point without drawing a secind Cobra you lose more mana than you gain, Glasspool Mimic  Flip though... you can copy Omnath or Cobra on a Genesis flip pr use it as a land.

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