It That Betrays
Creature — Eldrazi
Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents.)
Whenever an opponent sacrifices a nontoken permanent, put that card onto the battlefield under your control.
|Want (4)||Instinctive , ajfonty , Mairon_Bauglir , orkanik|
Printings View all
|Duel Decks: Zendikar vs. Eldrazi (DDP)||Rare|
|Rise of the Eldrazi (ROE)||Rare|
Combos Browse all
|Commander / EDH||Legal|
- Gift of Immortality + Black Sun's Zenith
- If a Creature with regenerate(Ink-Eyes, Servant of Oni) is sacrificed(think Bone Splinters or Fleshbag Marauder can I regenerate it in response or is it illegal to regenerate for a sacrifice?
- How does sacrificing creatures interact with triggered abilities that trigger on sacrifice?
- It That Betrays interaction with ETB
Latest Decks as Commander
It That Betrays Discussion
2 weeks ago
Nice concept. I’d ditch the Urza-tron lands or drop 3 wastes and go down to 34. Include Strionic Resonator, Oblivion Stone and Nevinyrral's Disk. You’re going to have problems in 2 crucial areas: card draw, and counterspells. I run a similar (albeit blue—Braids) deck to overcome those issues. You’re going to want more annihilator. Imagine coupling one annihilator 4 trigger with lithoform engine, strionic resonator, voltaic key, and manifold key (annihilator 20). That’s the only way you will beat hard control with this deck. Destroy their land base. That said, is there a reason It That Betrays isn’t in the deck? Feel free to HMU for more feedback. I e been playing Eldrazi titan themed decks in a competitive meta for some time now. There’s some things they do despicably well and others they fall short in. Great concept. Great execution. Limited options +++
2 weeks ago
I have 2 suggestions that synergize directly with your commander’s ability: It That Betrays will give your their sacrificed permanents; Grafdigger's Cage will prevent their creatures from coming into play directly from opponents libraries—-so they get nothing. Also consider Torment of Hailfire as a wipe that fits your theme. Grave Pact :)
3 weeks ago
Thanks for the suggestions, griffstick! While I don't particularly like It That Betrays because you need to wait a turn to fully use it, and it doesn't have any built-in protection, Artisan of Kozilek and Rhystic Study are both great. I'll put them in today!
3 weeks ago
1 month ago
Hey BenWin, thanks for the shout out. As you wrote a long post I thought it fair I do the same in reply.
I want to respond to your comment as I think there is a lot you are overlooking in your analysis, most of which is on point. However, you mentioned a few cards now a couple of times so I want to break these down a bit as you have gone to the effort to write an extensive comment.
Firstly I'd like to address your comment on Burgeoning + Ghost Town which you've shown your self to be an big advocate of. These are great cards and on paper seem to be great additions to the deck as they appear to enable one of our main objectives which is landfall triggers. However, the reason I think these cards have fallen out of favour is because they're very situational. Let me expand on that. If you do not have an opening hand with Burgeoning and a number of lands and a way to refill your hand (a very specific situation) the card is lackluster. Yes it is great if our opponents are constantly playing lands and we have Ghost Town and Burgeoning but this is honestly rarely the case. They are a weak draw 90% of the time. Even with Burgeoning in our opening hand as we do not have built in card draw we stall. Even with the increased draw effects provided by Zendikar Rising I do not think it is worth the spots.
Calling the removal of Perilous Forays crazy talk seems strange to me. The CMC of this card is 5, ideally we want to wait until Omnath, Locus of Rage is out before we play it so dodge removal. Even more ideally we want Amulet of Vigor in hand/on the battlefield too. My second gripe with the card is that once we have ramped a couple of times, played land each turn and then got into a position to 'combo off' with Perilous Forays most of the time the number of basics in our deck barely makes it worth while as it effectively switches off all our remaining ramp spells. There have been so many times I have 'gone off' with Perilous Forays and not killed a single opponent and left myself in a worse position. In my experience as this deck has evolved, and I have actually been playing it weekly since BFZ launch this card no longer packs the punch it once did.
I agree with you on Force of Vigor, this deck is extremely lean on interaction and removal as it is. This card is too strong to exclude.
Regarding Ancient Greenwarden and Doubling Season being enablers for 'overrun' type strategy I can't disagree with you more on this. We want to make 5/5 tokens on mass as we want to either trigger Warstorm Surge, Terror of the Peaks or Where Ancients Tread and/or we want to sac then to Omnath, Locus of Rage to bolt our opponents to death. We need a critical mass of 5/5s so that we can deliver enough damage to face. Mass elemental tokens also gives us sudo protection from board wipes. I know you're playing devils advocate here but no, in my opinion these cards generate huge value for Omnath generally not for a specific strategy.
Your comment on Nahiri's Lithoforming I find interesting as this is exactly my point on Perilous Forays and Burgeoning but my opinion is that Nahiri's Lithoforming is a great card almost all the time whereas the other cards I have mentioned are not. This card is gas with Titania, Protector of Argoth on the battlefield, if we have a decent hand already we are 80-90% certain to have lands to replay or draw into a land recursion effect like Crucible of Worlds or Splendid Reclamation. Not as good as Scapeshift obviously but I think you are underestimating the power of the card. Of course, play testing will tell us either way and I'll be interested to see if this card doesn't work out, which is might not, but I think until another land-centric draw card comes out this one is going to do Omnath just fine.
I haven't decided whether I am going to play Roiling Regrowth yet but I don't agree with your pros and cons analysis. The assumption that is worse than Springbloom Druid I don't think is accurate. Instant speed is a premium and shouldn't be under valued especially if you're playing with a pod with interaction etc. Getting Omnath triggers at instant speed is great and you can dodge opponents interaction. Your comments on the 4cmc ramp spells, I think these cards are just fine and fair. Not exceptional but not bad, Migration Path with cycling is a nice bonus. If these 4cmc ramp spells were instant, what would you think then?
Moraug, Fury of Akoum might just a be great additional line this deck can take. If the board state allows for it Chord of Calling this beast into play on an end step might be game winning. I am really on the fence as I'd really want a haste enabler to really break the card but honestly it might be fine by itself.
I ran Tooth and Nail for a long time with various different finishers and yeah it wins but it is not that fun a victory unless you count the time I have Omnath and Titania out and entwined It That Betrays and Keldon Firebombers into play, that was fun! It really depends what you want from Omnath. Omnath isn't my competitive deck. It is my pubstompy deck to pull out when people are bitch about one thing or another. If I want to combo to win I play one of my other decks. Each to their own though. Tooth and Nail wins games its just not for me and Sekki, Seasons' Guide is pretty weak the rest of the times you draw it.
I think your comment on non basic land search is spot on, we need more. I just don't think that there is currently any ones good enough for the deck other than Crop Rotation and Scapeshift, we just need to wait for better non basic search to be printed. A 2cmc Crop Rotation would be nice.
My issue with Skullclamp and Sensei's Divining Top is that they are not actively winning the game. If I were to include Top in my deck it would more often that not end up being a 2 mana brainstorm as I would likely shuffle it away with a fetch. Green Red doesn't have the draw that other decks have that can really abuse Top, it ends up slowing us down. Skullclamp is great value but I just don't think we'e a Skullclamp deck. I'd rather the slot for something that is enabling a win by synergising with the rest of our deck, Skullclamp doesn't, it is just value. Sure you can play it but it is detracting from what Omnath is trying to do in my opinion. You're also going to get a lot more hurt from Null Rods and Collector Ouphes out there. We have an advantage that a lot of hate doesn't really effect us. Apart from Humility of course which kinda hard counters Omnath most of the time :(
All of this discussion is what makes Omnath such a great general as there are so many viable build options.
1 month ago
These can protect both your commander and your big things!
1 month ago
Entomb is Maybeboarded due to having such a high cost per single.
It's in the same boat as It That Betrays in that there is no downside to adding in the card to this build apart from me wanting to try and keep this a Budget deck as much as possible.
Purchasing a 4-set of Entomb is easily equal if not more to the entire cost of the rest of the deck.
If I can trade for, or find cheap copies on line of, some of these cards then they'll make the cut.
1 month ago
Ulamog and Kozilek are very expensive, so I am contemplating replacing them with different eldrazi, since their annihilator ability is crucial to this deck; Artisan of Kozilek is definitely the best non-legendary eldrazi with that mechanic, and I also think that It That Betrays would be excellent with this deck, but its high mana cost is a severe drawback.