Omen of the Dead

Omen of the Dead

Enchantment

Flash

When Omen of the Dead enters the battlefield, return target creature card from your graveyard to your hand.

, Sacrifice Omen of the Dead: Scry 2.

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Legality

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

Omen of the Dead occurrence in decks from the last year

Latest Decks as Commander

Omen of the Dead Discussion

seshiro_of_the_orochi on Lurrus Artifact Aristocrats

3 months ago

This looks pretty cool. I have my own Lurrus list, maybe take a look?

Sadistic Kitty (Lurrus Eggs)

I like your synergy with Apostle of the vault. Also, Enduring Renewal is great for Lurrus. Cards you should really take a look at are Stitcher's Supplier, Reanimate Dead, Omen of the Dead, Kaya's Ghostform and Demonic Vigor.

HarleythePanther on Attempting to create a standard …

3 months ago

Thank you for your thoughts! I'll explain my reasoning behind the three cards you mentioned:

  1. I initially had planned to build a mono black deck around Erebos, and Gray Merchant of Asphodel was a must at the time. I left it in this deck because I had more black cards in the deck than white (which might've changed).

  2. I thought Omen of the Dead would be a good card as 1 black mana can return a creature card from the graveyard, but the deck is enchantment heavy, so I reduced it from 4 to 2 copies and added Omen of the Sun.

  3. As for Treacherous Blessing, I was going to use it for card draw, and then it would be sacrificed to Doom Foretold.

I'll remove the 2 Gray Merchants from the main deck, and in their place add a 2nd Vito and a 4th Birth of Meletis (Cheap enchantment to sac to Doom Foretold) I'll remove the Omen of the Dead and add 2 more copies of Omen of the Sun in their place. Reduce Treacherous Blessing from 3 to 2 and add a 3rd copy of Bastion of Remembrance. I will modify the sideboard accordingly.

Most of the decks I play against are precons, but one friend of mine (who I haven't played MTG with in a while) used to run a dinosaur deck. Let me know what you think of my changes!!

wallisface on Attempting to create a standard …

3 months ago

Cool. I'm not that up-to-speed with standard (i pretty much exclusively play modern), so hopefully someone here can give you better advice than my questionable thoughts - but here's what I've noticed:

  • I don't think Gray Merchant of Asphodel is worth it in this deck. Normally he shines in decks where you're running mono-black, with a high devotion count to black... I don't see him doing more than around 3ish points of damage here, and I think you can fill this spot with a better card.

  • I also don't think Omen of the Dead is entirely worth it. Most of your creatures are indestructible, and those that aren't don't really need recursion. About the only card you'd want to recur would be Vito, Thorn of the Dusk Rose - and in that case, you'd be better-off just running more copies of that card.

  • How has Treacherous Blessing gone for you? It feels like it could be strong in situations where the game is about to end, but not so much if the game drags on. Maybe 2 copies works better than 3? But really, I have no idea.

The rest of the deck looks decent to me. I'd question the sideboard though - it seems to mostly have additional copies of what you already run maindeck. You'd be better off having sideboard cards that hate on the particular decks you play against.

ZendikariWol on Atraxa Infect/Proliferate

4 months ago

Heyya Tanman, taking a look at the list and I have some broad critiques and some smaller ones. Let's start big.

  • You don't have enough +1/+1 counter cards to make it worth including payoffs for.

  • If you're playing infect, you're gonna need evasion, because no one in their right mind just lets an infect creature through, and honestly they're pretty small bois to begin with. Fleshing out the +1 counter package may help with this, big creatures are more troublesome to block and effects like Tuskguard Captain and Abzan Falconer can provide evasion beyond just being big and chunky.

  • You could do with a bit more ramp and a LOT more card draw.

  • Cards that are probably cuttable include:

Melira, Sylvok Outcast: This synergizes with Phyrexian Unlife, yes, but what else does it do? I don't think this card does enough to justify ots inclusion.

Oko, the Trickster: I see this walker being cast for 6 mana, putting two +1 counters on one of your dudes, and immediately being focused to death by the rest of the table because its ult wins the game. You'd honestly be better off with Citadel Siege, it's harder to kill.

Arrest, Luminous Bonds, and Pacifism: in our meta, with so many creatures that either don't need to attack or can just be sacrificed, you're better off using kill spells like Mortify, Putrefy, or Swords to Plowshares (especially Swords bc exile beats recursion).

Grave Betrayal: such a sweet card, but much too slow.

Omen of the Dead and Omen of the Hunt: neither of these really do anything to further your gameplan. The fact that they're enchantments doesn't matter to this deck, and there are stronger recursion and ramp options.

Sunbond: There are 5 cards in this entire deck that gain you life. Goes great with your commander but there are a lot of things I'd rather spend my turn 4 on.

Courage in Crisis: Three whole mana for this effect? It's not a horrible card, but definitely inefficient.

Debt to the Deathless: This card would only be okay if damage was your primary win condition. As is? Not good.

Duneblast: The 7-mana slot may not be ideal for a wrath? Maybe this one is fine tho, idk.

Planewide Celebration: 7 mana to proliferate four times? No.

Storm Herd: Once again, this might be fine if damage was your wincon. You'd get a bunch of evasive attackers. As is? Probably not good.

Insidious Will and Memory Drain: probably go for cheaper counterspells, like Disdainful Stroke, Negate, or Essence Scatter.

Altogether though, great first deck, this would've kicked the crap out of my old Marath build back in the day.

Murphy77 on Dimir Milling Rogues

5 months ago

First glance - without playing the deck, Thassa, Deep-Dwelling and Zareth San, the Trickster are great for the long-game but the rest of the deck might not survive into the long game. There is a benefit to playing low cmc cards. Many can be returned and re-played using Lurrus of the Dream-Den. You can sac a 1-drop with Mutual Destruction to kill a big creature, return it to your hand with Blood Beckoning and re-play the original card - all for 3 mana. The advantage of having Slitherwisp in the deck is that you can cast Omen of the Dead, So Tiny, Starlit Mantle, Minion's Return, and others and get life gain/drain, then recast them from the grave with the effect of Lurrus. Sorry, but cards like Lullmage's Domination really do nothing for me - they are just too expensive to cast and clumsy.

Murphy77 on Dimir Mill

5 months ago

If you are playing Lurrus of the Dream-Den purely as a Companion, he starts the game outside of your core deck and you can cast him at any time. This would actually work well with this deck, but I would want something like Keep Safe available to protect Lurrus.

Then comes the mill cards that you can keep recasting from the grave with Lurrus: Merfolk Secretkeeper (for Venture Deeper), Maddening Cacophony (instant mega-mill), Sweet Oblivion (more instant mill) and Ruin Crab (Landfall mill).

Thieves' Guild Enforcer works well with the theme. Then comes your supporting cards. Essence Scatter is, to me a good side-board card for 2 reasons: firstly trying to keep a balance between colors in the deck, and secondly if your mill is fast enough you may not need it against anything but control decks. Archfiend's Vessel will be suggested by all in sundry, but also detracts from your mill theme (you won't win games with creature damage). I like Heartless Act but you might also want Blood Beckoning or Omen of the Dead to support Lurrus and bring your Thieves' Guild Enforcer and/or Ruin Crab back from the dead (could also work on Merfolk Secretkeeper). The final non-land card in the deck (assuming 4 of each card) is less easy. I personally like to use Mind Carver in any deck with , but Village Rites or another creature kill card will be just as good. There - I think that I have made enough suggestions to also get a side-board going.

As far as lands go, I would keep things as simple as possible. Fabled Passage and Evolving Wilds let you search for the color land you need and also give a double landfall for Ruin Crab a dual colored land that enters tapped may just slow you down a bit. I would stick with 7 Swamp and 9 Island.

ImaginitiveRascal on +1 Lock Up

5 months ago

Maybe Omen of the Dead instead of Disentomb because this deck likes enchantments and you can get the scry later. Hunter's Edge is better than Hunt the Weak unless you have an enrage trigger like that earlier comment or you want the creature to die. Both of those are unlikely. I wouldn't use either though, because they are too expensive. Prey Upon and Ram Through are way cheaper in terms of mana. These are just some good +1/+1 cards: Grakmaw, Skyclave Ravager, Enduring Scalelord, Conclave Mentor, Wildwood Scourge goes infinite with the scalelord, and AnafeNza is good for +1/+1 counters and locking down your opponent's graveyards.

levelupcommander on Ian - A DISSIDENT IS HERE

7 months ago

Just a few cards to consider cutting (if you haven't already):
Cult Guildmage
Dagger Caster
Eye Collector
Rakdos Firewheeler
Scorch Spitter
Smoldering Werewolf  Flip
Kaya's Ghostform
Omen of the Dead

These are just to name a few, which don't directly work with your strategy, and are more or less filler spots to create a playable deck. Consider swapping them for cards that work directly with your spellslinging strategy.

Spells to consider adding:
See the Truth
Cruel Ultimatum
Epic Experiment
Comet Storm (Or any sort of effect like this)
River's Rebuke
Counterspells. Just, counterspells.

Creatures that benefit from spells or help spells:
Firebrand Archer
Talrand, Sky Summoner
Murmuring Mystic
Young Pyromancer
Guttersnipe
Goblin Electromancer

I would also consider bringing up the land count to at least 37. A deck like this is going to want to make land drops every turn, and that'll help. It feels bad making room for all the lands, but it is worth it.

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