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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
- Omnath, Locus of Mana combo with Somberwald Sage and if so can the stored mana be used for spells other then creatures
- Morph & Mana abilities vs The Stack
- To what extent can you espond to Omnath floating mana?
- Does the ability of Sakiko, Mother of Summer increase, in a continuous way, the power and the toughness of Omnath, Locus of Mana?
Omnath, Locus of Mana
Legendary Creature — Elemental
You don't lose unspent green mana as steps and phases end.
Omnath, Locus of Mana gets +1/+1 for each unspent green mana you have.
Recommendations View more recommendations
4 months ago
Recommended Removals: Nissa's Renewal Treacherous Terrain Verdant Mastery Violent Ultimatum Omnath, Locus of Mana Omnath, Locus of Rage Omnath, Locus of the Roil Begin the Invasion Endless Detour Titans' Nest Wayfarer's Bauble
Recommended Additions: Muldrotha, the Gravetide Bloom Tender Chromatic Lantern Maelstrom Archangel Surrak Dragonclaw Zaxara, the Exemplary Chulane, Teller of Tales Animar, Soul of Elements The World Tree Genesis Wave Tempt with Discovery Maelstrom Nexus Cascading Cataracts Urza's Filter Esika, God of the Tree Flip Yennett, Cryptic Sovereign
6 months ago
Tutors are an inherit part of the game that have been around from the very beginning. If your playgroup has an ironclad "no tutor" policy, then more power to ya. My playgroup doesn't play by those rules, but I, personally, have been limiting the tutors I include in my decks in lieu of new cards I want to test out. My tutor inclusion depends entirely on how strong I intend the deck I'm building to be.
That being said, I've limited a few of my decks to a single tutor. Like, my Rith, the Awakener runs a lot of enchantments, so I have an Enlightened Tutor in there. I run a Mystical Tutor in Neera, Wild Mage because it's just fun to search up a fun big spell to the top in response to her trigger. In contrast, I run quite a few tutor effects in my mono black Xiahou Dun, the One-Eyed and mono green Omnath, Locus of Mana decks because they're meant to combo out. I think this tutor sentiment depends entirely on how a playgroup feels about it.
7 months ago
Licecolony thank you so much for your advice! I'm taking a lot of it into consideration! what's your opinion on changing the commander to Omnath, Locus of Mana? not sure if that would be better or worse.
7 months ago
Card I'd consider removing:
Nyxbloom Ancient. The deck has a high average CMC. But by the time you can cast this card, that's not much of a problem anymore. This card is great when you have mana sinks. Which you do not.
Seedborn Muse. Yes it's good with three of your artifacts. I think the slot would be better served with something else.
Gauntlet of Power. You don't need this. It's slow.
Sol Ring. You run so few artifacts/Enchantments, you may just be better off running less of them yourself so you can use mass removal.
Nyx Lotus. Let your lands and creatures do the ramping for you.
Garruk, Savage Herald. You have 22 creatures in your deck. The +1 has a 80% chance of doing nothing the turn you play it. The -ability doesn't matter because most of your creatures are there to support planeswalkers.
Vivien, Arkbow Ranger. Again, lots of small creatures.
Vivien, Champion of the Wilds. The first ability is rather pointless, the static ability only affects creatures. The last ability is occasionally draw a card. Better replaced with something like Worldly Tutor or Natural Order or Chord of Calling.
Sylvan Anthem. Replace this with a win condition like Craterhoof Behemoth, Thunderfoot Baloth, Overrun, Tribal Forcemage, Kamahl, Heart of Krosa, Song of Freyalise, Pathbreaker Ibex, End-Raze Forerunners, Overwhelming Stampede
8 months ago
Ok based on your comment about the combo, I'm basing these recommendations on a:
Tuned tier - Power level 5 (6 usually has a combo) - Win before Turn 14 - "Upgraded Precon". Visual Guide to Power Levels in EDH.
-- Land Base -- Prioritize untapped, Mana colors, Target 33: +Shivan Reef -Island +Yavimaya Coast -Forest +City of Brass -Aether Hub +Mana Confluence -Mountain Valley +Riverglide Pathway Flip -Simic Growth Chamber +Rootbound Crag -Mountain +Hinterland Harbor -Forest +Sulfur Falls -Mountain +Rejuvenating Springs -Path of Ancestry +Training Center -Rogue's Passage +Spire Garden -Ancient Ziggurat +Boseiju, Who Endures -Island
--Morph-- +Kadena's Silencer -Stuffy Doll +Icefeather Aven -Keep Safe (Morph flavor) +Echo Tracer -Omnath, Locus of Mana (Morph flavor) +Mistfire Weaver -Forsaken Monument (Morph flavor) +Jeering Instigator -Shaleskin Plower (Morph flavor less salt)
--Draw-- +Fathom Seer -Zendikar Resurgent +Temur Ascendancy -Tomb of the Spirit Dragon +Tishana, Voice of Thunder -Ashcloud Phoenix +Guardian Project -Tidespout Tyrant +Toski, Bearer of Secrets -Fabricate +Garruk's Uprising -Creeping Renaissance
--Offense other than Animar-- +Garruk's Horde -Forest +Artisan of Kozilek -Island +Bane of Bala Ged -Trophy Mage (Pulls 1 unneeded artifact!) +Shrieking Drake -Temur Sabertooth (Non-Infinite Ancestral Statue) +Decimator of the Provinces -Temur War Shaman
Special mention (would need to playtest): Secret Plans (Draw) Solemn Simulacrum (Ramp & Draw) Mulldrifter (Draw) Trail of Mystery (Ramp) Rhythm of the Wild (Don't think you'll see heavy counterspell in power 5)
Hopefully you find some useful ideas here.
9 months ago
The Lathargic Flay
Legendary Creature: Flay
: Draw a card and add . Activate only as a sorcery.
Spells you play cost more to play for each card you drew beyond the first until your next turn.
The lathargic flay is my take on the sin of sloth. You can take the easy way out with the real possibility of being stuck later, your actions catching up with you.
make another flay based off of one of the seven deadly sins, with the knowledge that you'll suffer if you use the card too much.
I just realised how busted this card would be with Omnath, Locus of Mana, so...yikes!
9 months ago
Hey, just saw your update. Something to think about for gameplay, is it more important to you to have Muldrotha on the battlefield or many Elementals? Having both is asking too much because Muldrotha requires much setup and Elementals don't provide that setup. Muldrotha is a go-tall Commander, but you're playing as go-wide with many small Elementals. This conflict of what Muldrotha wants and what the rest of your deck is doing is most likely hindering gameplay.
Your deck is not built to go-wide with Elementals because you don't have any Elemental tribal lords, anthem effects and no early game Elemental token sources to flood the battlefield with Elementals. Lords are needed to make little Elementals actual good attackers so that you can swarm opponent. You're best attackers other than Muldrotha when it has evasion are the Elementals who can grow themselves. These Elementals are go-tall strategy not go-wide, having a large power/toughness Elemental for an attacker, instead of many little Elementals.
You're not going to like my next suggestions, but now that you've seen that your deck is struggling, some changes could help? My advice is build your deck first to maximize Muldrotha and second add in Elementals after doing so? Cut the weaker Elementals for more Muldrotha synergy especially draw/self-mill, ramp, protection and removal? Just play the better Elementals? I'm not suggesting to change your deck strategies, keep Elementals, +1/+1 counters and proliferate, but tone them down in favor of Muldrotha?
An example of a streamline Elemental base using current Elementals (by CMC):
- Embodiment of Spring: ramp.
- Skullbriar, the Walking Grave: beater or blocker.
- Omnath, Locus of Mana: ramp, beater or blocker.
- Risen Reef: draw, Elemental tribal synergy.
- Splinterfright: self-mill, beater or blocker.
- Forgotten Ancient: counters engine.
- Bloom Hulk: proliferate engine.
- Foundation Breaker: removal.
- Cavalier of Gales: draw, beater or blocker.
- Cavalier of Night: sac engine, removal, blocker.
- Mulldrifter: draw.
- Night Incarnate: removal, creature board wipe.
- Shriekmaw: removal.
- AEthersnipe: removal.
- Zendikar's Roil: Elemental tokens.
- Nissa of Shadowed Boughs: Elemental lands.
I left Slitherwisp off the list because you don't have any other cards with flash? Without other cards with flash, Slitherwisp isn't worth a deck spot. Now you could add cards to give spells flash, but even so Muldrotha doesn't work with flash since you can only during your turn cast permanents from your graveyard.
Flash doesn't get around this Muldrotha restriction. You can flash at any point during your turn, but not on opponent's turns which defeats the purpose of flash. Spending your mana in the early turns for ramp, evoke Elementals, self-mill and draw is better to setup Muldrotha then having many Elementals on the battlefield.
Just adding a small package of nonElemental budget creatures that have excellent interaction with Muldrotha and Cavalier of Night could help gameplay.