Omnath, Locus of Rage
Legendary Creature — Elemental
Landfall — Whenever a land enters the battlefield under your control, put a 5/5 red and green Elemental creature token onto the battlefield.
Whenever Omnath, Locus of Rage or another Elemental you control dies, Omnath deals 3 damage to target creature of player.
|Have (3)||DoctorScarf , , Forkbeard|
Printings View all
|Zendikar Rising: Commander (ZNC)||Mythic Rare|
|Battle for Zendikar (BFZ)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
- Spoiler Alert: New Omnath Confusion
- When do banished creatures return?
- Legend Rule
- Will using Mirrorpool to copy Titania, Protector of Argoth allow me to put Mirrorpool back on the battlefield with Titania's triggered ability?
- When attacking with Omnath LoR equipped with Blade of Selves, can I sac elemental between the tokens ETB and the legend rule application?
Recommendations View more recommendations
Latest Decks as Commander
Omnath, Locus of Rage Discussion
18 hours ago
MindAblaze, I used to run Nissa, Vastwood Seer Flip in my old Omnath, Locus of Rage build and removed it, because to me it felt slow for what it does. I did go ahead and add Wrenn and Six and removed Dualcaster Mage which eliminates the win con I had in here, but it doesn’t seem like it’s needed anyway. Shout out to rkjunior for that as well.
Jensu08, yeah, I’ve had turns where I have had insane amount of landfalls, especially when Ashaya, Soul of the Wild is out and I’m casting/flickering creatures. So I think Tunneling Geopede gets added at some point. It’ll be one of the next things I’ll probably make room for.
3 days 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 week ago
Savage1988, I appreciate your recommendations of what to change in my deck. You may not have seen Compost in the list because I am making little changes all the time. I'm aiming to build my OmRath list as competitively as possible, and that requires maintenance and play-testing!
Khalni Heart Expedition, Devoted Druid, and Summoner's Pact are all great cards for you to use in the list. For these it's important to note that a lot of people don't neglect these cards because they are bad, but choose to use others because they think others are a slightly better fit. For example, because Omnath, Locus of Rage benefits from landfall triggers, it is usually advantageous to prioritize ramp spells over mana dorks like Devoted Druid.
Gruul Turf is a fantastic card, but doesn't make the cut for the same reason other come-into-play-tapped dual lands don't. It is advantageous to have 1) as many double land drops like Fabled Passage as possible and 2) as many basics as possible for Perilous Forays should you draw it. While Gruul Turf is a great include, it is neither of those 2 things and gets cut from competitive lists. It is worth noting that these two conditions are meant to be for mana fixing lands, not those like Reliquary Tower.
Eternal Witness allows you to recur anything from your grave with any of your creature tutor cards: Green Sun's Zenith, Finale of Devastation, or Chord of Calling. This also means you can recur non-creature cards like enchantments with creature tutor cards. It is important to understand that by adding 1 Eternal Witness to the deck, you yield up to 4 outs in the deck should you ever want to recur something from your grave. While it may not always be your choice, it vastly increases your range of options with creature tutor cards.
Hope this helps!
1 week ago
VexenX, I love the new conversation sparked by Zendikar Rising! When deck-building or adding new cards, I think it's important to revisit our win-cons. As it stands, I believe your deck has two types of win cons: burn and creature overrun. Ever since the removal of Akroma's Memorial and addition of Fiery Emancipation, I've come around to the fact that Burn is a more competitive win con. Would you disagree?
Next, since Omrath runs little removal, I believe that we should be in the mindset of designing a deck that works towards its strengths more than patching its weaknesses. This way, our goal should be to put pressure on our opponents and win as quickly as possible. You can see where I'm going with all this, as I am suggesting cuts to creature overrun enhancing cards and keeping/adding burn enhancing cards.
A few comments on your new card update post:
1) I 100% agree with Valakut Exploration. Although card draw is neat, you and everyone else on this page may be underestimating just how good the burn value can be! Because the damage is dealt to "each" opponent, we have a mini Purphoros, God of the Forge on our hands. Since Valakut Exploration burn is triggered by landfall, it works especially well with - you guessed it - Burgeoning + Ghost Town! And the more creature overrun enhancing cards like Doubling Season we slot out for cheaper draw-into-hand cards, the more smoothly Burgeoning works in the deck just by itself. And the more cheap draw-into-hand cards we have in the deck, the more likely we are to cast the cards we draw off of Valakut Exploration. Ahh!!! Okay rant done.
2) I feel like slotting out Perilous Forays is crazy talk. Other sac outlets need Omnath, Locus of Rage AND creatures to sac to take effect. Perilous Forays only needs Omnath, Locus of Rage in play - plus an upside of comboing off - plus an upside of working towards the burn win con.
3) I can see slotting out Force of Vigor. It is a flex card after all. Personally, I think 0 mana removal is too broken to cut through.
4) Ancient Greenwarden may be a godlike card, but I'd like to play devil's advocate and remind you that it is both expensive and plays towards a creature overrun win con just like Doubling Season. I respect and even back your choice to add this card, but I think it's just a little clunky and on the for-fun side.
5) Isn't Roiling Regrowth a strictly worse Springbloom Druid? Not that I'm against adding more cheap mana ramp, but I would personally add Springbloom Druid back first. For the record, I do agree with Ranger's Path being on the chopping block. Same goes for Migration Path. On paper they look just fine. In testing, I'd be happy to see one or both go.
6) I'm worried that Nahiri's Lithoforming may de-ramp us in some games resulting in an autoloss. The risk is too high for this card in too many hand states in my opinion.
7) I think Moraug, Fury of Akoum is a great reason to be back IN for the creature overrun win con. However, it benefits greatly from Doubling Season effects and doesn't synergize at all with Where Ancients Tread or sacrificing effects. This once again comes down to priority of win cons. If we're more in burn, which I personally believe us to be, than I would recommend against this.
Next, I'd like your thoughts on a few cards as additions to the deck if you wouldn't mind!
1) Play Tooth and Nail, paying it's entwine cost (9 cmc total - which is nothing for this deck)
3) When they both hit the battlefield, Terror will see Sekki and trigger causing 8 dmg to a target. In this case, point that damage right back at Sekki.
4) Sekki will lose all of it's counters, creating 8x 1/1 faeries and going to the graveyard.
5) Terror sees these 8 faeries coming in, pointing this 8 damage at a player's face.
6) Then sac all 8 faeries to bring Sekki back. (Sekki's last ability is played from the grave)
7) Rinse and repeat for an infinite damage combo.
In my opinion, adding 1 card to the deck, Sekki, Seasons' Guide, isn't a tall ask for an extra infinite combo in the deck. We already have creature tutors, so Tooth and Nail isn't even required. But after the addition of Sekki, Seasons' Guide, adding 1 more card, Tooth and Nail, instantly wins us many games when we draw it for just 9 mana. Not only do I think you could cut Craterhoof Behemoth for this combo but Craterhoof Behemoth works towards a creature overrun win con, so I'd argue it's on the chopping block anyways! You could use Avenger of Zendikar and Purphoros, God of the Forge as backup Tooth and Nail targets for the burn win con. To take this one step further, with the addition of a card that can win us the game if resolved, why not run Gamble? Twice the chance to draw into a quick and easy win con with added upside of 1 cmc and flexibility.
2) Thoughts on Skullclamp? I think it's a disgustingly good card for draw and we already have sac outlets to trigger it.
3) Thoughts on re-adding Sylvan Scrying? Ever since the removal of Tempt with Discovery, I've been missing nonbasic land tutors. Lets compare Sylvan Scrying to Rampant Growth. Rampant Growth gives us 1 mana ramp for 2 mana to use as early as turn 3. Sylvan Scrying at the very least does the same if we search up Ancient Tomb. And I think it has so much more upside if we draw it mid or late game too.
4) Thoughts on Sensei's Divining Top? I think it feels great to draw in opening hand and makes early game even more consistent.
Thanks for your time in answering my posts. I know they can be a little long!
1 week ago
ghostfire86 if you are trying to utilize Valakut, the Molten Pinnacle as a win con you may want to shift it over to Omnath, Locus of Rage. You'll need more mountains to consistently activate the burn effect won't you?
1 week ago
I’m actually at a lose atm. I tend to build each deck with a different strategy and try really hard not to reuse ideas....except for Bolas's Citadel synergy and combo...I’ll admit I have that in three decks atm. I love it to much as it works to well for those decks.
With this deck I want the option of a commander damage kill, but I also want to feed into going wide with animated lands and/or tokens. A sub theme I want is a lands finishing kill using Valakut, the Molten Pinnacle. This build list will likely change a lot before I am happy. I’m also considering Omnath, Locus of Rage or Lord Windgrace as my official lands matter commander
2 weeks ago
Also I dont know if Radha, Heart of Keld and Courser of Kruphix are worth the slots in this deck. I think I would possibly add a haste enabler like Fires of Yavimaya or Hammer of Purphoros or possibly protection like Asceticism or Constant Mists I haven't taken the time to post my actual decks on here, but I have all three other Omnath decks. I've had the Omnath, Locus of Rage deck for about 5 years, and ran courser for a long time, and was just never thrilled with the performance. It gives too much information away for the amount of value it provides.
But as courser does add some level of card advantage, maybe some pure draw might be a good addition in its place as I could see this deck playing out its hand pretty often without Omnath, Locus of the Roil or Tatyova, Benthic Druid on the field.
2 weeks ago
Thanks MLS91, I could see pulling out the Cloudskater since it’s basically 2+bounce to loot, and possibly also the blue expedition since it’s mainly there just as cheap card draw.
My reasoning on the ramp spells like Harrow, Migration Path or Avatar of Growth is that they guarantee hitting the 3 landfall triggers on Omnath. One extra mana (when his 2nd gives you 4 floating) is worth it in my opinion.
Essentially I’m going for a lands-matters, uh, token swarm thing? I want to reliably hit 3 lands on my turn, and of course being able to get a land out on everyone else’s for the lifegain is great too. Land-based creatures like Titania, Protector of Argoth,Multani, Yavimaya's Avatar and Radha, Heart of Keld with landfall trigger creatures like Rampaging Baloths, Omnath, Locus of Rage and Avenger of Zendikar. Probably need to add a finisher though I’m already looking at Moraug. Maybe Overwhelming Stampede or Finale of Devastation?