Sacrifice any number of lands. Search your library for that many land cards, put them onto the battlefield tapped, then shuffle your library.
|Want (2)||Frogsurfer44 , Darui|
Printings View all
|Core Set 2019 (M19)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
2 days ago
Glacial Chasm is a great defensive tool that helps you mainly when you are ahead, or when you are behind.
It can secure you the win after making an explosive play that makes you the archenemy of the game. Let's say we start activating Gaea's Cradle 3 times in a turn to cast a Genesis Wave for X=20+. Or if you cast a Scapeshift at 8+ lands. If that did not already kill the table, everyone is surely going to gang up on you. Glacial Chasm will make it very hard for them to kill you in the next turn rotation. And you probably only need one more turn to finish the job. So it's great for when you are ahead.
It's also great for when you are behind and you need time to setup before you can become aggressive, let's say after a boardwipe. If there is another player that is getting out of control, Glacial Chasm can help you turtle up until you find an answer or the means to take them out. Then, paying any cost is lower than losing the game. So even if you don't have land recursion or lifegain to combo with Chasm, it's still a great card for when you are behind as well.
4 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.
5 days ago
Finished a game last night with this deck. It got to the last turn and my opponent was tapped out. He still had a full 40 life. I had 6 lands on the board with Scute Swarm, and I drew Scapeshift. I also had Amulet of Vigor and Temur Ascendancy on board. I played Scapeshift, found all the fetch lands, fetched out a couple more fetch lands and dual lands...and by the end of it I had 20 landfall triggers. We didn't count how many Scute Swarm got made. With the remaining 6 untapped lands+Omnath, Locus of Creation, I slammed down Moraug, Fury of Akoum and swung for lethal.
The deck has problems with its few card draw outlets, but left alone, it can combo off pretty hard. I had lots of fun and am now trying to adopt the scutate strategy in standard to play in Commander. Thanks for the deck!
6 days ago
unwucht, thanks for checking out my brew! I’ve never been too much of a fan of Expedition Map with splash. I’d probably run Sylvan Scrying instead, if I needed the land tutor. I’ve always relied on Crop Rotation or Scapeshift to grab an important land. As for Chulane, Teller of Tales, I’m very close to possibly cutting something to make room for him. He seems to be highly recommended by the mass majority. Him and the lot of Leyline of Anticipation, Thassa, Deep-Dwelling and Karametra, God of Harvests. Still a lot of thought and play testing to do before I make some adjustments though. Thanks for the suggestions and good luck with your brew! I’ll check it out.
1 week ago
Actually, no. Both Prismatic Omen and Dryad of the Ilysian Grove both take care of that issue. These in combination with Ashaya, Soul of the Wild will cause triggers from creatures ETB as they’ll be land creature and recognized as all land types. Ancient Greenwarden gives double triggers without dropping Vesuva using Scapeshift or similar cards.
The real issue I’m finding is that whit doesn’t offer this deck design much. I’m actually leaning towards Lord Windgrace who would offer better tutoring effects and draw.
2 weeks ago
As much as I want to like the the flip lands I just don't think any of them are good enough to make the cut. I expect to see them floating around other Om_rath builds, I just don't think bad lands with bad effects are worth the utility. My opinion of course.
Out of all the great offerings from Zendikar Rising I think there are four cards for sure going in the deck, 1 that I will most likely add, and 2 that I want to add, but won't.
The four cards that for sure make the cut are:
Ancient Greenwarden - Best "Auto Include" for this deck in a while! Both effects are amazing for us, and being on a body that can block most flyers is great!
Valakut Exploration - Conditional card draw, but still powerful. The damage on the back end is more cute then game changing, but it might kill some low life totals in a pinch.
That card that I want to add but might not:
Moraug, Fury of Akoum - I love the power and fun behind this effect. The problem is that this build does not focus to much on swinging in, but Moraug might just be a flap. I can see this still being good when you can get 3 combats with even just 4 5/5s swining!
The two cards that I like but arn't good enough to make the list:
Phylath, World Sculptor - Although this card is screaming for Om_rath's attention, I just don't think it is good enough to take up a 6 cmc slot in this deck.
Ashaya, Soul of the Wild - This protects from SOME removal, but not nearly enough to be worth including. Throw it in your Omnath, Locus of the Roil tribal deck, but I don't think it is good enough for us here.
The struggle now is finding 4-5 cards to cut... This is what I came up with:
Perilous Forays OUT FOR Moraug, Fury of Akoum - Perilous is one of our OG cards, but it has been under-performing lately. With all the creature tutors in the deck now I think I am relying way more on pulling out answers that way.
Genesis Wave OUT FOR Nahiri's Lithoforming - The change I'm least sure about. I LOVE throwing a bunch of mana into Genesis Wave but I've noticed it was overkill most of the times I've cast it. Regardless, it sure is cool!...
Ranger's Path OUT FOR Roiling Regrowth - I can already hear people saying I should cut Migration Path instead, but I like the ability to cycle more then the marginally better mana fixing. I have never struggled to hit the colors I needed with this deck.
What do you guys think about my changes? Is there anything you can come up with to save Genesis Wave? I look forward to hearing back from all of you!
2 weeks ago
As far as ramp goes I think you have a good amount, but it could maybe use a little tuning! Nissa's Pilgrimage has too big a chance of failing to find in a deck with only 5 forests. I would add in Circuitous Route and Explosive Vegetation. Having a really low curve probably doesn’t need to be your biggest concern since your whole game plan is dropping 3-5 lands a turn. So I would probably drop a couple of the lower costed single land grabbing spells.
I also run 40 lands in both of my lands matter/landfall decks and try to keep the basics around 20 because I used to run 36 and maybe 10 basics and starting to fail to find before you have the board state to win the game is a really terrible feeling
2 weeks ago
Scapeshift though a little pricey is a must run card in any tatyova, with the addition of Mystic Sanctuary, you can scapeshift twice on 9 lands, making 17 2/2's with Field of the Dead. Scute Mob, Lotus Cobra, Hedron Crab are also worth running. hedron crab can be used to mill yourself, and then using cards like Splendid Reclamation brings lands back from the yard. I would also replace some of the higher cost ramp spells with repeatable ramp effects like Sakura-Tribe Scout.