Tornado Elemental

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Tornado Elemental

Creature — Elemental

When Tornado Elemental enters the battlefield, it deals 6 damage to each creature with flying.

You may have Tornado Elemental assign its combat damage as though it weren't blocked.

mattzim666 on Maelstrom Wanderer Chaos Reigns Supreme!

2 years ago

I think you should cut: Brutalizer Exarch, Conduit of Ruin, Frost Titan, Giant Adephage, Myr Battlesphere, Oblivion Sower, Pelakka Wurm, Phyrexian Ingester, Rashmi, Eternities Crafter, Rattleclaw Mystic, Sagu Mauler, Simic Sky Swallower, Sphinx Ambassador, Stalking Vengeance, Tornado Elemental, Plasm Capture, Pandemonium, Sunken Hope, Tezzeret the Seeker, Chromatic Lantern, Darksteel Ingot, Disaster Radius, Explosive Vegetation, Heat Shimmer, Rude Awakening, and Spelltwine. As for lands, I do think you should replace: Izzet Boilerworks, Spawning Bed, and Temple of the False God.

I think you should add: Temur Sabertooth, Genesis Ultimatum, Etali, Primal Storm, Skyshroud Claim, Goreclaw, Terror of Qal Sisma, Sakura-Tribe Elder, Chaos Warp, Klauth, Unrivaled Ancient, Terror of the Peaks, Kodama of the East Tree, Reclamation Sage, Kogla, the Titan Ape, Consecrated Sphinx, Selvala, Heart of the Wilds, Wood Elves, Ilharg, the Raze-Boar, Diluvian Primordial, Prime Speaker Zegana, Release to the Wind, Return of the Wildspeaker, Nature's Lore, Three Visits, Garruk's Uprising, Guardian Project, Unnatural Growth, and Arcane Signet.

I do think one option that you have is replacing all signets with mana dorks like Birds of Paradise, Llanowar Elves, and Elvish Mystic

If you are able to find more slots, I think you should consider: Hullbreaker Horror, Thryx, the Sudden Storm (dependent on count of spells with 5 cmc or more), Soothsaying, Mulldrifter, Beast Whisperer (dependent on final count of creatures), Rishkar's Expertise, Turntimber Symbiosis  Flip, See the Unwritten, Balefire Dragon, Scourge of the Throne, Bane of Progress (I feel like you do not have a ton of high value artifacts or enchantments that would cause this to cripple you), Momir Vig, Simic Visionary, and Genesis Storm.

MULRAH on Elementals Toolbox

2 years ago

Ryan tried this deck out last night. He tried to get a value engine going with Hoofprints of the Stag but was eliminated from the game before that could really work. I wonder if he was being too proactive, when this deck is really more of a reactive deck. For example, if he'd tutored up Tornado Elemental instead of Hoofprints of the Stag, maybe could have taken out the flyer I'd been hitting him with repeatedly. He did use Brutalizer Exarch to eliminated one of my equipments, but he could have instead used it to go get Ingot Chewer , play it for its evoke cost to take out the same equipment, and then use it again from the graveyard with Horde of Notions . Once I was cut down to size, he could have then set up his value engine and start attacking with the multiple threats he had on the board.

DarkRequiem on Eladamri LoL Elf Forestwalk

3 years ago

There are a few cards making very little sense to me:

  1. Primal Amulet - Right now you're running 4 instants & sorceries.

  2. Library of Leng - Are you drawing that much? Is your meta that full of discard? Reliquary Tower would be a better fit unless your meta is really heavy on discard.

  3. Grinding Station - You're playing few artifacts. I think I counted 13. Might be wrong though. Still, most of those artifacts are stuff you don't want to sac.

  4. Tower Above + Bequeathal - Your commander gives shroud to most of your creatures. You don't want to target them 99.9% of the time. Considering your commander and the fact that people will try to get rid of it asap I might go with Myth Unbound.

  5. Most of the lands coming into play tapped. Most of them are subpar.

  6. Adaptive Automaton - Elves have more than enough lords. No need for a non-green creature.

  7. Allosaurus Rider - Although I'm not against this card per se, I think you'll need to play more stuff to make it work. Blighted Woodland and Myriad Landscape + Kodama's Reach and whichever other mana ramp you can add to the deck.

  8. Beast of Burden - There are elves that do this. Heedless One, Jagged-Scar Archers and Drove of Elves (which you're playing) are elves and they get shroud from the commander. The 1st has trample, the 2nd kills fliers and the 3rd has hexproof which is good when your commander is out.

  9. Bloom Tender - This card belongs in multicolored decks. Preferably 3 or more colors. You have several elves that tap for G, costing 1 cmc. At 2 cmc you'll prefer Priest of Titania.

  10. Fangren Marauder - High CMC, triggers on artifacts destroyed only and does something that comes natural to elves: lifegain. Wellwisher is way better.

  11. Llanowar Mentor - You're not playing madness, I don't see anything to abuse cards from your grave... Freyalise, Llanowar's Fury is way better.

  12. Mishra's Self-Replicator - Feeds Grinding Station, I know. Still, not that good, I believe.

  13. Scattershot Archer - Unless you're seeing lots of x/1 fliers on your meta, this is pointless. Hurricane, Tornado Elemental, Whirlwind and so many other cards are better.

  14. Shaman of Spring - Masked Admirers does the same, has the same cmc and is repeatable.

  15. Silhana Wayfinder - I'd prefer Wood Elves.

  16. Spire Tracer - Meh.

  17. Weatherseed Elf - Might work if you find a way of turning your non-green opponents lands into forests. My fav way is Deepwood Elder.

Some cards you might consider:

  1. Caller of the Claw and Fresh Meat- Anti-mass removal!

  2. Dwynen, Gilt-Leaf Daen, Elvish Champion, Imperious Perfect, Joraga Warcaller, Elvish Clancaller, Canopy Tactician and Elvish Warmaster - Elf lords for all kind of tastes.

  3. Glissa Sunseeker and Nullmage Shepherd - Artifact and enchantment removal.

  4. Lys Alana Huntmaster - Token generation. Self explanatory, I believe.

  5. Marwyn, the Nurturer - Mana acceleration.

  6. Wolf-Skull Shaman - Card advantage. Works quite well with Sylvan Library.

Metachemist on Omnath's Fury

3 years ago

I could see cutting a couple of top end, cmc wise, cards to run a little more interaction. But that's just my tastes most likely.

For example I could see cutting Liege of the Tangle, Tornado Elemental, and maybe one of the 6 CMC Chandra's in order to run Negate, Heroic Intervention, and Return to Nature

carpecanum on Omnath Elemental Landfall

3 years ago

The "panorama" lands also trigger Landfall twice in a round. They are legal with any commander because they don't show mana symbols.

Elemental Mastery is great if a one big guy is getting chump blocked. Turn him into a swarm. Even better if you have Elemental tribal stuff going on.

Chameleon Colossus Tornado Elemental

multimedia on Locus of angry jellybeans

3 years ago

Hey, looks good for a budget version of Omnath, but you forgot Command Tower and Sol Ring :)

Sol could replace Anger because without having a consistent way to discard Anger it's lackluster for a four drop. Battledriver/Crasher are better four drops for giving haste. Because of so many Forests consider Orcish Lumberjack replacing Tornado Elemental? By sacing one Forest after tapping it for mana with Lumberjack that Forest makes four mana. It's a fast way to ramp into Omnath. Tornado is the least good of the high CMC creatures and there's a lot of high CMC creatures here.

Consider Fierce Empath replacing Rubblehulk? Budget tutor for Avenger, Multani, Ulvenwald or any other 6 CMC or higher creature. Consider Primal Command replacing Crash of Rhino Beetles? Ten lands is a lot of lands to make Beetles worth five mana. Solemn Simulacrum is the lowest price it's been in a long time; it was reprinted in the Mystery Booster Cards set.

Good luck with your deck.

SharpRaptor on Omnath: Locus of landfall & combos

4 years ago

Hi, I hope that at least some of what i'm going to put here will be useful, and even if you don't use any of my advice then maybe you will be able to see where I am coming from and use the logic to find your own improvements :)

Ramp

As the previous commenter has suggested the amount of ramp spells that put lands in to play in your deck is a bit to low for a ramp deck especially one that has subthemes of landfall. Typical commander deck building suggestions say that you should have 10 pieces of ramp to tide you into the midgame. This goes for any deck, not just ramp decks. In ramp decks you will want more. At my count you have 12 ramp cards that are reusable (ie, aren't the one shot sacrifice elemntals) this will want to be more really, with a focus on them being ones that put lands in to play. Another of note, is that cards like Zendikar Resurgent don't really count as a ramp slot, as by the time we can cast it, we have a lot of mana already. 'Ramp' cards are ones that you want to see in your opening hand to get you into your game plan faster.

For this reason I would look into replacing some of the creature based ramp and some other low impact cards with this ramp that will get us executing our main game plan faster and better.

These can all be easily replaced with land based ramp spells as they don't get you any further ahead on mana than 1 land, or are one shot abilities when we want to be dropping big things multiple times over multiple turns.

Smokebraider Is unique because it produces 2 mana for only 2 investment, but only if we focus in on elemtals so can be left on a short list to be evaluated. We'll list other potential cuts later when looking at more over all deck evaluation.

The previous commentor has provided a list which at first glance seems to be comprehensive enough to provide some ideas for what to add.

Removal

More conventional commander wisdom suggests that you have at least 5 ways to directly interact with your opponents game plan. I personally nearly always play more than this, but you should have at least 5. This direct interaction is preferred to be the targetted simgle response cards that can remove threats in any shape or form. Of note, this removal count is seperate from the count of mass removal. At my count you have Song of the Dryads , the down tick of Domri, Anarch of Bolas and Ingot Chewer as easily accessable removal. Things like the trigger from your commander or things like Magmatic Force are more incedental as you can't rely on them doing what you want when you need it.

Cards that could be added in this slot are many. But it is a good idea to have as many as you can being generic answers to anything, but also you need to make sure that they are ones you can realistically weave into your game plan instead of leaving up those answers at all times. This is mostly a balncing act that is where fine tuning comes in from playing the deck. But potential recommendations for all purpose would be Beast Within and Chaos Warp . After that they become more specific but can be cheaper in mana,

Wrath

This may seem counterintuitive, seen as you are planning on being the big creature deck that wants the board presence. But sometimes the opponents boards just need answering (Not to mention that you might end up getting a lot of elemental death triggers from Omnath). As such having 2 or 3 creature wraths might be worth trying. And having 2 or 3 artifact and enchantment wraths will be good to have access to aswell. Something you already have so I assume you already know.

Creature wraths to consider in green red include

You already have the cards for mass removing artifacts and enchantments so I won't bother listing any more.

Card Draw

One of the most common recommendations I have to make to people about their deck is to up the amount of card draw or selection in their decks. There is no point in having sweet cards and synergies in here if we never get to see them! Normally I recommend having 10 ways of drawing cards in your deck, with some of them being repeating and some being one shot. At my count you currently have 7 (Or 8 if you count Praetor's Counsel which can do effectively a similar job), so you are nearly there but I would recommend adding a couple mr just to smooth out the deck running.

  • Harmonize is the most obvious recommendation withit being notorious for its colour pie break with not haveing a restriction based on creatures or similar.
  • Horn of Greed is universal, but we should be getting more value from it.
  • Greater Good is amazing if you keep having big creatures to sacrifice. Thankfully due to our commander triggers, we do!
  • Chandra, Flamecaller can cover multiple bases of what we need, it can be counted as both a wrath AND a card draw engine :) IT also even makes elementals (of note, they get exiled at end step instead of dieing so you won't normally get Omnath triggers. Sacrificing them to Greater Good though....... )
  • Rishkar's Expertise can be great card draw as you don't need to take a full turn off to refuel, you still get to cast something that costs less, which could be that removal spell or something you needed!

These overview sections are recommendations for generic cards that could go in. From here on, we will be looking at more specific card options, and possible cuts from the existing deck

Deck Applications

Now, again as the previous commentor mentioned, there are multiple ways you can take an Omnath deck. My take on them being

  • RG Big thing Ramp. No specific synergies in mind except for incidental ones like, I need land to cast my big spells, and this card cards about land. Not a bad deck by any means, just less commander or theme focused.
  • Elemental Tribal Ramp. This seems to be closer to what you are currently going for. Similar to the RG ramp deck, just with tribal synergies from elementals
  • Landfall / Lands Matter. Here we are focusing on many landfall triggers, and keep cycling our lands round and round to get them. This deck will likke having access to things like Crucible of Worlds and many effects like Exploration

Here, i will suggest some cards for each of them and maybe later on if you want we could look more into one or a mix of these strategies.

RG Ramp

  • Ruric Thar, the Unbowed This card is very very powerful. Expecially as the decks around you get more and more powerful and wanting to do more combo and storm bsaed strategies.
  • Gruul Ragebeast A good way of keeping the board under control when you play your 'large and incharge' creatures
  • Vorinclex, Voice of Hunger We have mana, they don't. Enough said really. Just beware that with this creature, sometines the adage If you can't remove the problem, remove the player can be applied to just killing you.

Elemental Ramp

Other than ones recommended here, perhaps a good idea would be to use Gatherer or mtg.wtf to find elementals in your colour. Or cards which reference elementals in your colours, the example in wtf would be this

  • Chandra, Acolyte of Flame can rebuy your ramp spells and can make elementals that will die to trigger Omnath.
  • Chandra, Awakened Inferno A wrath that doesn't kill elementals and can provide a reasonable clock on the game with her uptick.
  • Omnath, Locus of Mana Store mana for a rainy day. Or for hitting your opponents upside the head with it. Both work.
  • Parallel Lives Double the tokens, double the elementals, double the damage. We like.
  • Tornado Elemental clears out any things like Dragons, or Flying Slivers or similar. Also good at picking of planeswalkers as it has sudo unblockable.
  • Liege of the Tangle we can go REALLY all in on making all our lands elementals and meaning that if someone wraths us we can basically kill everyone from Omnath triggers
  • Budoka Gardener Ramp early game, big guys late game.

Lands Matter

This deck idea might have elements that are closer to a combo deck than the others, but will still mostly be a midrange deck.

Possible Cuts

Cutting Criteria

I won't re-list the cuts recommeneded in the ramp section. I will be evaluating cuts in the assumption that the deck is wanting to be a combination of an elementals ramp deck and a lands value deck. A lot of these recomendations for cuts will have very similar reasonings, which I will elaborate on first to be able to be brief later on. These recommendations will possibly sound rather brutal, however I find that it makes it a lot easier to have too many cards that are on the cutting block rather than not enough.

  • Too Slow. If the card takes too many turns to start pulling its weight then it could be replaced with something that does what we need sooner. This is common in cards which have 'at the beginning of your upkeep' effects as they will normally have to wait an entire turn cycle to start doing something. Enters the battlefield triggers or similar things that have an effect the turn you play them are often preferred.
  • Too expensive. This should be self explanatory. If the card costs too much mana, especially if the same effect can be achieved for less mana then it should be exmined.
  • Doesn't do enough. While the effect might be interesting and maybe something we actually want in the deck, The card just doesn't pull its weight in whatever role it is supposed to be doing
  • Doesn't contribute to our game plan This might be a good card, maybe even a great card in other decks. But perhaps the effect just isn't one we need in this deck

Cards

Creatures

  • Cytoplast Root-Kin Too slow. Doesn't contribute to our game plan.
  • Dragonmaster Outcast Too slow. Doesn't do enough
  • Grazing Gladehart Doesn't do enough. While we like landfall triggers. The life gain is small enough to be negligable unless we are massrecycling all lands from our yard multiple times.
  • Magmatic Force Too Slow.
  • Magmaw Doens't contribute to our game plan / Doesn't Do enough. We can run other sac outlets if we want ways to sacrifice our elementals
  • Scute Mob Possibly too slow. But I love me a scute mob so I'm fine with this staying in :D
  • Spawnwrithe Doesn't do enough. However this one can stay in if you have found that you realistically get to connect with it at least twice to have four of them
  • Tendershoot Dryad Doesn't contribute to our game plan. Though it is very good at gummin gup the board
  • Tyrant of Discord Doesn't do enough. However if you change to having some ways to knock your opponents off of lands then the chances of this hitting multiple nonlands go up and its value does too. However there are enough control players where the onlything this will do is destroy a land at random
  • Undergrowth Champion Deosn't do enough. It's got all the right keywords but thats about it

Enchantments

  • Retreat to Kazandu Doesn't do enough. THe landfall idea is good, but putting 1 counter an a guy once or so a turn isn't worth the slot really

Artifact

  • Sword of the Animist Too Slow. We want this effect, but we aren't attacking multiple times in one turn so there are better effects to get lands from our deck. We don't neccessarily even have than many small creatures to equip this too to get it active early enough for the ramp to be that useful as ramp

Sorcery

  • Animist's Awakening As much as i want this spell to ever be good. It's just not really at all.
  • Journey of Discovery Too slow. For this to be actual search out ramp you need to entwine it which is then 6 mana. Any of the 4 mana double basics would be better here. Or just Explore type effects that cantrip too.

Planeswalker

Turns out there is only slightly too much Nissa. (And not enough Chandra ;) ) All of the Nissas' contribute to our gameplan well except for Nissa, Voice of Zendikar . The general rule of Planeswalkers in commander is to assume that you will only get two activations if you are lucky. So with this one you will at best buff your team a little. Consider Garruk Wildspeaker instead maybe?

Other random Card Recommendations

Closing

Well I hope some of this helped at least a little :)

SharpRaptor

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