Wall of Omens

Wall of Omens

Creature — Wall

Defender

When Wall of Omens enters the battlefield, draw a card.

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Printings View all

Set Rarity
Mystery Booster (MYS1) Uncommon
Eternal Masters (EMA) Uncommon
Duel Decks: Sorin vs. Tibalt (DDK) Uncommon
MTG: Commander (CMD) Uncommon
Rise of the Eldrazi (ROE) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Wall of Omens occurrence in decks from the last year

Modern:

All decks: 0.13%

Commander / EDH:

All decks: 0.02%

GWU (Bant): 0.61%

Wall of Omens Discussion

deathchobo on Blink and you'll miss it

5 days ago

Traveler's Cloak, Tangle Wire, Karmic Guide, Wall of Omens, Fblthp, the Lost, Chancellor of the Spires are card that come to mind and that are not too expensive if i remember

lagotripha on How to ramp fast

2 weeks ago

Sounds like you need to check out the Life from the Loam or amulet titan primers. They should have engines you can use.

Getting a quick avenger can be achieved by cheating cost with Quicksilver Amulet or Dramatic Entrance.

Theres also the option of building something like Splendid Reclamation, or druidic vow. Getting lots lands onto the battlefield is usually something you have to build the entire deck to support, and the battle is surviving the card disadvantage while doing it quickly.

I did get one pretty quick from an (etb basic land into play) , Wall of Omens Overgrown Battlement flicker wall tribal list, but it's not amazing.

SynergyBuild on Sultai_Sir

3 weeks ago

Hey! It was just a tester, I found out I need more ramp and less draw to get the appropriate setup.

The idea of the deck was to abuse Yorion, Sky Nomad with Sakashima the Impostor or Spark Double.

It lets you get an ETB on each non-land permanent on each player's turns. That's 4 cards off of any Wall of Omens/Sleeper Dart type effect, giving absurd card advantage, toss in all the cheap/free countermagic or interaction and then you basically just stop each opponent while grinding out cards by the handfuls, drawing more and more cards that when flickered draw more and more, get a few turns of that and you just get 20-40 cards a cycle. It's insane, I was thinking just a Thassa's Oracle out of nowhere could do it, I mean, 4 of those triggers could be good either way.

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

TheGreatDistortion117 on Triad of Fate Blink

1 month ago

I suggest adding another card. Currently you have 99 cards total in this deck, and commander decks are required to have 100. As for cards within the deck, here are some for each category:

Eldrazi Displacer, Astral Drift - Good for flickering other creatures

Bloodtracker, Wall of Omens - Good for card draw in a blink deck

Mangara of Corondor, Harmonic Sliver - Good for targeted removal in a blink deck. You're already set on Mass Removal

Kor Cartographer, Knight of the White Orchid - Good for ramp in a blink deck. And definitely replace Burnished Hart with Solemn Simulacrum

Some other cool cards are Scroll of Fate, which lets you cheat out huge creatures by manifesting them and then blinking them Triad of Fates, and Strionic Resonator which basically works like an inferior Panharmonicon.

There you go, you were looking for suggestions, so here are some you could consider. My big thing though is just to make sure you get that extra card in the deck. I hope you found this helpful.

Mizzle04 on WhAT, BUdGET ConTROL? (Esper Control Ft. Snow)

1 month ago

hey there, I think u should consider Dead of Winter, reason for this being that u play 8 total non-land snow permanents and then also the lands. However im not sure if i would run it main deck but a sideboard one is always a good option i think against elves where u need the fast board sweeper or other creature reliant aggro decks i guess.Timely Reinforcements i think is also fine to include or something like Wall of Omens if u feel like ure getting run over by a bunch of small creatures.

Grind on High power Boros combo

2 months ago

sweet deck!!
you could consider adding Karmic Guide and Reveillark and maybe something like Wall of Omens if you wanted to have another combo line.
also any thoughts about deck filtering using cards like Heartwarming Redemption, Thrill of Possibility, or Reforge the Soul?

Power_Stone on Mono-White Angel Tribal

4 months ago

I think you have a good base for a deck, some things I would consider would be something like Door of Destinies or Coat of Arms, especially something like Fellwar Stone doesnt really do much for the deck in terms of mana fixing or ramp as you are mono-white. I would also consider the use case for Eldrazi Displacer and Wall of Omens. They don't seem to fit the theme and to me don't offer much in terms of value when you play them and cutting two creatures say for another sorcery, or an instant to give the deck more interaction with others would be huge plus.

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