Very powerful and fun commander deck that can put you in an insane board state very quickly.

The goal is to get Omnath out, create as many elementals as possible and sack them when appropriate, dealing damage.

There are a few combos in the deck. The first is built around: Perilous Forays, a source that creates creatures to sack when land comes to play (Omnath, Locus of Rage, Scute Swarm, Rampaging Baloths, Zendikar's Roil), and a source that produces mana when land enters the battlefield (Lotus Cobra, Tireless Provisioner, Nissa, Resurgent Animist, Amulet of Vigor, Stone-Seeder Hierophant, or Spelunking (via the land coming in untapped or ability to untap land for the last 3)). You pay one to sac a creature to put a land into play, triggering the other to cards, and continue until all lands are in play. Ideally, therefore you want to just have basic lands, with a few exceptions.

Gruul Turf and Guildless Commons are very important to another combo, this time infinite. You need to have Kodama of the East Tree on the battlefield and one of (Omnath, Locus of Rage, Scute Swarm, Rampaging Baloths, Zendikar's Roil) that creates landfall tokens also on the battlefield. When you play either Gruul Turf or Guildless Commons, resolve the land return ability by returning Gruul Turf or Guildless Commons to your hand. Then create a token from the landfall, which when entering, triggers Kodama of the East Tree to put Gruul Turf or Guildless Commons into the battlefield. Repeat for infinite tokens. This can also be done with a forest if Living Twister is on the battlefield.

Other important cards: Ancient Greenwarden will double landfall triggers.

Courser of Kruphix allows for knowledge and some minimal life gain

Dryad of the Ilysian Grove, Loot, Exuberant Explorer, Mina and Den, Wildborn, Oracle of Mul Daya, Wayword Swordtooth, and Explore allows for more lands per turn each card. Rites of Flourishing does so and draws an extra card for all players.

Nissa, Vastwood Seer   grabs a land and transforms into a great planeswalker.

Magmaw, High Market, Evolutionary Leap, Goblin Bombardment, Greater Good are all sac outlets

Growing Rites of Itlimoc   essentially turns into Gaea's Cradle very easily, while also putting a creature card into our hand.

Parallel Lives and Primal Vigor both double tokens as they come in, while Second Harvest doubles all your tokens.

Westvale Abbey   is both a sac outlet but also creates a monster of a creature, a 9/7 with flying, lifelink, indestructible, and haste.

Rogue's Passage helps creates a big unblocker for combat.

Multani, Yavimaya's Avatar allows lands to be put into the hand from the battlefield and is a big trampler. In the future, this will be replaced with Worldly Tutor.

Seedborn Muse is a game changer that allows for a full-blown attack without worrying about needing to keep up blockers.

Shaman of Forgotten Ways allows for both 2 mana for creatures and also a potential win-con for 11 mana.

Evolving Wilds, Jund Panorama, Myriad Landscape, Naya Panorama, Terramorphic Expanse, and Thawing Glaciers all essentially create an extra landdrop.

Thespian's Stage allows for a copy of Westvale Abbey   or another player’s land.

Dictate of the Twin Gods doubles damage from all sources, which likely will help us more than our opponents. Elemental Bond, Garruk's Uprising helps us with card draws.

Zendikar Resurgent doubles your mana every turn and adds draw cards, though costs 7 mana to cast. Warstorm Surge can come out before Omnath, Locus of Rage and deals additional damage for each creature drop. It is also not too important for us, but others might think it is, so it is a good target for them to remove.

Beast Within, Decimate and Chaos Warp are important removal spells, while Krosan Grip, Naturalize, and Nature's Claim all remove enchantments or artifacts.

Deflecting Swat is essentially a free counter.

Sword of the Animist, Crop Rotation, Entish Restoration, Harrow, Farseek, Kodama's Reach, Rampant Growth, Skyshroud Claim, Sylvan Scrying, Three Visits Roiling Regrowth, Nature's Lore, and Nissa's Pilgrimage, tutors for lands. Natural Order searches for a green creature, while Archdruid's Charm tutors for either a creature or land, or boosts a creature, or works as artifact/enchantment removal. The land searches are important as we want as much land to enter as possible to trigger all our landfall triggers. Some that allow for any land, not just basic, can be used to search for Gruul Turf, Guildless Commons, or Westvale Abbey   as needed. All but one of our creatures are green as well.

Sol Ring should be in every deck.

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