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Green Lantern | Omnath, Locus of Mana [PRIMER]

Commander / EDH Combo Mono-Green Multiplayer Primer Ramp Voltron

Icaruskid

Maybeboard

Creature (2)

Sorcery (1)

Enchantment (1)


"In brightest day, in blackest night, no evil shall escape my sight. Let those who worship evil's might beware my power--Green Lantern's light!"
- Oath of the Green Lantern Corps

Omnath, Locus of Mana swells in power and is a surging threat as this signature green deck accelerates mana as fast as possible. Omnath also serves as a mana reserve, or battery, to unleash explosive mana for other titanic creatures and game-winning X spell combos like Genesis Wave, Finale of Devastation, Squall Line & Helix Pinnacle. And it's a perfect sacrifice target to draw cards with Greater Good, Life's Legacy, and Momentous Fall based on it's absolutely massive power.

This deck is not trying to max out the competitive meter and go infinite even though it does frequently hit mana in the 100+ range and often in a single turn. If you are interested in infinite combos, check out the competitive Omnath High Tide Primer from Tartaras which inspired this slightly more casual, though still untame version that is wicked fast and surprisingly resilient!

  • You like ramping into gigantic creatures or an army of tokens.
  • You are excited by generating a massive amount of mana.
  • You enjoy using that mana to beat face without having to actually spend it.
  • You like casting Genesis Wave where X = 40+
  • You like killing people with your commander.
  • You like ignoring your opponents' threats and trampling over their defenses.
  • You prefer playing control.
  • You don't like being targeted automatically in multiplayer due to the strength of your commander.
  • You don't like being the target of most removal.
  • You dislike winning through combat damage.
  1. Voltron
    Use the best ramp in the game to make Omnath bigger, protect him, and grant him evasion like trample or unblockable to take opponents down.

  2. Combo
    Use Omnath as a mana battery for a combo win through a massive Squall Line.

  3. Combat Damage
    Bring life totals to zero with creatures like Avenger of Zendikar and Craterhoof Behemoth.

What makes Omnath so interesting is that all three strategies naturally converge such that you can attack with a giant Omnath and then use the mana that made him so big to play out combo pieces or aggressive creatures.

Play a mana accelerator on turn one and get your commander online as soon as turn two. Keep ramping and sinking mana into your mana pool, and win via commander damage.

Support cards for this strategy include evasion cards like Craterhoof Behemoth, Rogue's Passage, & Sword of Feast and Famine, and protection cards like Winding Canyons, Yavimaya Hollow, Heroic Intervention, Nim Deathmantle, Asceticism, Soul of New Phyrexia & Vedalken Orrery. Flash acts as protection here because with 10+ mana commonly in the mana pool, a removal spell means Omnath, Locus of Mana can still be recast the same turn and only be a little smaller in size.

Produce 40+ mana, get Glacial Chasm into play via Crop Rotation or Ulvenwald Hydra, and nuke the table with Squall Line.

This combo can happen out of nowhere on the back of a enormous Genesis Wave on the same turn given all the lands and mana doubler/land-untap effects.

Ramp and draw spells are the best at supporting this strategy. In fact, as a general rule with this deck, when in doubt on what to play, choose ramp. Don't save tutors for big threats mid game either but instead use them early for ramp targets like Arbor Elf, Lotus Cobra, Selvala, Heart of the Wilds, or Oracle of Mul Daya.

And don't fear sacrificing Omnath to draw 50+ cards. Leaning into that many times results in putting mana doublers like Mana Reflection, Vorinclex, Voice of Hunger, & Nyxbloom Ancient or land untap effects like Magus of the Candelabra, Early Harvest, & Rude Awakening into motion to steal the win.

Be bold with ramp and draw and the combos will explode!

Play big creatures like Avenger of Zendikar and attack opponents the old fashioned way. Ramp, Tooth and Nail and Finale of Devastation all help expedite threats on the battlefield.

Sometimes this is a late game strategy following massive ramp and draw turns but it can also sneak in midgame with a timely Craterhoof Behemoth since 8 mana can be there on turn 5 or a turn 6 Finale of Devastation for 13+ bringing in Avenger of Zendikar's plant army for 65+ damage. This is not a primary strategy but it happens frequently enough out of nowhere when a deck has this much velocity.

Eldrazi creatures have been excluded because they can be a bit dull in terms of being the powerful creature win conditions in any color deck and sticking to green felt like the right flavor for giving off a primal, elemental vibe befitting Omnath.

38 is the magic number of lands. This may seem a high number for a low cmc commander but 50% of the time Omnath doesn't see play except as a sacrifice target for card draw, to bait out removal so threats like Nyxbloom Ancient or Avenger of Zendikar can stick to the battlefield, or if voltron is the only way to win. It may also seem high due to the concentration of ramp but there are lands matter cards that count on them such as Exploration, Lotus Cobra, Azusa, Lost but Seeking, Tireless Tracker, Oracle of Mul Daya, Early Harvest, Rude Awakening, Magus of the Candelabra, Vorinclex, Voice of Hunger and Avenger of Zendikar. Finally, this deck is thirsty for mana so you never want to miss a land drop.

As for the non-basic lands, Rogue's Passage is a key evasion card for when commander damage from Omnath is the best strategy, Nykthos, Shrine to Nyx is a powerhouse for boosting mana, Reliquary Tower keeps the gas tank full to support the massive card draw spells, Glacial Chasm is part of a two card game-winning combo with Squall Line when 40 mana is in the pool, and both Winding Canyons & Yavimaya Hollow grant much needed protection. This part of the land base is so essential in being a toolbox that Crop Rotation and Ulvenwald Hydra are critical tutors to help pull what is needed when it is needed most.

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Comments

26% Casual

74% Competitive

Top Ranked
Date added 1 year
Last updated 1 month
Exclude colors WUBR
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

38 - 0 Rares

11 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.27
Tokens Clue, Plant 0/1 G
Folders Uncategorized, Selesnya Cool Stuff, Awesome Decks, EDH Decks, notes, GREEN DECKS, Possible Commander Decks, decks I like hehe, Other People's Decks, Commander Ideas
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Revision 31 See all

1 month ago)

-1 Baru, Fist of Krosa maybe
-1 Road of Return maybe