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allot of land make omnath bigger

The Wrath of Omnath: The Awakening of the Mana Incarnate

The land of Zendikar trembled. The air shimmered with power, and the ground cracked under the weight of an unseen force. Deep within the heart of Murasa’s jungles, an ancient presence stirred. Omnath—the elemental embodiment of Zendikar’s wild and chaotic mana—was waking.

For centuries, Omnath had been little more than a myth, a deity whispered about by the Kor and the Mul Daya elves. Some believed it was a guardian of nature’s balance, while others saw it as a harbinger of destruction, a force of rage barely contained within the world’s ley lines. But as the Eldrazi had ravaged Zendikar and reshaped its lands, the slumbering behemoth had absorbed the raw energies of the world, growing stronger, more aware, more… complete.

The first to witness Omnath’s full emergence was a lone druid, Kalesh, who had devoted her life to understanding the flow of Zendikar’s mana. As she meditated near the Skyclave ruins, she felt a surge unlike anything before—a pulse of red mana followed by cascading waves of green and blue. The sky above turned a deep, iridescent hue, and the jungle itself seemed to breathe in time with the monstrous presence rising from beneath the surface.

Kalesh barely had time to react before the ground split open. A gargantuan form, shifting and roiling with color, erupted from the depths. Omnath had taken on a new aspect, no longer just an embodiment of green mana but now infused with the volatile chaos of red and the deep mysteries of blue. His form pulsed with raw, unbridled power, tendrils of energy lashing out and reshaping the land around him.

The druid fell to her knees, overwhelmed by the sheer force of its presence. Omnath did not see her as an enemy, nor an ally. It did not see her at all. It was beyond mortal perception, beyond the simple struggles of Zendikar’s denizens. It was the world’s fury incarnate, an elemental manifestation of the land itself seeking to restore equilibrium in the only way it knew—through destruction and rebirth.

From the shattered peaks of Akoum to the floating hedrons of Tazeem, Omnath’s awakening sent shockwaves across the plane. The land twisted and reformed, as if responding to his will. The Roil, Zendikar’s ever-present chaotic force, surged to new heights, tearing through the remnants of the Eldrazi corruption.

Planeswalkers who still wandered Zendikar—Nissa, Nahiri, and Jace among them—knew that Omnath’s rise heralded both danger and opportunity. If left unchecked, it could unravel the very fabric of the plane. Yet perhaps, if guided, it could become the weapon Zendikar needed to ensure its survival against greater threats still lurking beyond the Blind Eternities.

But Omnath did not wait for mortals to decide its fate. It moved with the force of a storm, a relentless tide of mana reshaping Zendikar itself. The land would change, and those who lived upon it would either adapt—or be swept away.

The age of Omnath had begun.

Omnath is a 6 or optimized commander deck

How i rate my decks:

  • Jank (1): a slow, awkward, or unreliable deck, a deck where all creatures have hats on.
  • Casual (2-3): a deck not intended for sanctioned tournament use, commanderprecons.
  • Focussed (4-5): a fun deck for Friday night magic, your upgraded precon, deck with theme, budget.
  • Optimised (6-7): a good deck for Friday night magic, good synergy, you have a way to win, good interaction, good manabase.
  • High power (8-9): A very powerfull deck, you can win fast, you have almost all the good cards, no budget, your missing some cards to make it competitive, you can stop others from winning, powerfull synergy, almost perfect manabase.
  • Competetive (10): A deck to win as fast as possible and preventing other from winning, you play the best commanders, you have all the best cards for your deck, your still testing and researching to make your deck better then competitive (11)

Disclaimer: I don't like the bracket system of Wizards of the Coast, so I keep using mine because it gives a better idea of my deck's power. In my opinion, one or two cards cannot change the power level. You need a good pilot, a commander with potential, a strong card synergy, and a lot of testing. But more important is to communicate with your playgroup or the community at your local game store.

How to play and how to win?

Playstyle & Strategy Your deck revolves around stacking landfall triggers, explosive mana ramp, and generating massive value from lands. You achieve this by:

Maximizing landfall synergies with cards like Omnath, Locus of Rage, Rampaging Baloths, and Scute Swarm. Accelerating mana production with Azusa, Lost but Seeking, Oracle of Mul Daya, and Dryad of the Ilysian Grove. Big power plays with Scapeshift, Reshape the Earth, and Awaken the Woods to create overwhelming board states. Core Elements 1. Landfall & Value Generation These cards ensure every land drop gives you massive advantage:

Omnath, Locus of Creation – Provides life gain, card draw, and burst damage on landfall triggers. Omnath, Locus of Rage – Creates 5/5 Elementals on landfall and punishes opponents when they die. Tatyova, Benthic Druid & Aesi, Tyrant of Gyre Strait – Draw cards every time you play a land. Field of the Dead – Generates an army of Zombies with landfall triggers. 2. Extra Land Drops To maximize landfall, you play additional lands per turn with:

Azusa, Lost but Seeking – Allows two extra land drops each turn. Oracle of Mul Daya – Lets you play lands from the top of your library. Burgeoning & Exploration – Play extra lands, enabling rapid board presence. 3. Explosive Mana Ramp Nyxbloom Ancient & Vorinclex, Voice of Hunger – Triple or double your mana output. Lotus Cobra – Generates mana from landfall triggers. Kodama's Reach, Three Visits, and Nature’s Lore – Consistent land-based ramp. Doubling Cube – Multiplies your mana for insane late-game plays. 4. Game-Winning Finishers Scapeshift & Reshape the Earth – Instantly trigger multiple landfall abilities. Omniscience – Allows you to cast your entire hand for free. Torment of Hailfire & Villainous Wealth – Devastating mana sinks to finish off opponents. Cyclonic Rift – A one-sided board wipe to regain control. 5. Control & Interaction Elesh Norn, Mother of Machines & Yarok, the Desecrated – Double your landfall triggers. Mystical Tutor – Finds key spells when needed. Ob Nixilis, the Fallen – Punishes opponents when you play lands. Powerful Synergies Cloudstone Curio + Omnath, Locus of Rage + Burgeoning → Infinite landfall triggers. Scapeshift + Field of the Dead → Instant army of Zombies. Reshape the Earth + Lotus Cobra → Explosive mana ramp for a game-ending turn. Conclusion This is an explosive "Lands Matter" value-engine deck that ramps mana aggressively, capitalizes on landfall synergies, and closes games with powerful spells. Your Omnath, Locus of All commander ensures you can efficiently use mana and consistently cast high-impact multicolor spells.

The deck can snowball into victory with a single Scapeshift or Reshape the Earth while maintaining steady land-based value throughout the game.

These are the players I sit with most often at the table and the "typical" decks they play.

Player 1: Is a master of artifacts. He always builds decks revolving around artifacts, such as Saheeli and Breya. He also has a discard/sacrifice deck led by Tergrid, but he doesn't bring it out very often. His decks are well-built, and I definitely shouldn't underestimate him.

Player 2: This player has extensive knowledge of the game (ex-judge) and can pilot any deck well. He builds a lot of decks (with proxies) and always surprises us with something new. He sometimes netdecks, so there's no specific playstyle, although sacrifice strategies frequently appear.

Player 3: All of his decks are tribal. He has a Merfolk, Vampire, Spiders, and Faeries deck. He always ensures enough control in his decks to avoid board wipes.

Player 4:

Player 5: He's very good at building underdog decks. He often flies under the radar and wins out of nowhere with a combo or by stealing the win from someone who's put in a lot of effort. He enjoys playing with weenies, combos, and the graveyard.

Player 6: He plays on an extreme budget but can pilot a deck very well. He uses cheap and bizarre cards (you can't replicate his style) and always manages to snag a win. He enjoys playing luck-based decks, -1/-1 counters, enchantments, aggro, dragons, etc.

Players 7 and 8: Are new players who are currently using precons from Bloomburrow (Animated Army).

Player 9: He enjoys control and playing in the background. Oloro, Sen Triplets, and Grand Arbiter are decks he enjoys playing. In 1v1 or Two-Headed Giant, he often pulls out his cat deck, which is very strong. He also enjoys experimenting with the color black.

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92% Casual

Competitive

Date added 3 weeks
Last updated 1 week
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

31 - 0 Mythic Rares

48 - 0 Rares

5 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 3.92
Tokens Ashaya, the Awoken World, Beast 4/4 G, Cat Beast 2/2 W, Cat Warrior 2/2 G, Copy Clone, Elemental 5/3 G, Elemental 5/5 RG, Food, Forest Dryad 1/1 G, Insect 1/1 G, Marit Lage, Plant 0/1 G, Treasure, Zombie 2/2 B
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