[[Primer v3.6]] - OM_RATH!!! (2021 Update!!!)

Commander / EDH VexenX

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1074 Upvotes! 123 from #2 EDH Deck! (MH1 & C20) —June 27, 2019

We had a dry-spill of new cards for nearly two years, and then we were flooded! Out of the nine changes below 5 are from new cards and 4 are older cards that I have decided to add based on play-testing and feedback. The exciting part is that we still have Commander 2019 to look forward too soon! Also it is worth noting that I would still like to add Wrenn and Six but the deck-list is getting really tight...

I changed this a few months ago, but forgot to add it to an update.

The best Force in the cycle is also likely the best removal spell in green now! Cutting a 5cmc ramp spell made the most since.

Although Scrying is likely not gone for long (it keeps finding its way back), Reclaimer is a powerhouse of repeatable Crop Rotation!

I really like Boundless Realms, but spots in the deck are really getting tight, and a 7cmc spell just cannot stay in the deck without it just wining the game everytime.

I admit it, I should not of removed Crop Rotation but making changes is part of building a deck. Lesson learned. I'm not sure cutting Burgeoning is the right call, but more often then not I don't like drawing it...

Based on a suggestion from Beebles and _Arra_, I am adding another creature tutor that also doubles as a ramp spell with Dryad Arbor. Awakening wasn't really doing much on its own in the deck.

Seeing how I added another creature tutor, I figured it wouldn't hurt to add creature protection. Again, Greaves might not be the best card to remove, so let me know what you think.

As stated earlier, adding the Arbor to make our creature tutors also ramp spells.

without Burgeoning that means Ghost Town is useless. Field seems really sweet and it protects itself.

Who doesn't want another fetchland?!

WUBRG97 says... #1

Hi VexenX

Nice to see an update on this deck :) I was wondering what you thought about some of these cards:

I have not yet finished or playtested my version yet, so i hope it is alright to ask, and i havent missed any obvious points as why one would not include a given card :)

But AWESOME DECK, +1 :D Keep up the amazing work, love your Scarab God deck as well :D

August 7, 2018 2:41 p.m.

WUBRG97 says... #2

Oh, and Mountain Valley might be a little bit better than Evolving Wilds?

August 7, 2018 2:43 p.m.

VexenX says... #3

Odysseus_97: You gave me quite a bit to think about, thanks for the comment!

  • Grow from the Ashes: This seems fine, but not better then my other ramp, and I really don't need any more right now.

  • Spire Garden: I don't even play Command Tower so this isn't needed. Taiga and friends are only played become I can fetch them.

  • Terramorphic Expanse: This could get a spot, but I don't want to lower my basic land count. Do you think there is another land I can take out?

  • Wayward Swordtooth: I think this deck has a good share of "play more lands" abilites, at least for how many slots I am willing to give. If you don't have Oracle of Mul Daya then you should play this!

  • Rampaging Baloths: This is a good question. To explain why this is not played, we have to ask why Om_rath himself is so good. The main reason is because it does not just require you to swing in order to win, but you honestly rarely do. Plus he is amazing removal in a pinch. However, Baloths does none of this. You just get a beast with no evasion that does nothing unless you have Craterhoof Behemoth (but is slow even then for 6 cmc).

  • Courser of Kruphix: Same as Wayward Swordtooth.

  • Tilonalli's Summoner: This is ok, but REALLY conditional on other cards in play. If you have a sac-outlet is is pretty good, but completely horrible otherwise. Plus it dies really easy. You should NEVER swing with it more then once, and is just a slow Tempt with Vengeance in the best case.

  • Heroic Intervention: Kinda temping, just to protect Om_rath at instant speed. Might be worth trying.

  • Krosan Grip or Beast Within: I know we hurt for non-creature removal, but I bank on not caring in most games. If Om_rath is your primary commander and you get hated out a lot, then you will likely want to play these. However, I only pull out Om_rath every couple weeks, so no one plays hate cards for it.

  • Green's Sun Zenith: I have never been in a state where I think to myself "I really want to Tutor more right now!"

  • Animist's Awakening: This misses way to often. I use to play it back in the day.

  • Pir's Whim: This is both weak ramp and removal. Not really what I am looking for.

  • The Mending of Dominaria:VERRRY slow...

  • Ghost Quarter/Tectonic Edge/Field of Ruin/Temple of the False God: More lands I would use if I didn't need so many basics to make the deck flow.

  • Triumph of the Hordes: REALLY MEAN, and not my style. Play it.

  • Blasphemous Act: This baby is 100% necessary. I can honestly say it has won more games then any other card in the deck, second only maybe Craterhoof Behemoth.

  • Mountain Valley: Only marginally better, but I might look into getting an alter made of it.

It is important to to note that all of these cards are ok in this deck!!! If you have then and are on a budget, run them! None are unplayable by any means, I am just running what I think to be a more optimized list. The beautiful thing about commander is that a deck does not need to be "optimized" to be good (and more importantly, fun!).

Thank you again for the comment! I will be trying to update my The Scarab God deck tonight, and The Ur-Dragon tomorrow. (They are my most voted lists, but all of mine are kind outdated right now...)

August 7, 2018 8:14 p.m.

Guerte says... #4

Odysseus_97/VexenX: Another thing to consider with Mountain Valley vs Evolving Wilds is the timing of them. Both have the same timing as far as mana usage, as you will take a turn off before you have access to said mana. However, one can net you two tokens in one turn while the other will only net you one.

August 7, 2018 9:35 p.m.

RipVanWinkle says... #5

ScrOuch thanks vor clarification

GeminiSpartanX it was awesome.... till some one cycled a decree

August 8, 2018 12:05 p.m.

WUBRG97 says... #6

VexenX

The only consideration of cutting a land for Terramorphic Expanse i think would be Cavern of Souls

You mentioned not a lot of blue decks in your meta, so it might not be as useful? Who knows, and furthermore, with only 3 elemental creatures, its ability is not really at its full potential. I see it could be a hard cut, but if its effect does not grand anything, it might be the only reasonable land cut.

August 8, 2018 3:49 p.m.

TheEmgee says... #7

VexenX: You said you've been working on a Slimefoot deck. I am curious to see your take on that commander. Do you have it on TappedOut? Could you post up your deck list?

This my current list for Slimefoot: ??Slimefoot's Aristocrats??

August 9, 2018 8:24 a.m.

pedros234 says... #8

There's one problem. Total lack of artifact/enchantment removal. Last night I failed miserably against Oloro with Solitary Confinement on board. And there was NO WAY to deal with this enchantment. But there's

August 17, 2018 5:07 a.m.

SynergyBuild says... #9

pedros234, Solitary Confinement requires some form of card draw engine to keep going on, if it was Oloro himself, this deck could remove him, and just wait it out until they have no hand and no protection.

August 17, 2018 9:26 a.m.

LordGByron says... #10

Not a fan of the new changes. Rishkar’s Expertise is good, but the other changes are meh. Nissa makes sure you don’t miss a land drop then turns into card draw or ramp. Evolving wilds is just terrible and should never be run. You take out one of the 2 removal spells, that’s a terrible idea.

August 17, 2018 2:48 p.m.

pedros234 says... #11

SynergyBuild Yeah, he got Necropotence on the table, so infinite draw engine. I think I will put some enchantment/artifact removal in my copy of this deck. What would you suggest? Maybe Woodfall Primus and Song of the Dryads or Hull Breach?

August 18, 2018 4:30 a.m.

SynergyBuild says... #12

Bane of Progress is pretty fun! Being an elemental is a good upside!

August 18, 2018 8:24 a.m.

Starsky2814 says... #13

pedros234, I use the following artifact/enchantment removal cards in my Omnath, Locus of Armageddon v2.6 deck: Bane of Progress, Rite of Ruin, Subterranean Tremors, Shatterstorm, Wave of Vitriol, and Hellkite Tyrant. On a side note, Hellkite Tyrant + Tireless Tracker = easy victory. Hope this can give you ideas to overcome your meta.

August 18, 2018 10:28 a.m.

zaytsevi says... #14

what about Ranger's Path. seems pretty good

August 19, 2018 3 a.m.

SynergyBuild says... #15

August 19, 2018 9:37 a.m.

WUBRG97 says... #16

SynergyBuild

Skyshroud Claim: Yes, this one is better

Explosive Vegetation: Ranger's Path fetches for non-basics, so it is actually somewhere between Skyshroud Claim & Explosive Vegetation depending on ones need to fetch out basics.

In this deck where VexenX has included lots of dual lands with the land types, Ranger's Path might actually be strictly better than Explosive Vegetation

August 19, 2018 10:59 a.m.

SynergyBuild says... #17

I misread it and thought it said basic forests xD

August 19, 2018 11:18 a.m.

VexenX says... #18

So, two big topics here are 1) non-creature removal and 2) Ranger's Path.

1) The whole removal thing has been a highly discussed topic over the past few years. We obviously dont need creature removal in here thanks to Om_rath. I have opted out of playing non-creature removal purely because of my meta, which is very creature/commander focused. This being said, highly saturated creature removal has historically been more then enough for me. When I use to run non-creature removal it would sit in my hand forever, or I would just win without ever using it. The best removal to run would of course be Beast Within, Chaos Warp, Vandalblast, and Decimate. I'm not a big fan of Bane of Progress in here because of all the key enchantments we run.

2) You guys are definitely right about Ranger's Path. Do you think I should just remove Explosive Vegetation?

August 19, 2018 12:29 p.m.

SynergyBuild says... #19

That works for the Ranger's Path switch. Vandalblast I find worse than By Force, because a number of the time someone drops a Grafdigger's Cage shutting out a Karador deck, and you just want to blow up every artifact your opponents control except that hate piece. By Force will do the trick! I get that in this list Bane of Progress might not work, but many Omnath decks aren't going to use that many enchantments, and would just like it as a large beatstick elemental that also blows stuff to smithereens.

August 19, 2018 12:59 p.m.

WUBRG97 says... #20

VexenX: Well since the deck is 87% Green, and the only card needing double red is Omrath himself, and the only other 7 red cards in the deck only need single red, it really seems like Ranger's Path is just a strictly better card in this case. Ranger's Path in this deck instead of Explosive Vegetation will find the red mana needed to cast Omrath, and neither ramp spell would let the lands enter untapped if it was needed to cast Omrath the same turn. Furthermore, it would reduce the number of ramp spells restricted to finding basics which also seems very good, since it could lead to a reduced number of basics in the future if similar new ramp spells is printed, like Hour of Promise :) I think it's a swap right away, unless there is a more underperforming ramp spell to replace, but i can't really see which one it should be :)

In regards to removal, Beast Within takes any permanent even lands, so this could be nice to include. But if you are going to add removal, it is not very reliable to only have 1, then you would need at least 3-5 to make it more consistent which is a key essential in any optimized build in my experience. Furthermore it would be hard to figure out what to cut to run a bigger amount of removal, and removal and hate cards are very meta dependent. So a creature heavy meta like your own won't need a lot of removal cards. Obviously if they ever print an Aura Shards in these colours put that baby in right away :)

Hate cards and removal are always the hardest to make objectively correct in my opinion as amount and which cards are best, change depending on the meta. A few cards are objectively very strong and ALMOST needs to go in every deck they can, like Anguished Unmaking or Beast Within.

In case to Vandalblast & By Force, these are more meta dependent, or needed if one deck has a tough time dealing with artifacts. I change decks very often and i have multiple decks, and a lot of players in my meta does the same, so including hate cards are often a waste since they can be awesome in one case where you draw it and play against the right decks, otherwise they are horrible. So cards like Grafdigger's Cage, Torpor Orb and similar effects are very inconsistent. Torpor Orb hits cards in almost any deck so that is a better hate card than most, but still very inconsistent.

Hope you can use some of my thoughts, even though this comment ended up being quite long :p

August 19, 2018 3:35 p.m.

mpereira86 says... #21

After today's gameplay I finally noticed how much hate Om_rath generates. After getting Burgeoning and Ghost Town in my initial hand, I was able to cast Omnath, Locus of Rage on T3, and generate many elementals on the opponent's turns. And after that I couldn't do a thing, because it immediately turned 3 against 1. So, I felt like adding Decimate and Vandalblast to the deck, mostly because I'm in need of enchantments/artifacts removal. Also, for this weekend, I wanted to test Past in Flames and Scavenger Grounds to see how it runs.

August 22, 2018 10:41 p.m.

Dankey says... #22

Scavenger Grounds and Anger of the Gods have done wonders against decks like Muldrotha, the Gravetide at my casual meta. Vandalblast and Song of the Dryads are fantastic even in competitive matchups.

August 23, 2018 3:09 a.m.

Dankey says... #23

Scavenger Grounds and Anger of the Gods have done wonders against decks like Muldrotha, the Gravetide at my casual meta. Vandalblast and Song of the Dryads are fantastic even in competitive matchups.

August 23, 2018 3:09 a.m.

SynergyBuild says... #24

Dankey that double-post xD! Sweltering Suns and Rolling Earthquake would generally be more versatile than Anger of the Gods, but I love Scavenger Grounds with effects such as Titania, Protector of Argoth and other such beneficial effects.

August 23, 2018 8:45 a.m.

Sylvanrush says... #25

New card spoiled today, definitely an auto-add into my Omnath deck -

Avatar of Growth - 2G4C 4/4 Creature - Elemental Avatar

"This Spell costs (1) less to cast for each opponent you have.
Trample

When Avatar of Growth enters the battlefield, each player searches their library for up to two basic land cards, puts them onto the battlefield, then shuffles their library."

August 27, 2018 3:01 p.m.