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"Target acquired. Target engaged. Target angry, target angry!" ― Faceless Pilot, The Avengers

My decks are non-competitive kitchen table EDH decks, which are designed to primarily play against 2 to 5 enemies. My playgroup is a bunch of mid-30s who want to meet, chill, drink and have fun at a Saturday night, so in general we don't play decks which are just frustrating for the opponents or practically exclude them from the game for the next 2 hours. We got some rules like no massive landhate or poison and we got a small internal banlist. Personally, I only build mid-budget decks. So no fancy cEDH stuff to be seen here. Sorry, not sorry. ;)

Omnath was my first own Commander and my first own deck brew at all. I already played Magic for a while when I started building this deck, but I was a poor student lacking the money to afford cards on my own back then, so me and also some other buddies mainly played with cards from a friend of mine. We had several highlander decks for multiplayer rounds, so when the commander format was introduced it felt very natural to us and said friend and me started building our first commander decks, him mono-black, me mono-green, from his card pool. Since then years have passed and Omnath might not be the most frightening deck anymore but I keep playing him mainly for nostalgic reasons and he still is scary enough to everybody focusing on me at the exact moment I start insta-killing the first dude at the table, which is also the greatest weakness of this deck tbh. Except flying creatures maybe. Speaking of flying, over the years the deck evolved naturally, adapting to its needs (and from the original deck, very few cards are still in the deck :D) which are based on the commanders of my playgroup of course. For example there's always that guy playing Aurelia, Kaalia, Jenara, Feather or even freakin' Alela which makes mono-green really sad, that's why I had to throw in some cards as an answer.

Being the oldest, this deck also is the most straight forward deck of mine. Ramp up, multiply your mana, make Omnath unblockable or something alike and kill people with commander damage. Basically whenever Omnath is not in danger of getting blocked to death, tap all your mana, attack someone and afterwards play stuff. Lately I added some options to go infinite on green mana and added Helix Pinnacle as an alternative win condition.

In this section I try to collect interesting mechanics, weird interactions and cards that are often mistaken. If I got something wrong here, please feel free to correct me. It is supposed to work as a reminder for myself if needed and it might help other people who stumble across similar issues.

Omnath, Locus of Mana:
If a green mana you add to your mana pool has certain restrictions or riders associated with it (for example, if it was produced by Ancient Ziggurat), they'll apply to that mana no matter when you spend it.
Once Omnath leaves the battlefield, you have until the end of the current step or phase to spend whatever green mana is in your mana pool before it too empties as normal. There is no penalty associated with this other than the loss of the mana.

Doubling Cube:
Doubling Cube's ability is a mana ability.
Any restrictions on the mana in your mana pool aren't copied. For example, if you have with no restrictions on it in your mana pool and that can be used only to cast artifact spells, you'll end up with , that can be used only to cast artifact spells, and that can be used for anything.

Nim Deathmantle:
Once Nim Deathmantle returns a card from your graveyard to the battlefield, it will remain on the battlefield indefinitely, even if Nim Deathmantle becomes unattached from it.
Nim Deathmantle's color-changing and type-changing effects override the equipped creature's previous colors and creature types. After Nim Deathmantle becomes equipped to a creature, that creature will be a black Zombie, not any other colors or creature types.
Once Nim Deathmantle becomes unattached from a creature, its color-changing and type-changing effects stop affecting that creature. The creature will no longer be black and will no longer be a Zombie (unless its printed characteristics or some other effects still cause it to be black and/or a Zombie, of course). This is true even if Nim Deathmantle returned that creature to the battlefield from the graveyard.
You choose whether to pay 4 as Nim Deathmantle's second ability resolves. Although players may respond to this ability, once it begins to resolve and you decide whether to pay, it's too late for players to respond.
Nim Deathmantle's second ability may return a card it can't equip to the battlefield. For example, if a nontoken artifact that's become a creature is put into your graveyard from the battlefield, Nim Deathmantle's second ability triggers. If you pay 4 as it resolves, you'll return that card to the battlefield. However, Nim Deathmantle can't equip it, so Nim Deathmantle remains attached to whatever it was already equipping (or, if it was unattached, it remains so). The same is true if a nontoken creature with protection from artifacts is put into your graveyard from the battlefield, for example.
If multiple nontoken creatures are put into your graveyard from the battlefield at the same time, Nim Deathmantle's second ability triggers that many times. You put the triggered abilities on the stack in any order, so you'll determine in which order they resolve. If you pay 4 more than once, each card you paid 4 for will end up on the battlefield under your control, and Nim Deathmantle will end up attached to the last card that returned to the battlefield this way that it could equip.

Mana Reflection:
Mana Reflection doesn't produce any mana itself. Rather, it causes permanents you tap for mana to produce more mana. If the mana ability of that permanent puts any restrictions or riders on the mana it produces, that will apply to all the mana it produces this way.

Asceticism, Yavimaya Hollow:
Regenerate is an activated ability and a replacement effect. A creature with regenerate basically gets a shield from one instance of death, but only from “destroy” effects or combat damage. Regenerate removes a creature from combat, so an attacker that regenerates won’t deal damage, and a blocker that regenerates won’t be assigned damage. Regenerate must be activated before combat damage occurs or before effects that say “destroy” resolve. To regenerate a card, pay the regenerate cost, tap the creature, and remove it from combat. You can still regenerate a creature if it’s already tapped or removed from combat. Regenerate only prevents one instance of lethal damage or destruction. However, you can activate multiple instances of regenerate so long as you can afford the costs. Think about regenerate kind of like a bubble that covers the creature. Once that bubble is popped, the creature can be killed again.

I had some kind of a hard time categorizing the cards in this deck, since many of them fulfill two roles at the same time which is the reason they are in here. So, just get started and see what they are for.

Mana Creation & Multiplying Show

Anti-Fly Show

Removal Show


-more coming soon-

Ashaya, Soul of the Wild + Quirion Ranger + Lightning Greaves = Infinite green Mana + infinite creature untaps

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Ashaya, Soul of the Wild + Quirion Ranger + Karametra's Acolyte = Infinite green Mana + infinite creature untaps

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Ashaya, Soul of the Wild + Quirion Ranger + Kodama of the East Tree = Infinite green Mana

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Ashaya, Soul of the Wild + Quirion Ranger + Selvala, Heart of the Wilds = Infinite Mana

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Ashaya, Soul of the Wild + Magus of the Candelabra + Virtue of Strength / Mana Reflection / Nyxbloom Ancient / Zendikar Resurgent / Vorinclex, Voice of Hunger = Infinite green Mana + infinite creature untaps

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Ashaya, Soul of the Wild + Magus of the Candelabra + Karametra's Acolyte = Infinite green Mana

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Ashaya, Soul of the Wild + Magus of the Candelabra + Selvala, Heart of the Wilds = Infinite Mana

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Currently I'm tinkering around with an alternative playstyle for this deck which could allow me to kill everyone at the table at the same time. It's mainly centered around Praetor's Counsel. First steps are the same: ramp up, multiply your mana and push Omnath. Then abuse spells which will draw you an absurd amount of cards in combination with a huge Omnath (or other huge creatures, maybe throw in something like Ghalta, Primal Hunger) like Hunter's Insight, Hunter's Prowess, Momentous Fall, Return of the Wildspeaker, Soul's Majesty, Rishkar's Expertise and Greater Good, discard as many frightening creatures as you can and save good protection and utility spells in your hand. Do this until you have at least Praetor's Counsel in your hand and Siege Behemoth, Concordant Crossroads & Myojin of Life's Web in either your hand or graveyard. Play Counsel, play Myojin, use it's ability and drop every creature onto the battlefield, get them haste with Crossroads and BOOM you got a ton of damage in one big swing. Best possible setup would include something like Stonehoof Chieftain, Pathbreaker Ibex, Veil of Summer (so your foes can't counter Counsel and Crossroads), and maybe Heroic Intervention or Archetype of Endurance. Imagine yourself attacking with an army of creatures with haste, hexproof, indestructible, who can deal their damage although they get blocked and their power increased by Omnath's powerlevel whatever that might be, including a double-powered Omnath which will kill one guy on his own if he was an 11/11 in the first place. If this turns out to be working... oh boy, that might rise good ol' Omnath to new glory. :D But it might also be too slow since you rely on big mana. Which actually is no big deal for Omnath, it's not that rare that I end up producing like 128 mana per turn, but you never know. I definitely will try this out as soon as I get all those cards together.
If you got any ideas which would make this faster or better in any other way, please let me know. :)

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97% Casual

Competitive