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[[Primer]] - Omnath - Roid Rage Ramp

Commander / EDH Burn Primer Ramp RG (Gruul) Tokens

Guerte


"Omnath, the "flickering heart," is a divine manifestation of the wild and chaotic mana of Zendikar, an elemental being that can be found in some incarnation in many creation myths of the plane.

Despite the uncertainty of Omnath's actual existence, a real site on a high mesa of Ondu was dubbed the "Prison of Omnath". The site was safeguarded by a binding circle of strange globular swamp-growths, stone hedrons, and animal bones. The circle created an eerie sensation in those who approached it, deterring them from approaching the circle's center, where a huge pit leas deep into the ground. Those who got too close died to the destructive surges of power that lashed out from the circle.

Religious pilgrims from across Zendikar traveled to the Prison of Omnath on a twice-yearly basis to perform the "Ritual of Lights", a ceremony designed to protect the world from the release of Omnath. During the events leading up to the Rise of the Eldrazi, however, the ritual was disrupted and Omnath was set loose." – MTG Salvation Wiki

On October 2, 2015, Battle for Zendikar was released, and in the wake of the Eldrazi rampage, Omnath, formerly the Locus of Mana, was released from his prison as the Locus of Rage.

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The premise of this deck is straight forward: play lands, cast ramp spells, get Omnath onto the battlefield, play more lands, and create a bunch of Elementals. Omnath is a "lands matter" type of commander, meaning lands are just as important as your other spells. Lands serve a dual purpose in this deck: the obvious one is they allow you to cast your spells. But each land is also a creature while Omnath is out, and each fetchland is two creatures. But what can we do with these Elementals? We can use them the old-fashioned way by turning them sideways and attacking. We can also use them for utility by drawing cards or dealing damage to any target.

“Why would anyone want to build a deck with a commander that has that high of a CMC?” The answer is quite simple. This is essentially a mono-green ramp deck which splashes red for its burn counterpart. Having two colors gives you access to good spells on each side, and also more fetch lands to make better use out of Omnath.

You ramp into Omnath, create a bunch of 5/5's, and then overwhelm your opponent with either massive combat damage, or if you feel like sitting back, use them for blockers, sac them and kill your opponents on their turn.

Let's take a closer look at Omnath to see why we chose him as our commander:

Omnath costs . Yes, that is an EXTREMELY costly commander. While the cost may be a big deterrent, it is usually a non-issue with the number of lands and ramp spells that are present in the deck.

Omnath is a 5/5 for 7 mana. It isn't the best body for its cost, but it also isn't terrible. He does make a great attacker, and also a great blocker. These stats would be even better if he had Trample, but then he would most likely cost more as it would be too good.

His abilities are where Omnath really shines. His Landfall ability creates a 5/5 Elemental whenever a land enters the battlefield. The key to this ability is the first part: "Whenever a land enters the battlefield". This is important, as it triggers any time a land enters, not just when you play. So, it will trigger from our ramp spells as well. The second part of his ability will deal damage to ANY target when Omnath or any other Elemental dies. We can use that ability in conjunction with a sac outlet to deal damage to creatures, planeswalkers, and players. This is another way for us to win games.

You might like Omnath if:

  • You like playing Gruul colors.
  • You like creating a mass amount of tokens.
  • You like winning with or without going to combat.
  • You like blowing up creatures on the board.
  • You like ramping into bigger things and having a lot of lands.

You might dislike Omnath if:

  • You dislike all the reasons why you should play him.
  • You hate playing decks that focus on the commanders.
  • You dislike investing in big spells that get countered.
  • You prefer combo/control decks.
  • You don't like being targeted due to the amount of lands you have compared to others.

Lotus Cobra: Early game mana acceleration. He doesn't have a real significant body, so more than likely he will slither under the radar as far as a must-remove creature. He can generate quite a bit of mana, however, especially when used in conjunction with any fetchland. One part of a "machine gun" combo with Perilous Forays.

Sakura-Tribe Elder: This little guy is essentially a Rampant Growth on a stick. Why play him over Growth? He doubles as an attacker and blocker, which Growth cannot do. You can cast him in an earlier turn, then wait to crack him until Omnath hits the field.

Azusa, Lost but Seeking: Azusa allows us to play two additional lands each turn. We can run out of lands fairly quickly, but we can also play the extra land drops from our graveyard if we have Crucible of Worlds or Ramunap Excavator out. Life from the Loam is also another great card to use with Azusa.

Eternal Witness: A staple card for the green color. Regrowth on a 2/2 body for is nothing to scoff at. She can be tutored up via Chord of Calling or Natural Order as well.

Nissa, Vastwood Seer  : Nissa will search up a Forest from you library in order for you to hit your land drop. Once you hit your 7th land, she flips into her Planeswalker form, where she will either get another land onto the battlefield for a Landfall trigger, or let you draw another card. She can also create a 4/4 Elemental in case you need a blocker or sac fodder. Her ultimate we don't really race to get to, unless we can use it to close out the game.

Ramunap Excavator: Crucible of Worlds on a 2/3 body for . Allows us to play lands out of the graveyard, and reuse spent fetchlands. Can be tutored up via Chord of Calling or Natural Order, unlike Crucible, but is also susceptible to creature removal.

Tireless Tracker: A lands matter creature. Will get us a Clue every time a land enters the battlefield, not just when we play one. This matters as we have a lot of ramp spells in here. We can also sacrifice the Clues to draw cards, and that will cause Tracker to grow as well.

Oracle of Mul Daya: Oracle allows us to play lands off the top of our deck, essentially letting us dig deeper into our decks to get to our better cards. She enables an extra land drop as well, which will in turn get us closer to playing Omnath.

Purphoros, God of the Forge: Purphoros deals damage to all opponents whenever a creature enters the battlefield under our control. This is a pretty significant effect, as it not only affects all opponents, it doesn't target so it gets around Hexproof and Shroud. For , we can also pump our creatures +1/+0 each time we activate it to get in a little extra damage if we swing in.

Titania, Protector of Argoth: The Queen of Elementals, to go alongside our King Omnath. She will return a land from our graveyard upon entering, giving Omnath another Landfall trigger. If she brings back a fetchland and we crack it, Titania herself will create a 5/3 Elemental. While these Elementals aren't as good as Omnath's as far as stats go, they are still Elementals so when they do die, they will be able to Lightning Bolt any target.

Avenger of Zendikar: Another lands matter creature. Avenger will create 0/1 tokens equal to the number of lands we control as he enters. While the tokens don't start out that great, with each land that enters, they get a +1/+1 counter on them. With the number of ways we have to get multiple lands per turn, these little critters can get insanely huge.

Craterhoof Behemoth: The big game ender. Craterhoof gives all of our creatures +X/+X for each creature we control on the battlefield. If that wasn't enough, he also gives them trample, so the excess damage will go through. He makes a great follow up play after Avenger of Zendikar, but even better when we have an absurd number of Elemental tokens out. We can easily tutor him out with Chord of Calling or Natural Order, making him the perfect way to end a game.

Mana Crypt/Sol Ring: The mana rocks of the deck. These two are the only real necessary rocks as they will help facilitate our plays much earlier. Having actual land ramp is far more important than mana rocks, as we need to be able to abuse Omnath's Landfall ability, but these two rocks are too good to pass up.

Amulet of Vigor: A utility artifact that allows any land that comes into play tapped to be untapped and able to be used right away. Works great with Scapeshift/Splendid Reclamation and even Perilous Forays

Lightning Greaves: Mainly used to protect Omnath the turn he comes down, especially if we aren't able to make a land drop in the same turn. Can be used on other creatures we'd like to protect, as well as utilized to possibly end the game by having a hasty creature.

Ashnod's Altar: Free sac outlet. Generates for every creature sacked, so we can utilize that mana to play more spells for the turn. If we have a lot of Elementals out, can also power out a huge Genesis Wave.

Crucible of Worlds: Much like Ramunap Excavator, it will allow us to reuse our fetch lands, and replay any other lands that get destroyed or discarded via something like Greater Good or an opponent's effect. Redundancy is never a bad thing.

Akroma's Memorial: Gives our creatures protection from any damage or targeted removal in red or black's colors. Gives us a bunch of great keyword abilities, the most important ones being Flying and Haste.

Life from the Loam: Another source for recurring lands from the graveyard. If we don't need a new card draw, we can Dredge this card from the graveyard and use it pull up to three lands back to reuse.

Nature's Lore/Three Visits: Our 2-drop ramp spells. Both of these can get any Forest card from the deck and put them into play untapped. This means it can grab any of our dual sources, so long as it has the Forest subtype.

Cultivate/Kodama's Reach: Our 3-drop ramp spells. These can pull any two basic lands out of the deck, put one onto the battlefield, and the other in our hand. These can get us two Landfall triggers if we have Omanth already out and haven't played a land for the turn.

Genesis Wave: One of the big bomb cards in the deck. Allows us to cheat multiple permanents into play, as long as we pour enough mana into [mana]X[/mana]. This will also trigger any enter the battlefield effects from those permanents or any others we already had on the battlefield.

Nissa's Pilgrimage: Another 3-drop ramp spell. This one isn't included with the other two, as it can only grab basic Forests. However, if we have Spell mastery, we can grab three basic Forests instead of two.

Wheel of Fortune: We tend to run out of gas fairly quickly, and for [mana]2R[/mana] we can immediately fill our hand up again. This is a double-edged sword card because not only can we disrupt our opponent's hands, but it can also give them the cards they need to take over and win the game.

Explosive Vegetation: 4-drop ramp spell. Can get any two basics out of the deck, and put them directly into play. They come into play tapped, so unless we have Amulet of Vigor or Lotus Cobra out, we won't be able to utilize the mana until our next turn.

Natural Order: Creature tutor. Will usually tutor for Craterhoof Behemoth to end the game. It will also get us one of our utility creatures such as Ramunap Excavator, Eternal Witness, or even Oracle of Mul Daya.

Scapeshift: Scapeshift isn't necessarily a ramp card. We still end up with the same amount of land cards, but what it does is gives us an abundance of Landfall triggers for Omanth or even Tireless Tracker/Avenger of Zendikar. If we have Titania, Protector of Argoth, we can a bunch of Elementals from the lands being sacrificed. You can further abuse this card by having Amulet of Vigor or Lotus Cobra out, or following it up with Splendid Reclamation.

Skyshroud Claim: 4-drop ramp spell. Can grab any Forest card, including our dual sources with the Forest subtype. They also come into play untapped so we can follow it up with another spell, provided we have one.

Splendid Reclamation: Returns all lands from our graveyard to the battlefield. Can give us a ton of Landfall triggers at once. They do enter tapped, so having Amulet of Vigor or Lotus Cobra out will enable us to do a follow up play. Great card to play after Scapeshift.

Tempt with Discovery: A group hug style ramp spell. We can grab any land from our deck with this spell. If any opponent chooses to take the offer, we get another land for each opponent who accepts. A good thing to keep in mind is the first land we grab should be a fetchland. That way if an opponent decides to grab a Strip Mine, Wasteland, or anything of the like, we can be sort of protected. Once everyone else is finished grabbing their lands, you can then decide what other lands to grab, most notably would be Gaea's Cradle.

Hour of Promise: 5-drop ramp spell. We do not run Deserts in here, so we will never be able to get the Zombies from it. However, it's a ramp spell that lets us grab any land, so that is justification enough to run this card in here.

Shamanic Revelation: Massive card draw. The amount of creature tokens we can create in this deck is absurd, so the amount of cards we can draw is equally so. The majority of creatures we would have on the battlefield will also have more than 4 power, so we will also gain a ton of life.

Traverse the Outlands: 6-drop ramp spell. You fetch lands equal to the highest-powered creature you control on the battlefield, which will usually be 5 power, so will net us 5 lands. With as steep as the cost is on this card, you would not want to cast it with anything less than 5 power out.

Boundless Realms: 7-drop ramp spell. Will get us basic lands equal to the amount of lands we currently control. It does have a steep cost, so be cautious when playing it in case of counters.

Blasphemous Act: Sometimes, we just want to watch the whole world burn. The only board wipe we run, as it can cost as little as [mana]R[/mana]. Good chance of completely wiping the board of all creatures. Will allow us to start Bolting opponents if we have Elementals out. We can also protect our creatures from this card if we have Akroma's Memorial out.

Chaos Warp: Cheap removal for a problematic card. Do note that it does not permanently remove the card, as it gets shuffled back into the library. It also has the chance of giving them something in return, which could possibly prove more problematic, so use caution when using this.

Chord of Calling: Searches up any of our creatures at instant speed. Can also use creatures that are currently on the battlefield to help pay for its cost. Most of the time it will search up a ramp creature such as Oracle of Mul Daya, but can also search up Purphoros, God of the Forge or even Craterhoof Behemoth to end the game.

Harrow: Instant speed ramp. We have to sac a land as an additional cost, so effectively we only get one land out of the deal, but will get two Landfall triggers. With Titania, Protector of Argoth out, we can get another Elemental out when casting this card.

Burgeoning: Land ramp any time an opponent plays a land. We can run out of land drops fairly quickly when using this, so Ghost Town is Burgeoning's best friend. When Burgeoning triggers, if Ghost Town is on the battlefield, activate its ability to return it to your hand, and then put it back onto the battlefield for another Landfall trigger. Only allows you to put lands from your hand onto the battlefield.

Exploration: Gives us an extra land drop per turn. Unlike Burgeoning, we can utilize Ramunap Excavator and Crucible of Worlds for our extra land drops.

Goblin Bombardment: Another free sac outlet. This one will allow us to ping any target for 1, and when you sac an Elemental, you do an additional 3 damage, for a total of 4 damage per Elemental.

Steely Resolve: Mass spot removal protection for all Elementals. Don't bother naming any other creature, as we only need to protect these specific ones. Also protects from targeted abilities, not just spells.

Sylvan Library: One of the best cards in green to have. Let's us draw the top three of our library and keep any of them at the cost of 4 life per card after the first. We can either draw them all to dig deeper into the deck, or we just take what we need, put back what we don't, and shuffle them away with either a fetch land or ramp spell.

Elemental Bond: Draws us a card whenever a creature with power 3 or greater comes into play. With Omnath out, we play a land, create an Elemental, and draw a card, and do that each time a land is played. This card can draw us a lot of cards in a single turn, and even more throughout the game if left unanswered.

Growing Rites of Itlimoc  : With the low creature count this deck runs, it's not often we hit a creature with its first ability. It's mainly used as a 2nd Gaea's Cradle. I feel like this card is a bit underwhelming, so it will soon see the chopping block once I am able to find a suitable replacement card for it.

Greater Good: Our last free sac outlet. Sac an Elemental, deal 3 damage, draw 5 cards, discard 3, repeat. Fills up our hand fairly quickly.

Parallel Lives/Doubling Season: Our token doublers. Not only will they double our Elemental tokens, but also Plant tokens and Clue tokens from Avenger of Zendikar and Tireless Tracker, respectively. Doubling Season will also double the counters that are placed on Plant tokens from Avenger when a land enters the battlefield.

Perilous Forays: Pay , sac an Elemental, deal 3 damage, search for a basic land, create an Elemental, repeat. This process can be repeated for as many untapped lands you control, as these new lands will enter tapped. If you have Amulet of Vigor or Lotus Cobra on the battlefield, you can repeat this process for however mana basic lands you still have in your deck. This essentially turns Omnath into a "machine gun" of sorts, and is a very powerful interaction for the deck.

Where Ancients Tread: We don't just want to create Elementals and have them die for them to do anything. We want them to do something when they enter. Much like Elemental Bond, whenever a creature with power 5 or greater enters, i.e., our Elemental tokens, we can deal damage to any target. Note that even though the paper card states creature or player, it has been errata'd to any target.

Warstorm Surge: A very similar card to Where Ancients Tread, it triggers when ANY creatures enter the battlefield under our control, and it then deals damage equal to said creatures power. Note that even though the paper card states creature or player, it has been errata'd to any target.

Nissa, Vital Force: The only planeswalker we run. The main thing we want to do with her is to use her +1 to create an extra creature to help protect her, and then immediately use her -6 to gain her emblem so we can draw an absurd amount of cards every time we have lands come into play.

Ancient Tomb: I would say Ancient Tomb is a staple in a lot of EDH decks, especially those decks that want to cast their spells a turn earlier. In a 40 life format, the 2 life per use is negligible. Just don't get carried away with it if you don't have to.

Arid Mesa, Blighted Woodland, Bloodstained Mire, Evolving Wilds, Misty Rainforest, Myriad Landscape, Scalding Tarn, Verdant Catacombs, Windswept Heath, Wooded Foothills: The fetch lands of the deck. These will not only help fix your colors, but also provide extra Landfall triggers for Omnath, as well as extra triggers for Titania, Protector of Argoth when you sac them.

Cavern of Souls: A big problem for this deck is counters. With Omnath being so high-costed, we want him to make it onto the battlefield without fear of being countered. That's why this land is in here, and will always name Elemental.

Cinder Glade/Sheltered Thicket/Stomping Ground/Taiga: The dual lands of the deck. These will fix your colors and enable you to have the correct colors for casting spells. I have a specific order in which I fetch these lands, and they are:

  1. Sheltered Thicket: Will always enter the battlefield tapped.
  2. Cinder Glade: Will enter tapped in the early game. If you have two basics already out, fetch out Stomping Ground before this.
  3. Stomping Ground: Will usually enter tapped unless we need to use the mana right away. Then we can pay the two life to enter untapped.
  4. Taiga: Will always enter untapped, so fetch this one last.

Command Beacon: Omnath will cost more and more each time he's sent back to the command zone. This land enables us to pay his base cost of without the commander tax. Can be replayed via Ramunap Excavator/Crucible of Worlds.

Forest/Mountain: The basic lands of the deck. Nothing much needs to be said about these as they are the basic lands of choice for Omnath.

Gaea's Cradle: We can make an absurd amount of creatures between Omnath, Titana, Protector of Argoth and Avenger of Zendikar, which then translates into an absurd amount of mana that Gaea's Cradle can make. This land is usually #1 in priority for an opponent to remove.

Ghost Town: This land allows us to have a guaranteed land drop each turn by returning it to hand at the end of our opponent's turn just before ours. Pair this land with Burgeoning and we can guarantee a Landfall trigger on everyone's turn, as long as they play a land.

Reliquary Tower: We can draw a lot of cards in this deck via Elemental Bond, Greater Good, and Shamanic Revelation, so we would rather keep them all instead of discarding down to hand size.

Strip Mine: The only land-hate land we run. We run this over Wasteland since this can hit any land. Use it to keep someone off of a color, or to get rid of a powerful land such as an opposing Gaea's Cradle, Cabal Coffers, Nykthos, Shrine to Nyx, Maze of Ith, etc.

Yavimaya Hollow: A very useful utility land that enables us to regenerate a creature to save it from removal or combat. Will not protect from exile effects, but is still a good land to keep Omnath alive (or any creature for that matter). You can even use it as a political card to save someone else's creature.

In order to fully understand how to play the deck, we need to look closer at Omnath to see what he does. He focuses on three things: lands, creating Elementals, and those Elementals dying. Let's take a look at those three things individually.

  • Lands: Lands entering the battlefield are what triggers Omnath to create tokens. We run fetchlands in order to get more than one Landfall trigger. Some lands, such as Myriad Landscape and Blighted Woodland will give you more than two Landfall triggers, all from a single card. Ghost Town is another card that can give you multiple triggers throughout the game. Ramp spells are what really gets Omnath's juices flowing. The ability to drop a land for a Landfall trigger and then play a ramp spell for one or more triggers is really nuts in this game. Producing multiple Elementals in a single turn can turn any game around.
  • Creating Elementals: When lands come into play, Omnath creates Elementals. But is that all he does? Creates bodies to swing? No, he does far more than that. You want to be able to take advantage of the mass amounts of Elementals coming into play. How do you do that? You play things that trigger when creatures come into play. Warstorm Surge, Where Ancients Tread, and Purphoros, God of the Forge will all deal damage to either creatures or players. These enchantments help control creatures and planeswalkers, and can also kill an opponent if enough creatures come into play. And what's better than creating a single Elemental for every Landfall? Why, multiple Elementals thanks to Parallel Lives and Doubling Season! More Elementals being made means more damage and a faster road to victory. Playing all of these cool spells means you run out of gas, so why not draw cards with Elemental Bond when you make Elementals?
  • Elementals Dying: Knowing what happens when Elementals die will sometimes make our opponent's hesitant to kill our creatures, especially with an army out. In order to get around that, we need to take advantage of sac outlets to essentially “machine gun” our opponents. Free sac outlets such as Goblin Bombardment, Greater Good, and Ashnod's Altar will allow us to start Bolting things with no mana requirement necessary on our part. Perilous Forays requires an investment of a single mana, so while it less versatile than the others, it is still a very key sac outlet. Forays will ramp and Bolt at the same time and with Lotus Cobra or Amulet of Vigor, will let us fetch our all of our lands with a basic land type. This alone could win us the game.

Now, how do we go about playing through a game with Omnath? Let's take a look at what we should do.

Your opening hand needs to consist of two things: lands and ramp. If you have neither, then a mulligan is necessary. If you have a majority of lands to spells, keep the hand as you will be able to play a land every turn and should be able to draw into a ramp spell. If your hand contains a few ramps spells, with only one or two lands, as long as one of those ramp spells is 2 CMC, keep it; otherwise you will want to mulligan it away. This is a lands deck, and a lot of our spells have a high CMC, so without lands or a way to get lands, we’re not going to have much luck playing the game.
The early game is where you want to set everything up. You want to be playing lands every turn, and your early ramp spells so that you can play your bigger spells sooner. We don't play many straight card draw spells, so getting out a Tireless Tracker early on and getting lands on to the battlefield will help you get to one of your draw engines. Ideally, you want to draw into Elemental Bond early on as well, so when you start creating Elementals, you can draw a card for each one made. Next, you want to get a free sac outlet online such as Ashnod's Altar or Goblin Bombardment so you can use your Elementals to control the board. Greater Good is the best of both worlds, as it is a draw engine that will net you two cards in hand, but also a free sac outlet.

We should have been dropping lands and playing ramp spells at this point. We have a fair amount of mana available to us, and should have some sort of engine online, whether it is a draw engine, sac outlet, a damage enabler like Purphoros, God of the Forge, or a token doubler such as Parallel Lives or Doubling Season. We can now focus on getting Omnath onto the battlefield and start generating tokens. We must pay attention to our opponents and their board states. If they have mana open, we must be prepared for either counters or spot removal. We can help mitigate this by using Cavern of Souls to prevent him from being countered, but also Steely Resolve to protect him from spot removal with no further investment. That's why it is important to ramp fast and get him down as early in the game as possible, as our opponents will also be building up their board and resources and may not have something readily available early on. It is possible to play Omnath as early as turn three, and here is how:

We also do not want to be playing Omnath without a land drop to follow. If you must take a turn off from playing him because you don't have a land, then do so. If we play him just for the sake of getting him out, there is a good chance he will be killed. We paid 7 mana for nothing, and now will have to take a couple extra turns to get him back out. You have to plan your plays very carefully, as he will get more expensive to cast each time he is killed, and we only have so many ramp spells and land drops before it won't be enough.

If you have Omnath out and have been dropping lands and creating tokens, then things have been going exactly as planned. You must use your discretion as to how you wish to proceed during this point of the game. If you can swing in for a few points of damage to lower someone's life total, then do so. But try to keep some blockers back as the tokens can dish out 5 damage to an attacking creature, and another 3 if said token dies. You can swing in unhindered if you have Akroma's Memorial out as our creatures will have Vigilance. Casting Craterhoof Behemoth with a buttload of tokens out means we will be able to get damage through via Trample and should be able to take out everyone else.

If the combat step is somehow hindered and makes it difficult to swing in, we can always sac our tokens to burn everyone out of the game. Each token that is sacrificed will deal 3 damage to any target. We can pump a bunch of mana into a Genesis Wave and get a bunch of Landfall triggers, which should make things easier by creating more Elementals and hopefully burn our opponents low enough with Warstorm Surge/Where Ancients Tread that we can sac a few tokens to finish them off.

When I play this deck, I always try to rush for Omnath. But is it good enough to get to 7 mana to cast him and get nothing out of him? No, not really. The best time to cast Omnath is when you can get value out of him. What kind of value, you ask? Wait until you have something out that will trigger when he enters, like Where Ancients Tread or Elemental Bond, or when you can cast him and ALSO make a land drop. Don't pay 7 mana for him to just get killed and cost 9 next time. Get something out of him before he dies.
Omnath is going to die. A lot, in fact. What do you do when that happens? Keep ramping and casting him. Eventually, you will get to the point where he will stick around for a good amount of time. Give him some protection of sorts with Lightning Greaves or Akroma's Memorial. Command Beacon is Omnath's best friend. While the commander tax is still adding up, casting Omnath from your hand will still only cost 7 mana. Being able to reuse this land with Life from the Loam and Crucible of Worlds will help alleviate the excruciating commander tax this guy can get.
Winning can be pretty simple. Create a bunch of Elementals and swing. Adding Akroma's Memorial to give your army evasion and protection, or a Craterhoof Behemoth with an army is usually game over for most players. However, most games I have won by using Warstorm Surge, Where Ancients Tread, and Purphoros, God of the Forge and dropping a bunch of lands into play and burning everyone to death. Using sac outlets and “machine gunning” everyone down is another effective way of closing out the game. No attacking necessary. A Genesis Wave for an absurd amount of mana will usually enable you to get a good majority of those cards, along with lands for triggers, and win the game
Another thing to keep in mind when playing is who you are playing against. If you're playing against a blue player, you need to be able to know when to play your spells. Don't needlessly cast something if you think they have a counterspell waiting for you. If need be, try baiting them out with a spell you don't necessarily need. Be cautious if the blue player has 7 mana available. If you play everything you can, they can and will Cyclonic Rift you and restart your entire board. It's always a good idea to have a free sac outlet available in that case so you can at least Bolt them a few times and get some use out of your Elementals.

Just like any deck, this one has its weaknesses as well. There is hopefully enough redundancy in the deck that you should be able to fight through whatever is thrown at you. Let's look at some of the weaknesses:

  • 1) Counters: Every deck's worst nightmare. We ramp a lot and need the ramp in order to keep playing Omnath. If your opponent is smart, they will want to keep you down on lands, so they are going to counter your ramp spells first. After that, they will probably go after countering Omnath in order to keep his tax high.
  • 2) Land Destruction: We rely on our lands. A lot. When we encounter LD of any kind, it slows us down a lot. Yes, we ramp a lot. But if we get hit with a mass land destruction spell, we're back to square one and need to start over, this time with less ramp spells to help us out since we already have used some.
  • 3) Gaddock Teeg: This guy right here is a big pain. A lot of our good spells have a CMC of 4 or more. He stops them dead. If we can get Omnath and a sac outlet out and keep them out, we can keep him in check. Otherwise, he will slow us down a lot.
  • 4) Flying Creatures: We don't have any flyers and we only have one creature with reach. In order to protect ourselves from them, we need to either have a sac outlet with enough Elementals to Bolt them out of the sky, or have Akroma's Memorial so our Elementals can take flight for some aerial assault and prevention.
  • 5) Aven Mindcensor: This deck fetches a lot. When you can only search through the top four cards of your library, most of the time you are going to whiff, even with the number of lands we run. When this guy is out, we need to play slowly until we have a way to get him off of the field.

  • Amulet of Vigor/Lotus Cobra + Perilous Forays: The basic idea of this combo is to have Omnath and Perilous Forays out. You pay 1, sac an Elemental token, deal 3 damage, tutor up another land that enters tapped, and create an Elemental. You do this for each untapped land you control. Normally, that's where the combo would end. However, if you add in Amulet of Vigor or Lotus Cobra, you will gain a mana by either Amulet untapping the tutored land, or Cobra generating a mana when the land enters. This will allow you to repeat the cycle and tutor out all basic lands, effectively turning Omnath into a "machine gun."
  • Scapeshift + Splendid Reclamation: This isn't so much of a combo, but a really nice synergy. You first cast Scapeshift and sacrifice whatever number of lands you want to tutor up the same number to the battlefield. You then cast Splendid Reclamation to bring back all of the lands you sacrificed, as well as any others that were in your graveyard. The downside to this is they will all enter tapped, but if you have Amulet of Vigor, they will untap so we can use them for mana. Lotus Cobra will essentially do the same as Amulet as well.

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Updates Add

I am back from my hiatus. I have rebuilt this deck on MTGO, as that is my only platform for playing as I no longer have an LGS and my playgroup more or less disbanded.

I have also revamped the Primer and fleshed it out more.

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Revision 28 See all

(1 year ago)

-1 Akroma's Memorial main
-1 Amulet of Vigor main
+1 Ancient Greenwarden main
-1 Avenger of Zendikar main
+1 Awaken the Woods main
+1 Boseiju, Who Endures main
-1 Craterhoof Behemoth main
+1 Deflecting Swat main
+1 Dire-Strain Rampage main
+1 Dockside Extortionist main
+1 Earthcraft main
-1 Elvish Reclaimer main
-1 Evolving Wilds main
-1 Explosive Vegetation main
+1 Field of the Dead main
+1 Finale of Devastation main
-6 Forest main
+1 Garruk's Uprising main
+1 Gruul Turf main
+1 Heroic Intervention main
and 47 other change(s)
Top Ranked
Date added 8 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

50 - 0 Rares

11 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 3.23
Tokens Clue, Copy Clone, Elemental 5/3 G, Elemental 5/5 RG, Emblem Wrenn and Seven, Food, Forest Dryad 1/1 G, Insect 1/1 G, Treasure, Treefolk */* G w/ Reach, Zombie 2/2 B
Folders EDH, Omnath, Locus of Rage, Research, cool stuff, mono green creature, Expensive God-Decks, EDH, EDH Bookmarks, EDH, Primers - All of them
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