Sideboard


Omnath, Locus of Mana - Voltron Deck!

All +1's and suggestions are welcome! (except for cheap win-con's like Helix Pinnacle)

This EDH deck was built to be fast and resilient. The deck utilizes a lot mana ramp to have Omnath grow quickly; and utilizes flash, regeneration, color protection and some indestructible to keep him in play!

This list is comprised of cards that allow you to tutor lands from your deck...Happy shuffling:

-Worldly Tutor - Can be used turn 1 to tutor Dryad Arbor (wait until opponents end step before your turn 2 upkeep to cast, so no one can force reshuffle). If not, it can be used for any other creature in deck depending on situation.

-Green Sun's Zenith - Another great way to tutor Dryad Arbor on turn 1, but this time it goes on the battlefield (turn 1 blocker!).

-Sword of the Animist - Basic land tutor on "ATTACK" (not hit). Can get extra mana in pool to beef Omnath up before attack hits if Lotus Cobra is on the field.

-Three Visits and Nature's Lore - For 1 forest that enters untapped. -great mono-green ramp and the fact that they enter untapped is fantastic (essentially a -1 cost for additional forest)

-Sylvan Scrying - You might be wondering why this card was chosen over Rampant Growth. The reason is the "LAND" keyword, which allows you to tutor non basic lands. Primarily use this to tutor Yavimaya Hollow or Winding Canyons for survivability and Nykthos, Shrine to Nyx for additional ramp.

-Cultivate and Kodama's Reach - For 2 basic lands - one goes to hand, second enters battlefield tapped. - essential staples for mana ramp

-Skyshroud Claim - For 2 forests that enter untapped. Fantastic card for the untapped feature. (essentially -2 for 2 additional forests)

-Traverse the Outlands Want to wait until Omnath is at a decent power before casting (preferably double digits), but it can easily be used to pull all remaining forests out of your library and put them on the field tapped.

-Boundless Realms - Bit steep in price early game, but you essentially double your forest count. (Recommend waiting until you have at least 7 lands before you use(keep in mind it counts non basics lands for total))

This list is comprised of multiple ways to utilize different variations of mana ramping in the deck:

-Dryad Arbor - Underrated creature/land. Able to be tutored on turn 1 with both Worldly Tutor and Green Sun's Zenith, plus it helps as an additional blocker. Downside is it may fall victim to a board wipe, and unfortunately it enters with summoning sickness.

-Nykthos, Shrine to Nyx - Sufficient amount of green devotion in the deck allows Nykthos to generate substantial amounts of green mana to your mana pool every turn.

-Jeweled Lotus - Turn 1 2/2 Omnath (w/forest drop)? Yes please.

-Lotus Bloom - If in opening hand, guaranteed turn 4 Omnath if still not out, or the free +3 to mana pool for being patient is always nice.

-Chrome Mox - May hurt to exile a green card from hand, but great card to thin the deck

-Mox Opal - Great mana accelerator. Substantial amount of artifacts allow this to be utilized really easily.

-Exploration - Play 2 lands per turn in a mana ramp deck? Sounds good to me.

-Emerald Medallion - Common sense here...You will have more mana if you have to spend less to cast.

-Sword of Feast and Famine - Easily the most important of all the swords in this deck. Allows you to untap all lands after player combat damage (maybe swing for / opponents?)

-Early Harvest - Try to hold off on playing this card too early, can be wasted if you don't have enough lands down or duplicators available.

-Selvala, Heart of the Wilds - Double your mana pool for ? Do we even need to question why this is in here? Draw on creature entry feature is great too, but doesn't get used to its full potential due to minimal creature count.

-Nyx Lotus - Copypasta Nykthos, Shrine to Nyx, just an artifact instead of a land.

-Oracle of Mul Daya - 2 land drops per turn and able to play lands from exposed top deck are great features. Way better version than Courser of Kruphix.

-Wilderness Reclamation - Untapping all lands at end step is great, Omnath beefs up quickly with this. Unfortunately it is after your combat phase so you can't capitalize until the following turn.

-Garruk Wildspeaker - +1 feature is key - untapping 2 target lands allow you to untap Nykthos, Shrine to Nyx for additional mana generation or Yavimaya Hollow or Winding Canyons if already used for additional surviveability. Not to mention his -4 ability is Overrun and can be used as a win-con.

-Bear Umbra - Amazing card here. Not only does it allow you to untap all lands when you "ATTACK" (not hit-meaning you can tap all mana again before blockers are declared to beef up Omnath for an overwhelming attack phase), but it also has a nice totem armor feature that allows Omnath a second life if destroyed.

-Nissa, Worldwaker - Only use the +1 to untap 4 forests a turn. If you decide to use the -7 ability - be cautious of board wipes...meaning don't pull all lands. If you do, you might as well throw those lands in your graveyard now.

-Seedborn Muse - So you are telling me that I get to untap all my permanents on opponents untap phases? Its time to turn Omnath into a beat stick!

-The Great Henge - Seems steep, but can easily cast this card for 2 green with Omnath. +2 green and life per tap, plus synergizes with certain duplication cards.

This list is comprised of cards that duplicate mana when tapping lands and artifacts:

-Doubling Cube - Double your mana pool. Need I say more?

-Extraplanar Lens - - May hurt to exile a forest, but the fact that each other forest generates 2 green mana on tap is too good to pass up.

-Vernal Bloom - Forests generate 2 green mana on tap (Keep in mind this card is considered group hug and effects opponents - so may want in sideboard depending on playgroup)

-Gauntlet of Power - Forests generate 2 green mana on tap - plus additional 1/1 for creatures.

-Nissa, Who Shakes the World Namely here for the passive 2 mana generated on forest taps. Depending on the opponent, I may pass on using her +1 ability altogether in leu of those pesky board wipes. It can generate helpful blockers if you are willing to risk losing some lands. (Keep in mind if you do use it; you will untap the land and it gains haste/vigilance so you can attack for chump damage and then tap it for mana a second time that turn). -8 ability really pays off the risk of turning 3-4 lands into creatures. It is great for fishing out the remaining forests in your deck while making them all indestructible for the rest of the game.

-Caged Sun - Forests/Colorless generate 2 mana of respective color on tap - plus additional 1/1 for creatures. Similar to Gauntlet of Power, just one additional mana to cast, but not restricted to basic lands.

-Mana Reflection - Second best mana duplicator available - keyword "PERMANANT" prevents restrictions of land only duplication and works with artifacts like Nyx Lotus. Also it doubles mana when tapped as opposed to just adding one additional when tapped. Works great when stacking other duplicators that add the +1. (ex. + x = )

-Zendikar Resurgent - Forest/Colorless Lands generate 2 of the respective mana on tap - plus card draw on creature entry is always helpful.

-Nyxbloom Ancient - Best Mana Duplicator, but comes with a steep mana cost. Identical to Mana Reflection where it uses keyword "PERMANANT", but triples mana instead of doubles. Downside is that it is also a creature, so it can get wiped off the board a lot easier.

-Vorinclex, Voice of Hunger - Forest/Colorless Lands generate 2 of the respective mana on tap - also forces opponents tapped lands to stay tapped - because of this he generates salt really quickly and may not survive until your next turn.

This list is comprised of cards that keep Omnath in play. Can't win in a voltron deck if the commander isn't on the board:

-Commander's Plate - As long as your not playing any green opponents, you can pretty much get through unscathed while this card is on the board. +3/+3 is always a welcome surprise too.

-Heroic Intervention - Instant speed hexproof and indestructible? This will catch some opponents who think they're slick off guard.

-Darksteel Plate - Indestructible artifact that makes Omnath indestructible... nothing to see here.

-Sword of Feast and Famine - Protection from Green/Black. Most important of all the swords due to untap land feature when you deal an opponent combat damage. Opponent discard is nifty, but kind of an afterthought with this deck. Main reason to have all these swords is the protection aspect - able to swing for the kill unblocked with the right sword/opponent(durability always helps too).+2/+2 they all provide is always welcome too.

-Sword of Body and Mind - Protection from Green/Blue. Wolf token/opponent forced to mill 10 are nifty, but aren't a factor. Again namely going for protection aspect and +2/+2.

-Sword of Fire and Ice - Protection from Blue/Red. Card draw is always a welcome surprise! 2 weenie damage to creature/opponent are no joke either. Can't forget that juicy protection and +2/+2.

-Sword of Light and Shadow - Protection from Black/White. Starting to see a trend with the protection and +2/+2? 3 life is always nice, and creature retrieval from graveyard is always helpful - but in a low count creature deck like this it doesn't always get used to it's full potential.

-Sword of Truth and Justice - Protection from Blue/White. Counter/proliferate feature are neat, but don't really make a huge impact in this deck. Still namely here for protection and the +2/+2.

-Sword of War and Peace - Protection from Red/White. Probably my least favorite of all the swords and easily only in here for the protection and +2/+2. Damage and Lifegain from card hand counts are often unreliable.

-Hall of Gemstone - Love this card. Not only does it force all opponents lands to tap for green mana on your turn (take that you pesky non-green opponents), but it also forces opponents color of choice during their turn. Fortunately for us we already have a green mana-battery as our commander, so we can essentially ignore this mechanic and still play what we want, when we want.

-Bear Umbra - Besides being a great mana ramp card, the additional surviveabilty the Totem Armor gives Omnath is fantastic. Essentially gives him a second life.

Without a question you will be targeted for removal. Thats why its up to the cards in this list to get Omnath back on the board quickly before your mana pool dissolves:

-Yavimaya Hollow - Regenerate built into a land card for only . Hard for opponents to counter being a lands activated ability. Lets just hope they don't play Damnation or Wrath of God.

-Winding Canyons - Flash as an activated ability? Say no more. Great when Omnath is removed from the board during opponents turn. Allows you to maintain your active mana pool during their turns.

-Savage Summoning - Great response when Omnath gets taken out. Being instant speed you can bring him back on opponents turns. Also the fact that this card and Omnath will both be uncounterable will surely anger Blue opponents. +1/+1 is also a welcome surprise.

-Reincarnation - Underrated card. When cast, this card allows you to put Omnath back onto the battlefield after you let him go to your graveyard. Best used when you have mana to spare, because you can bring him back in before your mana pool empties. Besides the -3/-3 for casting the card, it will be like he never left.

-Vedalken Orrery - Self explanatory. Until this gets removed - It will be impossible for opponents to keep Omnath off the board.

-Yeva, Nature's Herald - Save Yeva for when Omnath dies with decent amount in mana pool. Flash her in and then flash Omnath in ftw!

-Asceticism - Not only is Regenerate built in for , but it also gives all creatures Hexproof to add to the survivability.

This list is composed of all of the "Other" cards in the deck that don't fit into the other categories:

-Command Beacon - Great card to sac when Omnath's been sent to the command zone multiple times since it allows you to play him for 3 from hand.

-Mirri's Guile - Amazing card advantage. Being able to capitalize with this card during your upkeep (before draw step) you essentially pick which of the top 3 cards you will draw that turn.

-Sylvan Library - Another great card that gives you card advantage. Being able to either draw 3 for 8 dmg, or just being able to pick one out of the top 3 cards on library allows more control on what you draw.

-Genesis Wave - Easily abusable card. Usually use atleast 10 for x (make sure you use from mana pool to cast incase you pull some juicy duplicators that can be used instantly for mucho mana.)

-Garruk, Primal Hunter Typically use this card for its -3 card draw ability when cast and then kill him. You might be wondering why not just use Soul's Majesty? Because firstly Garruk is cooler, but secondly there is more utility with this card. You can play him the normal way and get those juicy tokens if Omnath isn't beefy enough to abuse his card draw ability yet.

-Rishkar's Expertise - Another easily abuseable draw card depending on how large Omnath is. Fact that you get one freebie spell for 5 or less mana cost is clutch too.

-Praetor's Counsel - Steep mana cost, but it is too great to pass up. Save until mid to late game that way you capitalize on a large graveyard. No maximum hand size feature is fantastic as well.

-The Great Aurora - Love this card, have never lost after it has been cast. Use it as a fail safe when the game is taking a turn for the worst in mid/late game. By the time you play this you should have the majority of your lands(if not all) out and you are easily able to draw a sufficient amount of cards where you can rebound super quickly. (way quicker than most opponents decks). Not to mention all mana stored on Omnath prior to playing this card does not dissolve yet, which gives you another helpful head start.

This list is comprised of Win-con cards. Being a voltron deck we only need 21 commander damage for the win, so you won't see any crazy whombo-combos. More so cards that just allow trample/unblockable damage:

-Rogue's Passage - 1.) Get Omnath to atleast 21(25 if you use the mana to activate ability) - 2.) make unblockable - 3.) ... - 4.) Profit?

-Shadowspear - Suprisingly enough sometimes all you need to win is a little trample. 1/1 and lifelink are great additions as well. Not to mention the activated ability to remove hexproof/indestructible from opponents is fantastic.

-Rancor - Nigh permanent trample. Sometimes thats all we need for a killing blow. +2 to power is always helpful too.

-Trailblazer's Boots - Very unlikely you will play an opponent who runs a deck without any non-basic lands, so this should always be a Win/kill con when attached to a large enough Omnath.

-Sword of Feast and Famine All of the 6 color protection swords within the deck can be used for Win-Cons against the correct opponent. By having the certain color protection, your opponent will not be able to block Omnath.

-Whispersilk Cloak - Unblockable and shroud? Yes please! Do not forget shroud will prevent you from attaching additional equipment and targeting Omnath with spells. To get around this either equip this card last - or equip to another creature while you do what needs to be done - and then equip back.

-Nylea, God of the Hunt - Great card to keep trample on the board for long periods of time. +2/+2 activated ability can be helpful in certain scenarios as well.

-Garruk Wildspeaker - Can use -4 ability as Overrun for that win-con.

-Overwhelming Stampede - Trample and doubling Omnath's power? Talk about overkill.

-Akroma's Memorial - It would be easier to say what this doesn't do. Steep mana cost, but pretty solid way to get around a lot of opponents defenses unscathed.

Sideboard is comprised of 10 cards that can be alternated in between matches to accommodate different opponent decks (recommend alternating the color protection swords that won't be effective against opponents you're about to play):

-Avoid Fate - Green's lone counter, works really well against certain decks, so great card to keep in the sideboard. Keep in mind it is a bit specific regarding countering only instant/enchant cards that target a permanent you control (i.e. Omnath)

-Carpet of Flowers - Great card if playing against blue opponents. Fact that this is used twice a turn with 2 separate main phases is clutch. (useless when not playing against blue - hence the sideboard)

-Elephant Grass - Anti-Black and anti-aggro deck card. Green's lone card that forces opponents to pay per non-black creature to attack you, while black creatures can't attack you at all. The upkeep cost is irrelevant with our mana battery commander.

-Seedling Charm - Great utility card - regeneration is always welcome, trample is sometimes the only thing needed for a kill, and can stall an opponent by bouncing a creature enchant.

-Lignify - Great shutdown card and one of the hardest cards for me to move from main deck to sideboard. Normally would save for opponent's commander, which shuts them down and destroys deck's synergy. Especially useful when playing decks without answers to remove.

-Melira, Sylvok Outcast - Anti-infect card. Fantastic in sideboard because you can throw it in when you know you have an opponent who thinks they're cool and plays infect (They're not cool at all.)

-Lifeforce - Anti-Black card. Shutdown those pesky Swamp players with this card. Omnath can cast this multiple times being a mana battery...keep in mind this will generate loads of salt (hence why its in the sideboard).

-Choke - Anti-Blue card. Force those Islanders to think carefully how they use their basic lands.

-Frontier Siege - KHHHAAAAAANNNNNNN!!!!! 2 green mana per main phases. Meaning 4 free mana per turn. 2 can be used to pump Omnath up before attack while other 2 get capitalized on either following turn or able to help cast more cards during second main phase. Hard cut to remove from main deck into sideboard.

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Date added 5 years
Last updated 9 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

24 - 0 Mythic Rares

38 - 2 Rares

7 - 4 Uncommons

7 - 4 Commons

Cards 100
Avg. CMC 3.46
Tokens Beast 3/3 G, Emblem Nissa, Who Shakes the World, Wolf 2/2 G
Folders Things to try, Nice, Decks, Commander Night
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