The following ten parameters have been used to determine the strength of the deck. For each, a score is allocated of either 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad); when totalized this score represents the power rating of the deck (maximum score is 50 points).
- Mana: indicates the availability of energy-sources within the deck.
- Ramp: indicates the speed at which mana sources within the deck can be made available.
- Card Advantage: indicates availability of filter- and draw resources represented within the deck.
- Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
- Combo: indicates the measure of combo-orientation of the deck.
- Army: indicates the deck’s creature-army strength.
- Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
- Interaction: indicates how much this deck can mess with opponents’ board states and turn-phases.
- Resilience: indicates whether the deck can prevent and take punches.
- Spellpower: indicates the availability and strength of high-impact spells.
Mana: 1
Few decks featuring green will contain as few direct non-land mana sources as this one does. A single mana dork, a treasure generator and one mana-multiplier are featured, but that’s really as far as it goes for this one.
Ramp: 5
A land-acceleration paradise is what we’ve got here! The plethora of ramping opportunities can be divided into sub-categories, which include land-tutoring (ten options), playing lands from graveyards (six options), additional land-drops (five options), playing lands from library tops (two options) and even a land-generation card.
Card Advantage: 5
Aside from six cards that allow for direct draw, ten cards enable tutoring (though out of these, eight are exclusively land tutors while the other two are specifically meant to tutor for creatures). The deck also allows for a bit of top-deck casting and even has one free-casting enabler.
Overall speed: 5
Considering the land-count in this deck is high, and its average CMC is relatively low, it can be counted amongst the faster decks on this page. During turn two or three is when things will really kick off due to the many ways in which one can obtain new land-drop opportunities by then. Truly affecting the opposition will not follow much longer after that (between turns four and six).
Combo: 3
Some nice combos in here, of which a few revolve around tutoring for all (basic) lands from the deck (thereby generating many landfall triggers), some of which involve continuously sacrificing creatures (which becomes rather lethal if said creatures are elementals and Omnath is around) while some others generate massive token armies instead.
Army: 3
The members of the deck’s army can be divided into three main categories; one that involves providing the deck’s controller with resources (mana, ramp or card advantage), one that profits off of the deck’s many landfall triggers and a third that’s specialized in doing non-combat damage to one’s opponents. In all, a balanced force that can be augmented by tokens that arrive through landfall triggers.
Commander: 3
Omnath’s Elemental tokens are worth their salt, powerful off their own accord. However, Omnath’s capability to turn all elementals into bombs makes them much more terrifying. Using these powers is one of the more reliable ways for the deck to win games, but our opponents know this and will take appropriate countermeasures. This meant plenty of alternative win conditions had to be added in case Omnath wasn’t available.
Interaction: 3
Most of this deck’s interaction comes in the form of non-combat damage, most of this through repeatable sources. In all eight options have been included for this (Omnath included). Then there’s a few destructive cards (four) and one card that inhibits hostile combat damage.
Resilience: 3
Recursion! Most notably, land-recursion. No fewer than nine of such resources have been included (the deck is constructed in such a way that land-sacrifice is sometimes warranted). Three of the above-mentioned resources are also capable of recurring permanents other than lands. A single card also provides the deck with some life gain.
Spellpower: 4
A couple of themes are prominently present in this category; most notably mass land tutor spells (six cards). Some excellent non-combat damage dealers/enhancers (four cards), token generation (three cards) and a few powerful (repeatable) creature-tutors (two cards) round out the collection.
Total power score: 35
In terms of raw power, this deck scores quite high! Its resources are plentiful, which ensures it will just about never run out of steam. This makes it very hard to compete with by most other decks in terms of speed. The deck provides several avenues to victory, most of which will be difficult to counteract on the opponent’s side. It’s not heavy on removal though and graveyard-hate would be an issue for it. When encountering decks with such themes, one’s best hope is to outpace them.