Welcome to Then The Land Fell !

Hi there! Welcome to the description of this Gruul landfall deck; commanded by Omnath, Locus of Rage. Beings of pure energy are hard to fight, and none proves this more eloquently than Zendikar’s most potent mana-avatar. Whenever lands become accessible to it, the energies flowing through them are incorporated into its very soul and are even manifested literally into its offspring. Demonstrations of such godlike powers have attracted a legion of devoted followers and kindred spirits. A force that seeks to obtain a share in Omnath’s seemingly unlimited potential; featuring powers that will eventually increase said potential to truly unknown heights. Are you able to stave off what most would consider too powerful a force? This deck is meant to be played casually. It’s not meant to be used in a competitive fashion, but of course anyone is welcome to try! Feel free to comment on anything you (dis)like throughout this description; hope you will enjoy it!

Generating a 5/5 token simply for dropping a land is nothing to sneeze at. The fact that said tokens are also bombs that explode whenever they die is even more hilarious. Especially when one realizes that this last principle applies to ANY elemental under the control of this deck. Omnath’s only real disadvantage is its vulnerability to removal combined with its relatively high casting cost. Then again, the many ways in which this deck can rapidly expand its land-count ensures that mana generation is not particularly hard for this deck, which allows one to more easily overcome Omnath’s repeated hard-casting.

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.

When it comes to pure ramp, there are almost no decks that can beat this one. So, what one ought to be going for is outpacing one’s opposition on this front and make a crazy amount of energy available for oneself within the shortest possible time span. This allows for early casting of ramp-beneficiaries, which in turn allows one to rapidly out-value one’s opponents by generating tokens or dealing (non-combat) damage. Should this by itself not be sufficient to close out games, one can try to employ one of the deck’s (infinite) combos to do so.

At least three cards in the starting hand ought to be land (or two lands and a cheap ramp card like Nature's Lore or Three Visits). It’s recommended not to start a game without this hand (even if one has to mulligan down to three cards). The ideal hand would also contain some additional support cards, like Amulet of Vigor or Sylvan Library.

Let’s get to ramping, baby! The cheapest options for this involve cards that allow for additional drops, Burgeoning and Exploration are absolute champions at this. Then there’s several creatures one can deploy for similar purposes; most notably Azusa, Lost but Seeking, Courser of Kruphix, Exploration Broodship, Mina and Denn, Wildborn and of course Oracle of Mul Daya. Lotus Cobra will also be very useful to grant a little bit of additional mana upon drops. Of these four, always make sure to grant casting-priority to Courser and Oracle as the ability to top-deck land is incredibly powerful.

With some basic ramp having been set up, it’s time to also introduce cards that allow one to benefit from all these land drops. Especially cards that provide more resources as a result, like Tireless Provisioner, Tannuk, Memorial Ensign and Tireless Tracker. Cards that generate tokens or become more powerful themselves as a result of land-drop are also very valuable at this point. These would be cards like Dragonmaster Outcast, Mossborn Hydra, Rampaging Baloths, Scute Swarm and especially Titania, Protector of Argoth. Don’t forget to profit from token drops by landing some cards that provide draw based on creatures entering the battlefield. Elemental Bond and Garruk's Uprising are here for you.

This phase ends with the summoning of card:Omnath, Rage of Locus, so that one can really start benefiting from the elemental-explosives!

Time to generate some of Omnath’s children. This can be made much scarier by introducing token multipliers like Doubling Season or Parallel Lives. While the tokens are entering the battlefield, there’s fantastic opportunity to deal/expand on non-combat damage with cards like Fiery Emancipation, Purphoros, God of the Forge, Terror of the Peaks and Warstorm Surge.

Ramping can now really start to benefit one, especially when applied on a larger scale; especially if one can summon Ancient Greenwarden up front, so that one can benefit twice from each land drop. Spells that allow for ramping based on sacrificing land will be very useful now. Before one applies these though, it would be prudent to get cards online that recur land from graveyards. All the deck’s planeswalkers (Wrenn and Seven and Wrenn and Six are great at this, but also cards like Conduit of Worlds, Crucible of Worlds and Ramunap Excavator. All of these will now help one to recur lands that could be sacrificed/milled via cards like Crop Rotation, Cultivate, Entish Restoration, Harrow, Kodama's Reach, Life from the Loam and Scapeshift. Also, don’t forget to apply cards that won’t go as far as requiring one to sacrifice lands. In some cases, it’s enough to put them back in one’s hand. Excellent examples of these include Ghost Town, Gruul Turf, Living Twister and Zell Dincht.

While doing all the above, don’t forget to keep combat pressure up. If something overpowered blocks one’s elementals, no worries. The residual blast will nip away at opponents’ life totals anyway, and there’s always more elementals one can obtain through Omnath.

By now, one has been happily chipping away at opponents’ life totals for some time. To close things off decisively, one could employ one of the combos that will be explained within the next section, which involve creating infinite tokens and/or dealing massive amounts of non-combat damage. With Omnath out, try to cast something massive like a pumped Awaken the Woods, Finale of Devastation or Tempt with Vengeance. Pulling off any of the planeswalkers’ ultimates will also prove devastatingly advantageous in pushing the game’s balance in one’s favor.

Combos

  • Perilous Forays + Omnath, Locus of Rage/Rampaging Baloths/Scute Swarm + Amulet of Vigor: this combo starts with all cards on the battlefield and one additional creature (referably a token).
    1. Pay 1 to activate Forays and sacrifice the additional creature (token). If it’s an Elemental, it does 3 damage to any target because of Omnath.
    2. Resolve Forays. Seach a basic land in the library and put it on the battlefield tapped.
    3. The land entering triggers Omnath/Baloths/Swarm and Amulet.
    4. Resolve Omnath/Baloths/Swarm and generate a creature token.
    5. Resolve Amulet and untap the land that just entered the battlefield.
    Repeat from step 1 to fetch all basic lands from one’s library.
  • Perilous Forays + Omnath, Locus of Rage/Rampaging Baloths/Scute Swarm + Lotus Cobra/Tireless Provisioner: this combo starts with all cards on the battlefield and one additional creature (referably a token).
    1. Pay 1 to activate Forays and sacrifice the additional creature (token). If it’s an Elemental, it does 3 damage to any target because of Omnath.
    2. Resolve Forays. Seach a basic land in the library and put it on the battlefield tapped.
    3. The land entering triggers Omnath/Baloths/Swarm and Cobra/Provisioner.
    4. Resolve Omnath/Baloths/Swarm and generate a creature token.
    5. Resolve Cobra/Provisioner and generate a mana/Treasure.
    Repeat from step 1 to fetch all basic lands from one’s library.
  • Kodama of the East Tree + Omnath, Locus of Rage/Rampaging Baloths/Scute Swarm/Tireless Provisioner/Tireless Tracker + Gruul Turf: this combo starts with all permanents on the battlefield, except for Turf which starts in hand.
    1. Play Turf.
    2. Turf entering the battlefield triggers Omnath/Baloths/Swarm/Provisioner/Tracker and Kodama.
    3. Resolve Kodama (put nothing on the field).
    4. Resolve Turf, return it to one’s hand.
    5. Resolve Omnath/Baloths/Swarm/Provisioner/Tracker and put a token on the battlefield. This triggers Kodama.
    6. Resolve Kodama and put Turf on the battlefield. This triggers Turf itself as well as Omnath/Baloths/Swarm/Provisioner/Tracker.
    Repeat from step 4 for infinite landfall triggers, infinite tokens and if Omnath is on the field, infinite damage (in case the Elemental die).
  • Kodama of the East Tree + Omnath, Locus of Rage/Rampaging Baloths/Scute Swarm/Tireless Provisioner/Tireless Tracker + Living Twister: this combo starts with all permanents on the battlefield and a Forest in hand.
    1. Play Forest.
    2. Forest entering the battlefield triggers Omnath/Baloths/Swarm/Provisioner/Tracker and Kodama.
    3. Resolve Kodama (put nothing on the field).
    4. Activate the Forest and generate .
    5. Resolve Omnath/Baloths/Swarm/Provisioner/Tracker and put a token on the battlefield. This triggers Kodama.
    6. Holding priority, activate Twister’s second ability by paying , thereby returning the Forest to hand.
    7. Resolve Kodama and put Forest on the battlefield. This triggers Omnath/Baloths/Swarm/Provisioner/Tracker.
    Repeat from step 4 for infinite landfall triggers, infinite tokens and if Omnath is on the field, infinite damage (in case the Elemental die).

Some fun additions to the above combos:

Synergies

Reliable sources of mana, and some utility:

  • Arid Mesa/Bloodstained Mire/Misty Rainforest/Scalding Tarn/card:Verdant Catacomb/Windswept Heath/Wooded Foothills: filter lands are very relevant in this deck, especially with all the land-recursion options in it as it allows one to increase one’s number of landfall triggers very easily.
  • Bonders' Enclave: sometimes, when one is stuck, there’s no better, more dependable draw resource around than this land.
  • Cavern of Souls: an easy enabler that ensures no-one disturbs the coming of Omnath (and its colleague elementals).
  • Command Beacon: after being killed several times, Omnath will become hard to summon. Fortunately, this card does away with all the commander-tax. And because land can easily be put back into play from one’s graveyard in this deck, one can expect to reuse its utility as well.
  • Evolving Wilds: whether one needs a Forest or a Mountain, this card will get it for you.
  • Gaea's Cradle: a land that provides more than just a single mana this easily, deserves to be main-boarded in almost any deck featuring predominantly green.
  • Ghost Town: why not play this land again, and again, and again!?
  • Gruul Turf: the land that can get played turn after turn (or multiple times during the same turn, if one has access to multiple land drops per turn).
  • Lotus Field: sacrifice two lands for this one land? Sure, no problem!
  • Taiga: the OG Forest-Mountain.
  • Yavimaya Hollow: regenerating Omnath with this beauty will spare one a lot of grief (and more importantly, mana).

The cards used to accelerate mana-availability:

  • Awaken the Woods: combined with anything on the field that benefits from landfall triggers, this spell can often be enough to permanently skew the game-balance in one’s favor.
  • Azusa, Lost but Seeking: increases one’s land-drop abilities per turn from one to three!
  • Burgeoning: dropping lands during opposing turns … almost doesn’t seem fair. Almost.
  • Crop Rotation: enables for the tutoring of the deck’s most valuable lands, at the cost of sacrificing one (which isn’t a big deal in this deck because of its land-recursion options).
  • Cultivate/Kodama's Reach: one land onto the field AND one land in hand (which might still be dropped immediately due to the deck’s many options for multiple land drops per turn).
  • Entish Restoration/Harrow: the possibility to exchange one land for two (or even three!).
  • Exploration: an additional land drop every turn, for next to nothing casting-cost.
  • Icetill Explorer: more lands per turn and mills one’s library, which can allow for even more plays.
  • Lotus Cobra: landfall gets rewarded with mana; very useful, especially during early stages of games!
  • Mina and Denn, Wildborn: doesn’t just allow one to play additional lands but also grants the opportunity to return one’s lands to hand, which entices one to play them again, thereby increasing landfall triggers.
  • Nature's Lore/Three Visits: grabs a single Forest and puts it into play untapped; ready to be used immediately upon arrival!
  • Oracle of Mul Daya: allows additional land-drops and combines this with the ability to top-deck lands.
  • Perilous Forays: monstrous life-forms can be used to obtain basic mana sources from the deck; especially fun to use when the land entering the battlefield causes more creature tokens to be generated.
  • Scapeshift: destroy some lands, and the same amount back. Landfall triggers galore!
  • Traveling Chocobo: top-decking lands and benefiting from landfall twice!
  • Wrenn and Seven: with a primary ability to put a maximum of four lands into one’s hand AND an ability that allows all lands from one’s hand this partnership is excessively strong.
  • Zell Dincht: allows additional land drops and returns land to one’s hand for free.

What’s needed to draw and tutor:

  • Ancient Greenwarden: doubling landfall triggers is what makes Omnath especially nasty, let alone all of the other token generation and non-combat damage dealing one benefits from twice.
  • Avenger of Zendikar: easy to summon by the time one reaches the mid-game with all the lands flying around. With more land drops after, its tokens will become excessively strong themselves.
  • Geode Rager: upon a single landfall, this guy makes it possible to completely neutralize any opponent’s attacking force by turning it on other opponents. That’s just one landfall trigger. In most cases, this deck can easily facilitate enough to cover all the table’s opponents.
  • Mossborn Hydra: combined with this much landfall, this creature gets so incredibly powerful that it will almost seem limitless.
  • Purphoros, God of the Forge: creatures entering the battlefield, no matter how big or small, will cause some serious ramifications for one’s opponents.
  • Rampaging Baloths: by themselves they’re already excellent combatants, but what makes them much more fun is their ability to spawn large, dangerous kids when lands are dropped on the battlefield.
  • Scute Swarm: these always remind of the scarabs in The Mummy. Every land-drop after one has fielded six, translates into exponential insect growth, which gets out of hand really fast.
  • Terror of the Peaks: though these only damage one opponent at a time, they can do so for scary amounts.
  • Titania, Protector of Argoth: why just generate elementals when lands enter the battlefield, when one can also do so when lands leave it?

Lands and other permanents don’t have to leave us permanently.

  • Conduit of Worlds: one’s permanents of any stripe no longer need to remain permanently dead.
  • Crucible of Worlds/Ramunap Excavator: lands can be excavated from beneath the crust of the multiverse.
  • Exploration Broodship: granted, it requires a bit of stationing, but once that’s been done it acts as an Exploration that can bring back any permanent from the grave.
  • Life from the Loam: with all the recursion options this deck has to offer, casting this spell can happen potentially free from negative consequences while yielding many lands into one’s hand!
  • Lumra, Bellow of the Woods: strong creature that also recurs all lands from one’s graveyard; very useful.
  • Regrowth: usually meant to be used for retrieving a non-permanent card, as especially amongst the sorceries there are some truly powerful gems that cannot easily be retrieved otherwise.
  • Six: get back whatever spell one needs from the graveyard, at the cost of sacrificing a land (which one can get back from the yard in several ways).
  • Wrenn and Realmbreaker/Wrenn and Six: especially the ultimate abilities of either planeswalker are particularly strong, especially since it takes the deck only a few turns to gather enough mana-sources to basically cast whatever one wants.

A few resources for dismissing stuff and some other uses:

  • Amulet of Vigor: ensures every land can be used immediately upon entering the field.
  • Blasphemous Act: a way to get rid of most opposing creatures with a single spell.
  • Chaos Warp: no permanent is safe from this deck’s wrath.
  • Constant Mists: not having to experience pain from combat; that sounds sweet. What about the ability to experience that every turn (combined with land recursion)?
  • Dragonmaster Outcast: if one gets a single dragon out of this guy, he’s already more than paid for himself.
  • Goblin Bombardment: just in case one can more easily kill opponents by just sacrificing creatures (or even Elementals with Omnath still present).
  • Living Twister: excellent at ensuring lands can return to one’s hand (to be played again next turn for more landfall triggers). Even some possibility at damage dealing, especially when one has some ways available to return lands from the graveyard.
  • Naturalize: one artifact or enchantment is toast.
  • Tempt with Vengeance: with Omnath around, each of the elementals summoned is an incredibly potent bomb.
  • Vandalblast: opposing mana rocks and treasures are going to be burnt to a fine crisp by this powerful spell.

Currently not in here, for reasons described below.

  • Cultivator Colossus: nice creature but this deck is more focussed on going wide than on single bruisers and in terms of CA-resources it already has plenty.
  • Dryad of the Ilysian Grove: in a previous iteration of this deck but replaced because the deck didn’t need mana fixing (the replacement did also provide additional land-drops though).
  • Fiery Emancipation: it seriously empowers the strength of one’s damage and on occasion this card will find its way back into the deck’s mainboard.
  • Icetill Explorer: overall it’s a pretty good card, but the fact that for every land-drop it forces one to mill makes it a bit tricky to use as with so many land-drops it becomes hard to keep up with recursion (in this deck at least).
  • Nyxbloom Ancient: this has been on the list for some time, to try out in situations where Omnath is likely to be removed often, making it easier to afford the commander tax on him.
  • Zendikar's Roil: on the list to be tried as its elementals would jive with Omnath’s second ability; not sure yet on what would be removed to make room.

Appreciate the time you took to read this description. Hopefully it was entertaining and useful to you. If so, feel free to leave a +1 and/or feedback of any kind in the comments below. Thanks again!

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Casual

92% Competitive

Revision 1 See all

(2 months ago)

-1 Forest main
-1 Harvest Season main
+1 Icetill Explorer main
+1 Lumra, Bellow of the Woods main
+1 Natural Order main
-1 Nykthos, Shrine to Nyx main
+1 Six main
+1 Taiga main
-1 Warstorm Surge main
-1 Wrenn and Realmbreaker main