This is very outdated. Please see post 9 for the current list.
Hey all. This is my first shot at an EDH decklist, so it might be a bit unstable. As of right now it needs a lot more testing, and I'm looking for opinions on things that should come out.
Basic overview of the deck's plan:
Much like Rafiq, dump the general and swing for 21 before anything stops you. Note that I am racing Rafiq in my meta, so I need to be able to either outrace aggro (various accelerants) or be able to shut it down (Lignify, Maze of Ith).
The deck therefore needs three things:
1. A way to save Omnath's butt. Shroud runs into board sweeping and indestructability runs into my group's white control (Swords to Plowshares, Condemn, Path to Exile). This is crucial, because if anyone's holding removal it's going to be coming right at him. With Omnath off the board, the deck falls down. He needs to be there as much as possible.
2. Mana ramp. If I can get him to swing for enough quickly, I can shut down a game before I run into players stalling with control to buy time for big plays.
3. Evasion. Trample is relatively easy to come by, and since he gets huge I should be able to go through plenty. The Swords, Akroma's Memorial or Rancor are sweet here.
I've also packed in some default colourless board wipe, mainly since I'm playing green and it's necessary/hard to come by. Scapeshift can grab me Cradle and Maze of Ith for racing/dealing with aggro, and I've got plenty of tutoring effects to grab Terastodon, Woodfall Primus, Rofellos, Llanowar Emmissary or whatever's needed. I did use the Eldrazi simply because casting them is pretty easy in this deck and they all have great relevance. I tried to use a small mana elves package, but I'm not happy with how often I'm hitting elves for Elvish Archdruid to be good. Priest of Titania is still often tapping for two mana, though.
Sorry about the long introduction, but I hope that shows where I want to take the deck. Unfortunately Omnath tends to lead towards 1 vs 1, but I want to tune this for multiplayer if possible. Any suggestions are much appreciated. Thanks!
@ Wargunner: Of course! Never would have thought to play Trailblazer's Boots in EDH. Thank you! Although going through creatures with trample is nice, you're right, it's the damage to the face that matters. It also gets around deathtouch or Gomazoa effects.
I've been wanting to slot Eternal Witness in there somewhere. Probably better than Regrowth, although I'd hesistate to pull that. Thanks for bringing up that interaction, it's definitely made me look harder at EW.
Hall of Gemstone is a very interesting piece of tech. That's a nice find right there. My group doesn't exactly appreciate Choke or Winter Orb effects, but this might be fair enough to get through without complaints. It's a great way to stop counters and removal during my turn. It'll also make playing multi-coloured cards much more painful for them, which is handy considering I play a lot vs Sen Triplets control, Rafiq aggro, and Thraximundar control. Is this better than City of Solitude? Thank you very much for finding this, I'll write it down and try to find room.
Your suggestions were great; very useful. I appreciate your input.
@ Fingermouse: It's true that Mono Green is a weak choice in colour. It is, however, an absolute blast. I enjoy the challenge of trying to find ways to match myself against bad matchups and see how I can try to beat them or improve against them. It also lets me play pretty broken stuff like Survival of the Fittest without having people complain, because it's pretty much necessary to play anything broken I have to work with.
I would rather play Shield of Kaldra than Spearbreaker Behemoth. It also stops being useful the minute I power Omnath down to play spells unless I have a very sizeable mana pool, and I'd rather not let games go too long with this deck because then it just straight-up loses. It's also a huge mana sink.
Although Omnath decks have lots of mana to work with, the trap is wasting that mana on too many high-cost things and causing him to swing for significantly less. What I've seen happen with my testing is that you can either store mana up and keep pounding with Omnath, or play fat creatures which, as with most of green's cards, inevitably get Doom Bladed, leaving you with two mana and a 3/3 aggro general. I find that this just leads to playing a sub-par stompy deck and makes Omnath largely redundant, except for keeping mana hanging around longer if you don't have a mana sink in hand. For this reason, filling the deck with big creatures like Feral Hydra and utilising Dramatic Entrance effects is not really what I've found to work, although that's just for me.
I found Helix Pinnacle to be interesting, but as it has no effect on the board except to paint a huge target on your head and costs enough mana that with which you probably would have won anyway, I decided against it.
Vines of Vastwood was in the deck, but ultimately I found that a one-shot effect didn't do much to stop the tidal wave of removal that pours at Omnath and cut it for the more resiliant Aspect of Mongoose. I really do like this card, but I think I've got other options.
Doubling Cube is a pretty sweet card. What I don't like about it though is how it doesn't do anything until you hit seven mana even after an initial investment of 2. With 15 mana in the pool it gives me an additional 9, but that's fairly high and ultimately I'd rather have drawn Emrakul, the Aeons Torn.
Amulet of Vigor is cool, but ultimately I can't see it interacting that well with the rest of the deck, and although it's crazy with Scapeshift I don't see it as being much more than a dead draw for most of the time. Root Maze is another thing I was mulling over, but having Omnath swinging on turn three as at least a 5/5 is part of my main strategy (Birds of Paradise, Llanowar Elves, Fyndhorn Elves, Rofellos, Llanowar Emissary, Arbor Elf on the first and second turns, etc). To me, this slows me down a bit too much. Will definitely keep it in mind, though.
I prefer Primal Rage to Roughshod Mentor. Roughshod costs more for a fat body which is not optimum here given the fact that paying for him severly weakens Omnath. I'm considering finding room for Primal Rage, however. Do you have any idea what's worth cutting for it?
Upwelling...that's actually quite interesting. It would save me the problem of having Omnath die and my pool wiped, serving a similar function to Winding Canyons and Vedalken Orrery. I'm not so sure I want to give this powerful effect to my opponents though, as I'm not running enough mana denial to justify (in my mind) helping their resources.
Thank you for your time and I appreciate your experience!
I'm going back to the drawing board to try and accomodate some of these cards. Will update list at some point soon.
Way to steal my secret Hall of Gemstones tech wargunner. Now the whole world will know! ;D
But in all seriousness the Hall can be a beating for anyone playing more than one color. One important thing to note though is that it is a triggered ability, so if you have a Seedborn Muse out you can tap your lands for green before the player chooses their color.
Also, another piece of tech: Sakiko, Mother of Summer. Drink that in for a sec.
Just to weigh in here, I would also say to throw in the cube. Sure, it doesn't do much when you don't have many land, but since your mana carries over each turn, it'll keep increasing your mana. Doubling it, even!
*edit*
So, after a huge number of games with this deck, the entire thing has been overhauled. It's now fairly consistant at laying the beatdown - I really like where it's gone. The current list is as follows:
Why are both woodfall primus out of the final list? Both of those cards seem much more necessary than a slightly overabundant land count.
Same with winding canyons, you sorta just cut a few cards without saying anything about them, there's really little to no loss to including winding canyons.
And there's also Kamahl, I feel like he's a much better win condition than Chameleon Colossus or Mindslaver, plus he's tutorable with time of need for on demand trample. In addition, Wood Elves+Nature's Lore+Three Visits I'd rather run than a few of the excess lands.
Also, I understand the evasion and troll shroud being slightly better than regular shroud but I feel like the second ability of aspect of mongoose might make it slightly better, that's sort of up for debate, both have benefits but the evasion may be fairly crucial
Hey all. This is my first shot at an EDH decklist, so it might be a bit unstable. As of right now it needs a lot more testing, and I'm looking for opinions on things that should come out.
Basic overview of the deck's plan:
Much like Rafiq, dump the general and swing for 21 before anything stops you. Note that I am racing Rafiq in my meta, so I need to be able to either outrace aggro (various accelerants) or be able to shut it down (Lignify, Maze of Ith).
The deck therefore needs three things:
1. A way to save Omnath's butt. Shroud runs into board sweeping and indestructability runs into my group's white control (Swords to Plowshares, Condemn, Path to Exile). This is crucial, because if anyone's holding removal it's going to be coming right at him. With Omnath off the board, the deck falls down. He needs to be there as much as possible.
2. Mana ramp. If I can get him to swing for enough quickly, I can shut down a game before I run into players stalling with control to buy time for big plays.
3. Evasion. Trample is relatively easy to come by, and since he gets huge I should be able to go through plenty. The Swords, Akroma's Memorial or Rancor are sweet here.
Flash is hugely relevant, as I can flash him back with the mana still in my pool before it empties. Vedalken Orrery and Winding Canyons. Vernal Equinox seems too risky.
I've also packed in some default colourless board wipe, mainly since I'm playing green and it's necessary/hard to come by. Scapeshift can grab me Cradle and Maze of Ith for racing/dealing with aggro, and I've got plenty of tutoring effects to grab Terastodon, Woodfall Primus, Rofellos, Llanowar Emmissary or whatever's needed. I did use the Eldrazi simply because casting them is pretty easy in this deck and they all have great relevance. I tried to use a small mana elves package, but I'm not happy with how often I'm hitting elves for Elvish Archdruid to be good. Priest of Titania is still often tapping for two mana, though.
Sorry about the long introduction, but I hope that shows where I want to take the deck. Unfortunately Omnath tends to lead towards 1 vs 1, but I want to tune this for multiplayer if possible. Any suggestions are much appreciated. Thanks!
1 Omnath, Locus of Mana
Creature-Based Mana
1 Rofellos, Llanowar Emissary
1 Arbor Elf
1 Oracle of Mul Daya
1 Birds of Paradise
1 Seedborn Muse
1 Llanowar Elves
Non-Creature Mana Engine
1 Mana Reflection
1 Extraplanar Lens
1 Bear Umbra
1 Nature's Will
1 Sol Ring
1 Vernal Bloom
1 Doubling Cube
1 Garruk Wildspeaker
1 Nature's Lore
1 Primeval Titan
1 Skyshroud Claim
Protection + Evasion
1 Whispersilk Cloak
1 Canopy Cover
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Lightning Greaves
1 Aspect of Mongoose
1 Steely Resolve
1 Dense Foliage
1 Asceticism
1 Vedalken Orrery
Evasion
1 Sword of Vengeance
1 Rancor
1 Kamahl, Fist of Krosa
Recursion
1 Genesis
1 Eternal Witness
Draw & Manipulation
1 Greater Good
1 Memory Jar
1 Sylvan Library
1 Momentous Fall
1 Sensei's Divining Top
Removal/Utility
1 Krosan Grip
1 Lignify
1 Woodfall Primus
1 Oblivion Stone
1 Nevinyrral's Disk
1 Ulamog, the Infinite Gyre
1 Brittle Effigy
1 Duplicant
1 Terastodon
1 Tooth and Nail
1 Defense of the Heart
1 Pattern of Rebirth
1 Survival of the Fittest
1 Summoner's Pact
1 Primal Command
1 Worldly Tutor
Etc
1 Silklash Spider
1 Emrakul, the Aeons Torn
1 Hall of Gemstone
1 Genesis Wave
1 Forcefield
Lands
1 Gaea's Cradle
1 Maze of Ith
1 Winding Canyons
1 Yavimaya Hollow
1 Mystifying Maze
1 Mosswort Bridge
35x Forest
G Omnath, Locus of Mana G
=CUBE=
Pauper {360} 2013 REVIVAL UPDATE
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
G Omnath, Locus of Mana G
=CUBE=
Pauper {360} 2013 REVIVAL UPDATE
I've been wanting to slot Eternal Witness in there somewhere. Probably better than Regrowth, although I'd hesistate to pull that. Thanks for bringing up that interaction, it's definitely made me look harder at EW.
Hall of Gemstone is a very interesting piece of tech. That's a nice find right there. My group doesn't exactly appreciate Choke or Winter Orb effects, but this might be fair enough to get through without complaints. It's a great way to stop counters and removal during my turn. It'll also make playing multi-coloured cards much more painful for them, which is handy considering I play a lot vs Sen Triplets control, Rafiq aggro, and Thraximundar control. Is this better than City of Solitude? Thank you very much for finding this, I'll write it down and try to find room.
Your suggestions were great; very useful. I appreciate your input.
@ Fingermouse: It's true that Mono Green is a weak choice in colour. It is, however, an absolute blast. I enjoy the challenge of trying to find ways to match myself against bad matchups and see how I can try to beat them or improve against them. It also lets me play pretty broken stuff like Survival of the Fittest without having people complain, because it's pretty much necessary to play anything broken I have to work with.
I would rather play Shield of Kaldra than Spearbreaker Behemoth. It also stops being useful the minute I power Omnath down to play spells unless I have a very sizeable mana pool, and I'd rather not let games go too long with this deck because then it just straight-up loses. It's also a huge mana sink.
Although Omnath decks have lots of mana to work with, the trap is wasting that mana on too many high-cost things and causing him to swing for significantly less. What I've seen happen with my testing is that you can either store mana up and keep pounding with Omnath, or play fat creatures which, as with most of green's cards, inevitably get Doom Bladed, leaving you with two mana and a 3/3 aggro general. I find that this just leads to playing a sub-par stompy deck and makes Omnath largely redundant, except for keeping mana hanging around longer if you don't have a mana sink in hand. For this reason, filling the deck with big creatures like Feral Hydra and utilising Dramatic Entrance effects is not really what I've found to work, although that's just for me.
I found Helix Pinnacle to be interesting, but as it has no effect on the board except to paint a huge target on your head and costs enough mana that with which you probably would have won anyway, I decided against it.
Vines of Vastwood was in the deck, but ultimately I found that a one-shot effect didn't do much to stop the tidal wave of removal that pours at Omnath and cut it for the more resiliant Aspect of Mongoose. I really do like this card, but I think I've got other options.
Doubling Cube is a pretty sweet card. What I don't like about it though is how it doesn't do anything until you hit seven mana even after an initial investment of 2. With 15 mana in the pool it gives me an additional 9, but that's fairly high and ultimately I'd rather have drawn Emrakul, the Aeons Torn.
Amulet of Vigor is cool, but ultimately I can't see it interacting that well with the rest of the deck, and although it's crazy with Scapeshift I don't see it as being much more than a dead draw for most of the time. Root Maze is another thing I was mulling over, but having Omnath swinging on turn three as at least a 5/5 is part of my main strategy (Birds of Paradise, Llanowar Elves, Fyndhorn Elves, Rofellos, Llanowar Emissary, Arbor Elf on the first and second turns, etc). To me, this slows me down a bit too much. Will definitely keep it in mind, though.
I prefer Primal Rage to Roughshod Mentor. Roughshod costs more for a fat body which is not optimum here given the fact that paying for him severly weakens Omnath. I'm considering finding room for Primal Rage, however. Do you have any idea what's worth cutting for it?
Upwelling...that's actually quite interesting. It would save me the problem of having Omnath die and my pool wiped, serving a similar function to Winding Canyons and Vedalken Orrery. I'm not so sure I want to give this powerful effect to my opponents though, as I'm not running enough mana denial to justify (in my mind) helping their resources.
Thank you for your time and I appreciate your experience!
I'm going back to the drawing board to try and accomodate some of these cards. Will update list at some point soon.
Cameron
EDIT:Brawn out, Primal Rage in. Natural Order out, Eternal Witness in. Elvish Archdruid out, Hall of Gemstone in. City of Solitude, Winter Orb and Yavimaya Elder still want spots. Now thinking about Lifeforce, Eladamri's Vineyard, Utopia Vow, Chord of Calling, Chameleon Colossus.
G Omnath, Locus of Mana G
=CUBE=
Pauper {360} 2013 REVIVAL UPDATE
But in all seriousness the Hall can be a beating for anyone playing more than one color. One important thing to note though is that it is a triggered ability, so if you have a Seedborn Muse out you can tap your lands for green before the player chooses their color.
Also, another piece of tech: Sakiko, Mother of Summer. Drink that in for a sec.
Stuff I want to find room for:
Asceticism,Doubling Cube(After going over this again, you've convinced me. It really is that good. Thank you, GwafaHazid and Fingermouse!),Mosswort Bridge,Mystifying Maze,Genesis Wave,Forcefield,Summoner's Pact,Memory Jar,Silklash Spider,Primeval Titan, Brittle Effigy,Sensei's Divining Top,Primal Command,Worldly TutorStuff that I feel can come out:
Akroma's Memorial,Regrowth,Sylvan Scrying,Priest of Titania,Kozilek, Butcher of Truth,City of Solitude,Scapeshift, ,Gaea's Embrace,Squall Line,Fyndhorn Elves*edit*
So, after a huge number of games with this deck, the entire thing has been overhauled. It's now fairly consistant at laying the beatdown - I really like where it's gone. The current list is as follows:
1 Omnath, Locus of Mana
Removal (Art./Ench., Global, Targeted)
1 Ulamog, the Infinite Gyre
1 Duplicant
1 Steel Hellkite
1 Krosan Grip
1 Beast Within
Board Wipes
1 All is Dust
1 Nevinyrral's Disk
1 Oblivion Stone
Win Conditions
1 Blightsteel Colossus
1 Chameleon Colossus
1 Mindslaver
1 Genesis Wave
1 Defense of the Heart
1 Tooth and Nail
Tutors
1 Fierce Empath
1 Green Sun's Zenith
1 Time of Need
1 Worldly Tutor
1 Primal Command
1 Summoner's Pact
Creature Based Mana Ramp
1 Rofellos, Llanowar Emissaray
1 Oracle of Mul Daya
1 Seedborn Muse
1 Primeval Titan
1 Sakura-Tribe Elder
1 Patron of the Orochi
1 Sword of Feast and Famine
1 Sol Ring
1 Mana Crypt
1 Cultivate
1 Kodama's Reach
1 Gauntlet of Power
1 Vernal Bloom
1 Garruk Wildspeaker
1 Skyshroud Claim
1 Extraplanar Lens
1 Mana Reflection
1 Bear Umbra
Recursion
1 Eternal Witness
1 Regrowth
1 Praetor's Counsel
Commander Enhancement
1 Darksteel Plate
1 Sword of Fire and Ice
1 Lightning Greaves
1 Whispersilk Cloak
1 Rancor
1 Asceticism
1 Canopy Cover
Cloning
1 Mimic Vat
1 Kozilek, Butcher of Truth
1 Harmonize
1 Greater Good
1 Momentous Fall
1 Memory Jar
Library Manipulation
1 Mirri's Guile
1 Sylvan Library
1 Sensei's Divining Top
Lands
1 Reliquary Tower
1 Yavimaya Hollow
1 Mosswort Bridge
1 Maze of Ith
1 Gaea's Cradle
1 Strip Mine
1 Wooded Foothills
1 Verdant Catacombs
1 Windswept Heath
1 Misty Rainforest
32 Forest
=Cameron=
G Omnath, Locus of Mana G
=CUBE=
Pauper {360} 2013 REVIVAL UPDATE
Same with winding canyons, you sorta just cut a few cards without saying anything about them, there's really little to no loss to including winding canyons.
And there's also Kamahl, I feel like he's a much better win condition than Chameleon Colossus or Mindslaver, plus he's tutorable with time of need for on demand trample. In addition, Wood Elves+Nature's Lore+Three Visits I'd rather run than a few of the excess lands.
Also, I understand the evasion and troll shroud being slightly better than regular shroud but I feel like the second ability of aspect of mongoose might make it slightly better, that's sort of up for debate, both have benefits but the evasion may be fairly crucial
:symg::symg::symg:Omnath:symg::symg::symg:
:symw::symw::symw:Linvala:symw::symw::symw: