With the introduction of Life's Legacy I found myself wanting a green commander I dont mind saccing off for value. Thrun has been a bit rocky of late as to how I feel about him while I absolutely love a lot of his interactions I just have a lot of difficulties with him. I want to see how an omnath build goes for a while. I suited it up this last tuesday and rolled everyone on like turn 8 which was fun as it really sort of snowballed quickly as I think I hit a turn 6 Vorenclex into play and the next turn I drew 18 cards and played 4 lands from my hand as well as all sort of other crazy value. Its something I will dig into deeper but thought I would just sort of throw a list out there. This list is just sort of an offhand close to what I played yesterday but its got more or less what I was running.
I recently started playing Omnath as well and it has become my favorite deck. Like you, the biggest focus for me in on card draw. I run a huge wealth of tramply creatures to draw off of and create fun win conditions with. I honestly have won with different creatures in a different way every time I have played the deck. Here is the list for reference...
I run some interesting shenanigans with cauldron souls for some extremely profitable greater good plays as well as general vitality of the deck. Even against serious black control decks it has performed well. Bear Umbra should be an auto include, protects Omnath and makes it huge. I've won more than a few games off that card.
I honestly wouldn't run hall of gemstone. Gurantees profit for your opponents while Vernal Bloom, well, most people aren't running mono green like we are.
I honestly wouldn't run hall of gemstone. Gurantees profit for your opponents while Vernal Bloom, well, most people aren't running mono green like we are.
Hall of Gemstone's huge upside is on your turn all lands only tap for green (for everyone). It is one of my best preemptive blue protections as well as forcing players to generate multiple colors of mana through rocks and non lands. It can prevent multicolor commanders from even being played if they don't have a non land to generate the other colors. People in my meta started running Land's Edge just to invoke the world enchant rule to get rid of it.
Are you trying to intentionally have a really low curve? Otherwise, I think a card like Krosan Grip is an infinitely better upgrade than Nature's Claim.
My average CMC in my Omnath list is about 4.40, mostly because the mana generation is so fast, it can easily roll the table with a slightly higher curve.
I apologize for the delay in responding to your comments. I wanted to get some testing in with the deck as it was before I really considered what changes I wanted to make to it and where I wanted to go with it.
Lotus Cobra I considered it a bit but I feel like it would be an underwhelming draw in the mid and late game for me. From the direction of running it as a fast voltron I think it fits better but it wasnt where I wanted to go with my list. It feels like collateral damage most of the time and the timeframes which I would want to cast it seem too limited to me. I agree that there are a few situations it shines in but one of the last games I had with my Omnath deck I got wrathed like 3 turns in a row (I caused all of them to go off as well lol) so it makes it a little harder to justify things like this to me.
Regal Force if I was going a bit more tokens with my list I would agree with you. I currently have Avenger is about all that it interacts well with. I know its funny with Tooth and Nail into Avenger and this guy but too often I find him a little underwhelming when its pay a ton of mana to draw 3 cards. I think he needs to be drawing like 5 or so reliably to justify in my mind and I just don't feel like I have the support to make him good with what direction my list is taking right now.
Fungal Sprouting being sorcery speed kills it sort of big for me. Its a big army of dudes but you need nobody to have spot removal when you cast it and you need nobody to wrath you for a turn. I think its cool and its a lot of power but its very situational and easy to answer. I am also not really trying to do a token thing but thats not really the reason I am going to pass on it so much as I feel its too easily dealt with.
Kamahl, Fist of Krosa the overrun is a little underwhelming for me being I am not doing tokens but I have put some thought into running him as a wrath insurance. People run a lot of removal of a lot of different types though so its hard for me to say if this would actually work for me or not. I am jamming enough value right now that I am not too concerned with playing wrath protections though right now.
Akroma's Memorial I considered this as just a big evasion middle finger... It might still come in as it seems like a great thing to just mash a Genesis Wave into.
Pattern of Rebirth I have run this before in the past and while I think its a good card, I also feel like it belongs a bit more in a sac based deck. Its not bad in here but I also don't feel like it fits as well as I would want it to offhand.
Bear Umbra I still have a lot of issues with spot removal making me think its not as good for me. I had something like 3 spot removal and 4 wraths all against me last time I played this deck of which most of the spot removal either tucks or exiles. I think its a cool card but I also think its a little vulnerable for my own likes.
Evolution Charm that's sort of a cool card. I sort of forget about this charm. I will give it some consideration but I don't know right now.
Ground Seal I run targeted graveyard recovery such as Regrowth / Eternal Witness / Genesis / Artisan of Kozilek making me a little leery of this. I think it has its pros and cons but overall I think its one of those cards to run in response to a specific issue in a meta. I think its a cool card but it interrupts me in an awkward way that can make it hard for me to play around it as well.
Wall of Roots its an interesting thought to trade a card cast on turn two into 5 extra mana in pool at the start of turn 4. Its a big tempo style of question though and overall I don't feel like I have enough tempo support in the deck to justify it right now. I will keep thinking on this one as I didn't really consider its fast mana properties in here.
Surestrike Trident it is an option but generally speaking trampling over my opponents is not really an issue. If I have lolz mana I can go and get Nilea to get through. Its cool but its also one of those possibly winmore type of cards as assuming you get up to crazy mana and get it equipped then clearly people dont have a lot of things to stop you with.
Primal Order an interesting suggestion really. I feel like its a little bit more of an aggro style of card though than what I had in mind for this deck. It reminds me more of a red card than a green one which is sort of amusing. It reminds me a bit of Burning Earth but probably just better.
I recently started playing Omnath as well and it has become my favorite deck. Like you, the biggest focus for me in on card draw. I run a huge wealth of tramply creatures to draw off of and create fun win conditions with. I honestly have won with different creatures in a different way every time I have played the deck. Here is the list for reference...
I run some interesting shenanigans with cauldron souls for some extremely profitable greater good plays as well as general vitality of the deck. Even against serious black control decks it has performed well. Bear Umbra should be an auto include, protects Omnath and makes it huge. I've won more than a few games off that card.
I honestly wouldn't run hall of gemstone. Gurantees profit for your opponents while Vernal Bloom, well, most people aren't running mono green like we are.
Bear Umbra reasons above why I don't run it. I already have people gunning for Omnath quite often and its hard to make things like this connect. I just havent seen enough value in this card directly to set myself up for a 2 for 1. I think I am more likely to include a Gauntlet / Caged Sun / Mana Reflection over this.
Hall of Gemstone it makes lands tap for that color not become that basic land type. Vernal Bloom goes off of land type not what color of mana they produce. Its also very difficult for my opponents to play through it and I can float my mana on Omnath keeping the ability to play my green spells during opponents turns. It also hoses spot removal and counterspells on my turn which seem like a big plus to me.
Tornado Elemental I have been fairly underwhelmed with him several times now and I think he is leaving the list for now. I am a bit concerned as to what I will do against heavy flying yet but I guess I will deal with that when it actually becomes a problem for me.
Hall of Gemstone's huge upside is on your turn all lands only tap for green (for everyone). It is one of my best preemptive blue protections as well as forcing players to generate multiple colors of mana through rocks and non lands. It can prevent multicolor commanders from even being played if they don't have a non land to generate the other colors. People in my meta started running Land's Edge just to invoke the world enchant rule to get rid of it.
In my opinion its a better multicolored hoser than Blood Moon effects due to completely negating their ability to produce other colors with their lands. I agree that it is quite powerful.
Are you trying to intentionally have a really low curve? Otherwise, I think a card like Krosan Grip is an infinitely better upgrade than Nature's Claim.
My average CMC in my Omnath list is about 4.40, mostly because the mana generation is so fast, it can easily roll the table with a slightly higher curve.
I find Krosan Grip largely irrelevant that it has split second most of the time. It can screw with Oblivion Stone and get past counterspells is about all it does. I don't play against combo so often enough I don't care if someone has a counter for it. I would rather pay one mana than three when considering they usually achieve the same thing. Very very rarely have I felt that the split second actually makes a difference so I would rather go with the cheap removal instead. I have considered possibly switching to some sort of tuck removal option like Unravel the Aether though possibly to counteract gods as commanders and just gods in general. None of the gods really seem to be that big of a concern offhand though just due to the crazy amounts of life I can gain from Miren, the Moaning Well though. I was about to throw my Diamond Valley into my list as well as a fallback tuck protection / huge lifegain option too.
Alright, well I got some games in with my list and thought I would make some tweeks to the list. I really enjoyed the power draw but still sort of hate the issues that spot removal seems to have with some of the draw effects. I got lucky and sort of read between the lines that someone was about to spot remove me which saved me from wasting it one game recently but it could prove to be a pain.
DECK CHANGES:
Tornado Elemental -> Akroma's Memorial I had a lot of issues with feeling that the tornado elemental was really being effective for me. I feel like giving all of my creatures a giant anthem and evasion / vigilence / trample would be a good defense though... This should maintain some flying defense while shifting to another direction. I still have the spider if I want to tutor for a flying defense too.
Nature's Lore -> Cultivate just changing ramp types. I have stalled in the 3-4 land range a few times and so I just want a little more value attached. Its a little slower but I need to just make that early to mid game transition a little smoother more often it seems.
Primeval Bounty -> Diamond Valley I didn't really see anything about the bounty that made me feel like it fit in the list. Miren, the Moaning Well on the other hand was a powerhouse and I feel that it has justified running a second copy of what it does in the list. I think I gained like 80 life one game from dropping Omnath to it two times when removal came for him.
I have to try to sync up my digital list and real life list sometime soon as I still see a few things I know are different so I will try to update when I can sync them up better.
Wall of Roots its an interesting thought to trade a card cast on turn two into 5 extra mana in pool at the start of turn 4. Its a big tempo style of question though and overall I don't feel like I have enough tempo support in the deck to justify it right now. I will keep thinking on this one as I didn't really consider its fast mana properties in here.
Wall of Roots can be activated on each players turn. Most of my games are 4-5 players and it can fill an Omnath, Locus of Mana before my next turn. Although, I like to leave it as a 0/1 for blocking.
Also, the only real disadvantage I've come across with Hall of Gemstone is Seedborn Muse. Fortunately, mana can be added to your pool before the Hall of Gemstone upkeep trigger, but it also means you need to tap out all of your lands at the start of each turn before they become the color of the current turn player's choice.
This. It's basically a second Exploration that gives back the mana you spent on it when it ceases to be useful. It's quite excellent in my Omnath deck (the primer thread for whom you can ALWAYS peruse for inspiration, wink-wink-nudge-nudge ). Even if you never actually use it, it's a battery you can drop on turn 2 and sac on turn 3 after casting Omnath to store up mana you wouldn't have had access to.
Also, Magus of the Library. Run it. Card can generate a ridiculous amount of card advantage if dropped early.
I have a Lotus Cobra in my deck, and while I will agree with you in that it is a bit underwhelming in the late game, it's a beast in the early to mid game. Not to mention flipping it off a Genesis Wave is quite satisfying. Speaking of late game, I run Rude Awakening. Green getting a Turnabout effect is pretty much a game ender. Being able to produce double mana, playing Rude, then E-Wit getting back the rude, etc is just filthy.
It has been a while since I really mentioned what was going on in this list. I never really synced this up to my actual list either so this will be my attempt to sync the two up.
Master of the Wild Hunt -> Song of the Dryads Master has always been a little awkward for me. I love the card but it has too many issues with control and thus he gets off the ground fairly slowly.
Seedborn Muse -> The Tabernacle at Pendrell Vale just moving some stuff arround. Seedborn is decent with Omnath in play but it really provokes removal quite a bit and I dont see enough overall power considering if someone along the line removes Omnath or wraths the board it sort of falls apart. Tabernacle should fit in well with the nonbasic land fetching and overall I run little for tokens so I like it. It seems like it would also be very fun to combo it with Vorenclex to just screw with people.
Riding the Dilu Horse -> Squall Line the Dilu horse sadly just isnt the same as it was in Thrun. I love the card but it doesnt perform the same for me here. Squall Line acts as flying defense as well as an alternate wincon as I have blown everyone up before with it. Its one of those changes I made a while back but just kept not putting down.
Hunter's Prowess -> Lifeblood Hydra the new hydra should be really amazing for draw in this sacrifice based green deck. I do big mana and sacrificing both quite well so it seems good.
Nessian Wilds Ravager -> Kozilek, Butcher of Truth the ravager... sort of works but its usually a bad Duplicant. I have on several occasions ran into situations where I have drawn essentially my whole deck so I need a means to shuffle back in and with my options of discard or sacrifice he should fit the deck fairly well. I might also have to consider how Ulamog would do in his place or in addition. I would have a very hard time playing against Ulamog if someone were to steal him or copy him which might be reason enough not to use him.
Rogue's Passage -> Forest I just havent found myself using the passage enough to justify it over a forest. I need heavy green for this deck so overall my nonbasic lands has been relatively conservative in comparison to my other mono colored decks.
Sakura-Tribe Elder I guess I was over 100 cards somehow before in my old list... I don't really have much for creature abuse specifically in here and while a two mana ramp effect is alright I prefer Explore so... whatever.
Overall I like these changes. After them I still felt like I wanted to somehow get Tormod's Crypt into the list but it will need to wait for now. Vedalken Orrery also is something I am interested in adding to this list if I can make room.
Private Mod Note
():
Rollback Post to RevisionRollBack
I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Circling back to this deck with a few adjustments. Its been.... a while since I played this deck but of the mono green options its probably my favorite option as it stands.
DECK CHANGES:
Prey Upon -> Tormod's Crypt I fought myself as to what graveyard hate effect I wanted but I decided the fight effect wasnt as big as graveyard hate for me as it stood. I don't want to hit myself with it so I decided against Relic of Progenitus at this time.
Berserk -> Azusa, Lost but Seeking Berserk was a potential kill to a single player, it was very narrow in use and generally it would sit in my hand far too long. Azusa supports power drawing quite nicely.
Natures Claim -> Vedalken Orrery I like the spot removal but I feel like my sweeper count feels good right now and it makes me less concerned about artifact / enchantment spot removal. Mass flash is huge for a deck like this where I store mana with my commander because not only can I store from turn to turn, I don't have to dump my mana at end step so I can literally store multiple turns into whenever I want to unleash it with mass flash.
Vernal Bloom -> Nemata, Grove Guardian I had a hard time with the bloom because it helps everyone. I like Nemata as a potential wincon or protection vs opposing tokens. He does the tokens and buffs them all in one so he is a good mana sink.
Hall of Gemstone -> The Great Aurora gemstones is a little mean.... I like its effect but its not fun to have it used on you in a multicolored deck so I decided for now I am not going to run it because its very oppressive in a lot of cases.
Song of the Dryads -> Memory Jar the song is just sort of an awkward spot removal answer. I am buffing up my sweeper effects which also makes it more awkward.
All is Dust -> Perilous Vault I only have a few artifacts / colorless so I figure the vault is probably more powerful and I can control it going off a bit better which I prefer.
Karn Liberated -> Ugin, the Spirit Dragon Karn is good but this deck is terrible at defending him. Ugin does more for what this deck wants to be done. It kills a bunch of gods and really most anything giving me a problem all in one shot.
These changes take away a little bit of spot removal, and add a lot of amazing sweepers to my plan. I hope that this enables my ramp and draw game better while consolidating some of the answers more towards sweepers. I don't have a green deck currently so its sort of getting me wanting to put this back together but I knew there were a lot of things I wanted to change from where it was last. Too much of the spot removal would sit in my hand too much and I noticed I needed more ramp and draw. I might have to work more ramp and draw in yet but I like where the answers are better with this.
Private Mod Note
():
Rollback Post to RevisionRollBack
I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
1 Omnath, Locus of Mana
CREATURES (22)
1 Scavenging Ooze
1 Azusa, Lost but Seeking
1 Eternal Witness
1 Fierce Empath
1 Lifeblood Hydra
1 Reclamation Sage
1 Nylea, God of the Hunt
1 Oracle of Mul Daya
1 Spike Weaver
1 Yeva, Nature's Herald
1 Acidic Slime
1 Genesis
1 Seedguide Ash
1 Silklash Spider
1 Bane of Progress
1 Duplicant
1 Nemata, Grove Guardian
1 Avenger of Zendikar
1 Vorinclex, Voice of Hunger
1 Woodfall Primus
1 Artisan of Kozilek
1 Kozilek, Butcher of Truth
1 Tormod's Crypt
1 Sol Ring
1 Doubling Cube
1 Oblivion Stone
1 Perilous Vault
1 Vedalken Orrery
1 Mind's Eye
1 Memory Jar
1 Akroma's Memorial
ENCHANTMENT (5)
1 Exploration
1 Survival of the Fittest
1 Sylvan Library
1 Greater Good
1 Asceticism
INSTANT (7)
1 Crop Rotation
1 Worldly Tutor
1 Squall Line
1 Beast Within
1 Chord of Calling
1 Hunter's Insight
1 Momentous Fall
SORCERY (14)
1 Green Sun's Zenith
1 Explore
1 Life's Legacy
1 Regrowth
1 Cultivate
1 Genesis Wave
1 Harmonize
1 Natural Order
1 Reap and Sow
1 Skyshroud Claim
1 Soul's Majesty
1 Boundless Realms
1 Tooth and Nail
1 The Great Aurora
1 Garruk, Primal Hunter
1 Ugin, the Spirit Dragon
LAND (40)
1 Diamond Valley
31 Forest
1 High Market
1 Homeward Path
1 Miren, the Moaning Well
1 Mosswort Bridge
1 Reliquary Tower
1 The Tabernacle at Pendrell Vale
1 Winding Canyons
1 Yavimaya Hollow
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
Regal Force is awesome as well.
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB
Edit: Forgot about Primal Order.
I run some interesting shenanigans with cauldron souls for some extremely profitable greater good plays as well as general vitality of the deck. Even against serious black control decks it has performed well. Bear Umbra should be an auto include, protects Omnath and makes it huge. I've won more than a few games off that card.
I honestly wouldn't run hall of gemstone. Gurantees profit for your opponents while Vernal Bloom, well, most people aren't running mono green like we are.
Silklash Spider is better than the Tornado Elemental imo.
GGG [Primer] Omnath, Big Green Beatstick Machine GGG
My average CMC in my Omnath list is about 4.40, mostly because the mana generation is so fast, it can easily roll the table with a slightly higher curve.
EDH:
G[cEDH] Selvala, Heart of the StormG
URW[cEDH] Narset, the Last AirmericanURW
GWUSt. Jenara, the ArchangelGWU
UBGrimgrin, Chaos MarineUB
GOmnath, Mana BaronG
URWNarset, Justice League AmericaURW
GWUBAtraxa, Countess of CountersGWUB
GWUEstrid, Enbantress PrimeGWU
Lotus Cobra I considered it a bit but I feel like it would be an underwhelming draw in the mid and late game for me. From the direction of running it as a fast voltron I think it fits better but it wasnt where I wanted to go with my list. It feels like collateral damage most of the time and the timeframes which I would want to cast it seem too limited to me. I agree that there are a few situations it shines in but one of the last games I had with my Omnath deck I got wrathed like 3 turns in a row (I caused all of them to go off as well lol) so it makes it a little harder to justify things like this to me.
Regal Force if I was going a bit more tokens with my list I would agree with you. I currently have Avenger is about all that it interacts well with. I know its funny with Tooth and Nail into Avenger and this guy but too often I find him a little underwhelming when its pay a ton of mana to draw 3 cards. I think he needs to be drawing like 5 or so reliably to justify in my mind and I just don't feel like I have the support to make him good with what direction my list is taking right now.
Inhales big...
Fungal Sprouting being sorcery speed kills it sort of big for me. Its a big army of dudes but you need nobody to have spot removal when you cast it and you need nobody to wrath you for a turn. I think its cool and its a lot of power but its very situational and easy to answer. I am also not really trying to do a token thing but thats not really the reason I am going to pass on it so much as I feel its too easily dealt with.
Kamahl, Fist of Krosa the overrun is a little underwhelming for me being I am not doing tokens but I have put some thought into running him as a wrath insurance. People run a lot of removal of a lot of different types though so its hard for me to say if this would actually work for me or not. I am jamming enough value right now that I am not too concerned with playing wrath protections though right now.
Akroma's Memorial I considered this as just a big evasion middle finger... It might still come in as it seems like a great thing to just mash a Genesis Wave into.
Pattern of Rebirth I have run this before in the past and while I think its a good card, I also feel like it belongs a bit more in a sac based deck. Its not bad in here but I also don't feel like it fits as well as I would want it to offhand.
Bear Umbra I still have a lot of issues with spot removal making me think its not as good for me. I had something like 3 spot removal and 4 wraths all against me last time I played this deck of which most of the spot removal either tucks or exiles. I think its a cool card but I also think its a little vulnerable for my own likes.
Evolution Charm that's sort of a cool card. I sort of forget about this charm. I will give it some consideration but I don't know right now.
Ground Seal I run targeted graveyard recovery such as Regrowth / Eternal Witness / Genesis / Artisan of Kozilek making me a little leery of this. I think it has its pros and cons but overall I think its one of those cards to run in response to a specific issue in a meta. I think its a cool card but it interrupts me in an awkward way that can make it hard for me to play around it as well.
Wall of Roots its an interesting thought to trade a card cast on turn two into 5 extra mana in pool at the start of turn 4. Its a big tempo style of question though and overall I don't feel like I have enough tempo support in the deck to justify it right now. I will keep thinking on this one as I didn't really consider its fast mana properties in here.
Surestrike Trident it is an option but generally speaking trampling over my opponents is not really an issue. If I have lolz mana I can go and get Nilea to get through. Its cool but its also one of those possibly winmore type of cards as assuming you get up to crazy mana and get it equipped then clearly people dont have a lot of things to stop you with.
Primal Order an interesting suggestion really. I feel like its a little bit more of an aggro style of card though than what I had in mind for this deck. It reminds me more of a red card than a green one which is sort of amusing. It reminds me a bit of Burning Earth but probably just better.
Bear Umbra reasons above why I don't run it. I already have people gunning for Omnath quite often and its hard to make things like this connect. I just havent seen enough value in this card directly to set myself up for a 2 for 1. I think I am more likely to include a Gauntlet / Caged Sun / Mana Reflection over this.
Hall of Gemstone it makes lands tap for that color not become that basic land type. Vernal Bloom goes off of land type not what color of mana they produce. Its also very difficult for my opponents to play through it and I can float my mana on Omnath keeping the ability to play my green spells during opponents turns. It also hoses spot removal and counterspells on my turn which seem like a big plus to me.
Tornado Elemental I have been fairly underwhelmed with him several times now and I think he is leaving the list for now. I am a bit concerned as to what I will do against heavy flying yet but I guess I will deal with that when it actually becomes a problem for me.
In my opinion its a better multicolored hoser than Blood Moon effects due to completely negating their ability to produce other colors with their lands. I agree that it is quite powerful.
Don't tell my rebel deck....
I find Krosan Grip largely irrelevant that it has split second most of the time. It can screw with Oblivion Stone and get past counterspells is about all it does. I don't play against combo so often enough I don't care if someone has a counter for it. I would rather pay one mana than three when considering they usually achieve the same thing. Very very rarely have I felt that the split second actually makes a difference so I would rather go with the cheap removal instead. I have considered possibly switching to some sort of tuck removal option like Unravel the Aether though possibly to counteract gods as commanders and just gods in general. None of the gods really seem to be that big of a concern offhand though just due to the crazy amounts of life I can gain from Miren, the Moaning Well though. I was about to throw my Diamond Valley into my list as well as a fallback tuck protection / huge lifegain option too.
Alright, well I got some games in with my list and thought I would make some tweeks to the list. I really enjoyed the power draw but still sort of hate the issues that spot removal seems to have with some of the draw effects. I got lucky and sort of read between the lines that someone was about to spot remove me which saved me from wasting it one game recently but it could prove to be a pain.
DECK CHANGES:
Tornado Elemental -> Akroma's Memorial I had a lot of issues with feeling that the tornado elemental was really being effective for me. I feel like giving all of my creatures a giant anthem and evasion / vigilence / trample would be a good defense though... This should maintain some flying defense while shifting to another direction. I still have the spider if I want to tutor for a flying defense too.
Nature's Lore -> Cultivate just changing ramp types. I have stalled in the 3-4 land range a few times and so I just want a little more value attached. Its a little slower but I need to just make that early to mid game transition a little smoother more often it seems.
Primeval Bounty -> Diamond Valley I didn't really see anything about the bounty that made me feel like it fit in the list. Miren, the Moaning Well on the other hand was a powerhouse and I feel that it has justified running a second copy of what it does in the list. I think I gained like 80 life one game from dropping Omnath to it two times when removal came for him.
I have to try to sync up my digital list and real life list sometime soon as I still see a few things I know are different so I will try to update when I can sync them up better.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
Also, the only real disadvantage I've come across with Hall of Gemstone is Seedborn Muse. Fortunately, mana can be added to your pool before the Hall of Gemstone upkeep trigger, but it also means you need to tap out all of your lands at the start of each turn before they become the color of the current turn player's choice.
This. It's basically a second Exploration that gives back the mana you spent on it when it ceases to be useful. It's quite excellent in my Omnath deck (the primer thread for whom you can ALWAYS peruse for inspiration, wink-wink-nudge-nudge ). Even if you never actually use it, it's a battery you can drop on turn 2 and sac on turn 3 after casting Omnath to store up mana you wouldn't have had access to.
Also, Magus of the Library. Run it. Card can generate a ridiculous amount of card advantage if dropped early.
GGG [Primer] Omnath, Big Green Beatstick Machine GGG
I also play a Darksteel Plate, as well as Sword of Fire and Ice, Sword of Feast and Famine, and Sword of Light and Shadow in the event that I need to go on the offensive with Omnath.
I have a Lotus Cobra in my deck, and while I will agree with you in that it is a bit underwhelming in the late game, it's a beast in the early to mid game. Not to mention flipping it off a Genesis Wave is quite satisfying. Speaking of late game, I run Rude Awakening. Green getting a Turnabout effect is pretty much a game ender. Being able to produce double mana, playing Rude, then E-Wit getting back the rude, etc is just filthy.
Nissa, Worldwaker immediately replaced my Garruk, Caller of Beasts, and while I don't run Karn I do run baby Garruk.
All in all, as Xaios said, welcome to the dark side.
DECK CHANGE:
Rofellos, Llanowar Emissary -> Seedguide Ash sadly he got banned so I have to move on. Seedguide fits this deck quite well as I run a good amount of sacrifice effects. Dropping him to a Life's Legacy / Greater Good / Momentous Fall all sound like good plans. Creatures that sacrifice well fit this deck very well.
Master of the Wild Hunt -> Song of the Dryads Master has always been a little awkward for me. I love the card but it has too many issues with control and thus he gets off the ground fairly slowly.
Seedborn Muse -> The Tabernacle at Pendrell Vale just moving some stuff arround. Seedborn is decent with Omnath in play but it really provokes removal quite a bit and I dont see enough overall power considering if someone along the line removes Omnath or wraths the board it sort of falls apart. Tabernacle should fit in well with the nonbasic land fetching and overall I run little for tokens so I like it. It seems like it would also be very fun to combo it with Vorenclex to just screw with people.
Riding the Dilu Horse -> Squall Line the Dilu horse sadly just isnt the same as it was in Thrun. I love the card but it doesnt perform the same for me here. Squall Line acts as flying defense as well as an alternate wincon as I have blown everyone up before with it. Its one of those changes I made a while back but just kept not putting down.
Hunter's Prowess -> Lifeblood Hydra the new hydra should be really amazing for draw in this sacrifice based green deck. I do big mana and sacrificing both quite well so it seems good.
Nessian Wilds Ravager -> Kozilek, Butcher of Truth the ravager... sort of works but its usually a bad Duplicant. I have on several occasions ran into situations where I have drawn essentially my whole deck so I need a means to shuffle back in and with my options of discard or sacrifice he should fit the deck fairly well. I might also have to consider how Ulamog would do in his place or in addition. I would have a very hard time playing against Ulamog if someone were to steal him or copy him which might be reason enough not to use him.
Rogue's Passage -> Forest I just havent found myself using the passage enough to justify it over a forest. I need heavy green for this deck so overall my nonbasic lands has been relatively conservative in comparison to my other mono colored decks.
Sakura-Tribe Elder I guess I was over 100 cards somehow before in my old list... I don't really have much for creature abuse specifically in here and while a two mana ramp effect is alright I prefer Explore so... whatever.
Overall I like these changes. After them I still felt like I wanted to somehow get Tormod's Crypt into the list but it will need to wait for now. Vedalken Orrery also is something I am interested in adding to this list if I can make room.
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[Modern] Allies
DECK CHANGES:
These changes take away a little bit of spot removal, and add a lot of amazing sweepers to my plan. I hope that this enables my ramp and draw game better while consolidating some of the answers more towards sweepers. I don't have a green deck currently so its sort of getting me wanting to put this back together but I knew there were a lot of things I wanted to change from where it was last. Too much of the spot removal would sit in my hand too much and I noticed I needed more ramp and draw. I might have to work more ramp and draw in yet but I like where the answers are better with this.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies