It's time once again to catalogue yet another of my far-too-numerous Commander decks (I have a problem :().
By special request (sort of), I present my Angry Omnath deck.
For now, this is mostly just for future reference. This deck has yet to be tested in a multiplayer game (but has done pretty well in dueling tests), and the current list is quite in-flux and not solidified/tuned. The card advantage is almost there, but still a little sketchy. The burst damage potential can get silly, but it lacks in non-damage-based interactivity...as-is.
It's sort-of a budget list, in that I'm only using stuff I already own unless it's super-cheap (hence the lack of Taiga, Cradle, Exploration, Sylvan Library, etc).
Anyway, I'll save the chitchat for a later date and just post the list for now. BBL.
I've strayed away from more traditional mana ramp like Sol Ring and friends, Birds of Paradise, etc. in favor of more spells that put lands in play (as my playgroup tends to avoid most mass LD). This ensures that my ramp is always relevant in the late game, providing more landfall triggers while remaining mostly immune to collateral damage from sweepers hitting artifacts and/or creatures (related aside- Sol Ring was also excluded because so far, I have only been able to test this deck in duels; for multiplayer, it's probably just too good to not find a spot for).
Also hoping to pick up a Mina and Denn, Wildborn soon. I'll definitely have to make room for that.
I initially had omitted Disaster Radius because I didn't expect to reliably have a relevant creature in my hand; but after my next round of changes, I might have to do a pass on creature density to decide if it would be worth adding.
I haven't included several of the go-to green goodstuff tutors like Tooth and Nail and Green Sun's Zenith for a handful of different reasons ranging from laziness, to not really having too many key game-winning creatures to tutor for (granted adding Craterhoof to compliment the Avenger I'm already running easily validates the slot, albeit overdone), to choosing to build around theme and function other than simply playing the objectively good cards, as well as attempting to branch out and play different things besides the same cards and combos that I play in a myriad of other EDH decks. That said, if something cute isn't working, I'm not opposed to improvement and change.
By special request (sort of), I present my Angry Omnath deck.
For now, this is mostly just for future reference. This deck has yet to be tested in a multiplayer game (but has done pretty well in dueling tests), and the current list is quite in-flux and not solidified/tuned. The card advantage is almost there, but still a little sketchy. The burst damage potential can get silly, but it lacks in non-damage-based interactivity...as-is.
It's sort-of a budget list, in that I'm only using stuff I already own unless it's super-cheap (hence the lack of Taiga, Cradle, Exploration, Sylvan Library, etc).
Anyway, I'll save the chitchat for a later date and just post the list for now. BBL.
1 Sensei's Divining Top
1 Wayfarer's Bauble
1 Ulvenwald Tracker
1 Worldly Tutor
1 Animist's Awakening
1 Tempt with Vengeance
1 Lightning Greaves
1 Ancient Grudge
1 Goblin Bombardment
1 Budoka Gardener
1 Evolutionary Leap
1 Farseek
1 Life from the Loam
1 Lotus Cobra
1 Rampant Growth
1 Sylvan Scrying
1 Comet Storm
1 Starstorm
1 Crucible of Worlds
1 Fervor
1 Azusa, Lost but Seeking
1 Cultivate
1 Elemental Bond
1 Harrow
1 Journey of Discovery
1 Kodama's Reach
1 Search for Tomorrow
1 Wood Elves
1 Courser of Kruphix
1 Eternal Witness
1 Fires of Yavimaya
1 Genesis Wave
1 Seer's Sundial
1 Explosive Vegetation
1 Nylea, God of the Hunt
1 Oracle of Mul Daya
1 Parallel Lives
1 Skyshroud Claim
1 Greater Good
1 Harmonize
1 Ingot Chewer
1 Garruk's Packleader
1 Where Ancients Tread
1 Perilous Forays
1 Shamanic Revelation
1 Titania, Protector of Argoth
1 Zendikar's Roil
1 Garruk, Primal Hunter
1 Spitebellows
1 Warstorm Surge
1 Brutalizer Exarch
1 Nissa's Renewal
1 Greenwarden of Murasa
1 Rampaging Baloths
1 Verdant Confluence
1 Stalking Vengeance
1 Avenger of Zendikar
1 Spearbreaker Behemoth
1 Gruul Ragebeast
1 Terramorphic Expanse
1 Evolving Wilds
1 Mountain Valley
1 Wooded Foothill
1 Blighted Woodland
1 Myriad Landscape
1 Command Tower
1 Cinder Glade
1 Temple of Abandon
1 Rootbound Crag
1 Raging Ravine
1 Gruul Turf
1 Mosswort Bridge
1 Spinerock Knoll
1 Ghost Quarter
1 Tectonic Edge
1 Encroaching Wastes
1 Kessig Wolf Run
1 High Market
8 Mountain
12 Forest
Excuse the lazy layout. I'll eventually spiff it up and add more commentary, "maybeboard", breakdown by function, witty deck subtitle, etc.
More ramp:
1 Veteran Explorer
1 Font of Fertility
1 Explore
1 Sakura-Tribe Elder
1 Dawntreader Elk
1 Yavimaya Dryad
1 Summer Bloom
1 Solemn Simulacrum
1 Into the Wilds
1 Peregrination
1 Ranger's Path
1 Reap and Sow
1 Silverglade Elemental
I've strayed away from more traditional mana ramp like Sol Ring and friends, Birds of Paradise, etc. in favor of more spells that put lands in play (as my playgroup tends to avoid most mass LD). This ensures that my ramp is always relevant in the late game, providing more landfall triggers while remaining mostly immune to collateral damage from sweepers hitting artifacts and/or creatures (related aside- Sol Ring was also excluded because so far, I have only been able to test this deck in duels; for multiplayer, it's probably just too good to not find a spot for).
Also hoping to pick up a Mina and Denn, Wildborn soon. I'll definitely have to make room for that.
More sweepers:
1 Bonfire of the Damned
1 Pyroclasm
1 Anger of the Gods
1 Firespout
1 Rough // Tumble
1 Chain Reaction
1 Street Spasm
1 Vandalblast
1 Tornado Elemental
I initially had omitted Disaster Radius because I didn't expect to reliably have a relevant creature in my hand; but after my next round of changes, I might have to do a pass on creature density to decide if it would be worth adding.
Random stuff:
1 Doubling Season
1 Urabrask the Hidden
1 Cyclops of Eternal Fury
1 Flamekin Harbinger
1 Skarrg Guildmage
1 Clan Defiance
1 Beast Within
1 Krosan Grip
1 Atarka's Command
1 Hydra Broodmaster
1 Vexing Shusher
1 Reclamation Sage
1 Acidic Slime
1 Stranglehold
1 Blood Moon
1 Praetor's Counsel
1 War Cadence
1 Sylvan Safekeeper
1 Grazing Gladeheart
1 Rude Awakening
1 Spellbreaker Behemoth
1 Purphuros, God of the Forge
1 Woodfall Primus
1 Swiftfoot Boots
1 Regal Force
1 Nissa, Worldwaker
I haven't included several of the go-to green goodstuff tutors like Tooth and Nail and Green Sun's Zenith for a handful of different reasons ranging from laziness, to not really having too many key game-winning creatures to tutor for (granted adding Craterhoof to compliment the Avenger I'm already running easily validates the slot, albeit overdone), to choosing to build around theme and function other than simply playing the objectively good cards, as well as attempting to branch out and play different things besides the same cards and combos that I play in a myriad of other EDH decks. That said, if something cute isn't working, I'm not opposed to improvement and change.
Non-basics:
Cycling lands (Tranquil Thicket et al,)Temple of the False God, Flamekin Village, Command Beacon seems like a no-brainer, possibly Valakut + Thespian's Stage (but that would really make me want to pick up a Scapeshift + Prismatic Omen), maybe Oran-Rief, ...that's all off the top of my head.
Disclaimer: I can't go too crazy on the non-basics because the majority of my ramp necessitates plenty of basic lands.
1/29/16:
Paleoloth out, Greenwarden of Murasa in
Skarrg, the Rage Pits out, Cinder Glade in