So, I've been tweaking this list for a couple months now and have it pretty much where I want it now, so I thought I'd throw it up for the world to see. As lists go, this is intentionally omitting certain "staples," not for budgetary reasons but rather that I dislike what they do to the way a game plays out. My goal when building the deck was to make something that had the ability to compete, but still allows the game to play out differently each game.
The basic concept behind the deck is very simple: put lands into play and get value. Omnath, Locus of Rage is a true monster at doing just that. There are not a lot of decks that have a good way to deal with an army of 5/5 tokens, much less dealing with them in a way that doesn't result in them taking a bunch of Lightning Bolts to the face. Politics is easy when you carry the biggest stick.
"The whole point of the doomsday machine is lost... if
you keep it a secret! Why didn't you tell the world, eh?!"
Why would I like to play this deck?
One land coming into play each turn just is not quite enough.
Puny 1/1 Tokens made by certain other token strategies doesn't quite get you going.
You like it when every single land in your deck is in play at the end of the game.
You liked Scapeshift in modern, and just kind of want to do that in Commander.
You want to play a deck that is very heavy on card synergy.
Why might I dislike this deck?
You hate shuffling your deck.
You don't like playing a deck that is heavily reliant on the commander.
You want to a play a more straightforward deck that is less reliant on card synergy.
You want to have options and solutions to deal with the things that your opponents are doing.
but are you aware of what a serious breach of security
that would be? I mean, he'll see everything, he'll...
he'll see the Big Board!"
Strategy
Your goal with this deck is to build an engine that allows you to play lots of lands and accumulate value from those lands. Most of the deck is built around card synergy, but there are definitely a few key pieces. If all else fails though, ramp to 7, then force your opponents to deal with Omnath. Replaying him is never a problem, no matter how much mana he costs, because you can put out lands faster than they can kill Omnath.
Early Game
Ramp is going to be your bread and butter. Exploration, Oracle of Mul Daya and Azusa, Lost but Seeking are the key players here, allowing you to dump lands at an alarming rate. Lotus Cobra can accelerate you to Omnath way faster than most people are prepared for if he is paired with any of the previously card that allows you to play extra lands. Early game is also when you want to try to use the "hug" that you have built into the deck Horn of Greed sounds good for everyone, and most people will leave you alone if you are drawing them a few extra cards in the early turns. Same applies to Rites of Flourishing. Both of those cards are actually key pieces to your deck, fueling your hand with tons of cards.
Mid Game
Next, your goal should be to start to put on the pressure. You can probably play Omnath, if you want to. I wouldn't worry to much if he dies. You mostly just want to make your opponents do something, or let you get a huge advantage in hopes that you take out someone else rather than them. Perilous Forays or Doubling Season at this point can put you in a position where, when you do finally cast Omnath, you can get some explosive plays that normally take someone out or put a really big hurt on everyone. Avenger of Zendikar is also a huge play at this point. It is pretty easy to drop him on Turn 5, get 8 plant tokens, then immediately drop two more lands to build up 20 power across 9 creatures in a single turn. You want to let everyone at the table know that you can go from 0 to 60 before they can do anything to stop you. Politics played well can normally take care of the rest because most of the table will know that you can take them out at a moments notice if they cross you.
Late Game
This is when you go for the jugular. Omnath, Locus of Rage + Lotus Cobra + Perilous Forays will probably be good enough to take out at least one person. Valakut, the Molten Pinnacle + Prismatic Omen + Scapeshift can also just outright kill the entire table, especially if you can get Vesuva copying Valakut. Alternate win conditions are Storm Cauldron + Borborygmos Enraged and Kamahl, Fist of Krosa + Any Token Swarm. Also, just beating face with Elemental tokens is normally good enough for a lot of games. For the most part, try not to show your finishers until they can be put into action, because a lot of them are not really easily repeatable.
"Fluoridation is the most monstrously conceived and dangerous
communist plot we have ever had to face."
Card Notes
I feel like most of what is going on in the deck is pretty clear. Play Lands, Get Value, Repeat.
Creatures Veteran Explorer - Your goal is to get to 7 quickly. Most of the time, you don't really care that your opponents are getting there too. This guy also plays a pretty good political game, as most players are happy to get a few extra lands and will leave you alone for a minute if you help them do that. Lotus Cobra - Holy crap, this card is insane value sometimes. Normally results in Omnath coming out a full 1-2 turns earlier, or something else even more degenerate. Loaming Shaman - Helps to deal with graveyard strategies somewhat, but is mostly just for resetting your deck if you get stopped. Yavimaya Elder - Comparing to the likes of Wood Elves and it's ilk, I generally like Yavimaya Elder more in this deck. It's a bit slower, but getting two lands into your hand instead of one into play is normally better. Plus it draws a card. Tireless Tracker - I'm gonna be honest. You are never going to use all these clues. Still, with the amount of excess mana you typically end up having by the end of the game, you'll probably end up drawing more cards than the blue deck at the table Mina and Denn, Wildborn - Bouncing lands is really good for this deck sometimes, plus you can give your big Elementals trample in the process. Titania, Protector of Argoth - ETB gets you back the Valakut they blew up. You have a bunch of fetchlands, and this turns those into Elementals when they leave play. Greenwarden of Murasa - Big elemental that has Regrowth stapled to it. Twice. Very important for recovering from a tactical strike on your landfall engine. Ulvenwald Hyrda - This guy normally ends of huge. Oh, and he tutors for ANY land.
Planeswalkers Nissa, Vastwood Seer - Tutors up a land, which is decent. Flips easily, then provides steady card advantage. Nissa, Worldwaker - Can put on the pressure, ramp, or just drop a nuke on them.
Instants Crop Rotation - The ability to get any land is key. Bonus of you have Titania in play. Realms Uncharted - Finding two lands is always good. The fact that putting the other two into the graveyard doesn't even matter sometimes just makes this even better. Beast Within - You don't have a lot of "answers" to the stuff other people do. Here is one. Use it wisely. Krosan Grip - #Ditto
Sorceries Traverse the Ulvenwald - Delirium is easily on by turn 3 or 4. When that happens, this becomes one of the best cards in the deck. Tutors any land or creature for 1 mana. Worst case feels real bad, but is still acceptable. Collective Voyage - In some games this basically eliminates the early and mid game. If you play it late, still a ton of value even if everyone else angrily responds "I'm not putting anything into it." New Frontiers - Similar to Collective Voyage. Can end games quickly by causing a ton of landfall triggers all at once. Tempt with Vengeance - Normally seems kind of innocuous, so you actually end of tempting more than you would think. It's only later when they realize that these are elementals and Omnath is going to wreck them. Nature's Lore - Easily the best out of the two mana ramp options. Can find the dual lands, and put them into play untapped. Summer Bloom - Not going to lie, I have played Turn 2 Omnath, Locus of Rage off the combo of Amulet of Vigor + Summer Bloom + Gruul Turf. Yes, it did feel kind of gross. Life from the Loam - Recurring lands is always good. Especially since people are going to try to destroy yours. Journey of Discovery - Both modes are good. Most of the time you either have extra lands in hand that you want to play faster, or you have ways to play lands faster but not any lands to play. This solves both problems. Tempt with Discovery - First game, you may actually tempt successfully. After that, you'll only be able to if you can play politics and convince people that you won't hurt them if they give you what you want. Scapeshift - Normally wins on the spot. Especially hilarious if you have a Titania and Omnath in play. Seasons Past - Even if it is just 3-4 cards, this is almost always huge value. Wave of Vitriol - Sometimes, you just want to watch the world burn. Sometimes, it needs to burn.
"Gee, I wish we had one of them doomsday machines."
Enchantments Burgeoning - Can be great. Can also feel really dumb. Of you happen to have it and Omnath in play, plus a Gruul Turf in hand it is basically impossible to wipe the grin off your face. Elemental Bond - Turns Omnath triggers into card draw. If you also happen to have Horn in play... Try not to deck yourself. Perilous Forays - Very good in combination with Omnath. Turns mana into bolts, and causes more landfall triggers. Depending on what you have going on can range from very good to game ending. Asceticism - I dislike playing with Swiftfoot Boots and Lightning Greaves, but this serves a similar function.
Artifacts Expedition Map - Should be getting Valakut or Cavern of Souls as soon as possible. Amulet of Vigor - Tons of your lands are being put into play tapped. Nobody has time for that. Horn of Greed - I've mentioned it a bunch of times now. This card is a monster. You are playing way more lands than anyone else at the table. Crucible of Worlds - Opens you up to recurring fetchlands, which can mean tons of landfall triggers. Tamiyo's Journal - Even without Tireless Tracker, provides a solid card draw engine. With Tireless Tracker, you can basically tutor every turn and still have extra Clues. Storm Cauldron - Enables a kill condition with Borborygmos Enraged. Still solid in other circumstances because you can definitely recover from it way faster than anyone else simply by nature of the number of lands you can play each turn.
Lands Valakut, the Molten Pinnacle - If you aren't winning with Omnath, you are probably winning with this. Even without the abusive plays you can manage in this deck, it presents a lot of damage. Vesuva - AKA Valakut 2: Electric Boogaloo. Cavern of Souls - Omnath is expensive enough as it is, you don't need some Blue mage sitting there holding up 2 mana and messing up your day again and again. Tectonic Edge - Could be Wasteland or Strip Mine. I try not to put Wasteland or Strip Mine in the same deck as Crucible of Worlds. Still. Sometimes you just need to nuke a land. Ghost Quarter - #Ditto Kessig Wolf Run - Sometimes, you just need trample to get over the top. Reliquary Tower - You'd be surprised how often you can get a card draw engine going that results in a huge hand. Mountain Valley - I know what you are thinking. I'm gonna lean on Amulet of Vigor to justify it. Thawing Glaciers - Repeatable land drop that gets another land. Gruul Turf - Got 8 land drops this turn, but only one land in hand? Not a problem with this land, just play this 8 times. Then do it again next turn. And the turn after. Profit. Omissions and Variants
There are tons of cards that are good in this type of deck, and definitely some alternate ways to build this that might be of interest to some people.
Gems / Notable Options Baru, Fist of Krosa - With Prismatic Omen this can definitely help to push you over the top to take out your opponents. Fits into the deck very well, but without Prismatic Omen in play, the choice between Mountain and Forest will probably go to the Mountain more often than not. Boundless Realms - This card is good for obvious reasons. Massive landfall triggers off a single card. It is entirely reasonable in the deck. It just is not as flexible as some of the other options like New Frontiers, but with an upside of not ramping your opponents at the same time. Koth of the Hammer - I can definitely see an argument to put this on the same level as something like Nissa, Worldwaker within the context of this deck. The fact that the "ramp" ability is a -2 is a definite negative though. The +1 ability is good, but there are definitely going to be a lot of situations where it basically does nothing for you. Liege of the Tangle - If you want to win with combat damage more often, this is absolutely an inclusion to consider. You'll definitely have enough lands and turning them all into 8/8 Elementals is nothing to sneeze Seismic Assault - Another Borborygmos Enraged ability to provide more consistency to that strategy as a win-con. You could also use Land's Edge for some juicy World Enchantment flavor. Greater Good - A very, very strong card draw engine and sac outlet. The deck already has a decent number of really strong card draw engines, but this is a very good option to add if you want to add more. Warstorm Surge - Probably should be in my list. When you have an Omnath in play, it does so much damage that it can basically end the game immediately. The downside it is a very clear "must answer" card that doesn't actually do anything by itself.
Land Creature Variant
One possible variation on the deck is one that relies more on turning lands into creatures then attacking with those lands. Liege of the Tangle is a good option for that, but there are actually a lot of really great cards that can help with this. Embodiment of Insight and Embodiment of Fury both turn landfalls into land creatures, but only temporarily. In some ways that is a boon, but in other ways it is not. Sylvan Advocate makes this strategy particularly dangerous because it can massively increase the power of whatever you are doing. Natural Emergence or Living Plane can turn all your lands into creatures. This strategy can also "go infinite" with Aggravated Assault if you have enough Land Creatures.
Tribal Elementals Variant
Another strong variant of the deck is heavier on the Tribal Elementals theme. There are a lot of strong elementals, and this variant can definitely be powerful, it just tends to be a much more straightforward creature focused deck that gets some landfall synergies. The cards that I find to be most noteworthly along this line are: Cloudthresher - The abilities on this creature are solid, plus evoking it comes with a free bonus of 3 damage if you have Omnath out. Flamekin Harbinger - With a higher density of Elemental creatures, the ability to tutor for a specific one adds a lot of consistency. Obsidian Fireheart - This guys was in an earlier version of my deck just because he gave me something to do with extra mana. Oh, and it is hilarious to toss as many blazes counters as possible onto the lands of the guy that is preparing to deal lethal damage to you. Skullmulcher - Sac a bunch of elementals, draw a bunch of cards, do a bunch of damage from Omnath triggers. Conditionally powerful. Undergrowth Champion - Another card that was in an earlier variant of my deck. This guy can get huge and is really strong in combat once he get relatively large. Wolf of Devil's Breach - Elementals tend to be big, expensive creatures so the additional utility of being able to throw them at other threats is useful. Wood Elemental - Prismatic Omen, then sac all your lands while Titania is in play. Okay, so maybe not really. Still, you could make an argument that it may just be worth it to be able to have that one situation come up, and then tell your opponents that they lost to Wood Elemental. Change Log Cloudstone Curio In / Forest Out
Not sure why it did not occur to me previously. Enables you to take 1 land drop and turn it into many land drops. Also, helps you to repeat some of the other value creatures with Enter the Battlefield triggers. As long as the deck has 40 lands it works fine. You have so much tutoring for lands, that you don't need to run tons of them. You can easily shave a couple basics or other lands to fit in really strong cards like this one Conclusion
Turgidson: Doctor, you mentioned the ratio of ten lands to per turn. Now, wouldn't that necessitate the abandonment of the so-called monogamous land relationships, I mean, as far as players were concerned?
Dr. Omnath: Regrettably, yes. But it is, you know, a sacrifice required for the future of the human race. I hasten to add that since each players will be required to do prodigious...service along these lines, the lands will have to be selected for their sexual characteristics which will have to be of a highly stimulating nature.
Russian Ambassador: I must confess, you have an astonishingly good idea there, Doctor.
Very nice Angry Omnath build! I'm working on converting a mono-green Titania deck into an Omnath deck. I run a lot of similar pieces, but may I suggest: Nissa's Renewal over Journey of Discovery, since it costs less than the entwined version, gets 3 lands into play all at once, and gives you some life gain to boot! I run Fires of Yavimaya instead of Mass Hysteria to give just my guys haste, but the speediness of the latter can be nice sometimes. Blighted Woodland is a great explosive vegetation on a land. I've been back and forth on Boundless Realms, it can be like a second Scapeshift, but sometimes I have the very real fear that I wont have enough basics to search out in the late game.
Very nice Angry Omnath build! I'm working on converting a mono-green Titania deck into an Omnath deck. I run a lot of similar pieces, but may I suggest: Nissa's Renewal over Journey of Discovery, since it costs less than the entwined version, gets 3 lands into play all at once, and gives you some life gain to boot! I run Fires of Yavimaya instead of Mass Hysteria to give just my guys haste, but the speediness of the latter can be nice sometimes. Blighted Woodland is a great explosive vegetation on a land. I've been back and forth on Boundless Realms, it can be like a second Scapeshift, but sometimes I have the very real fear that I wont have enough basics to search out in the late game.
I added an additional section on omissions and variants. I spent a long time on the original post, so that stuff was unfinished when I posted. Added it now.
I like Journey over Nissa's Renewal for the reasons stated in my Card Notes. Journey of Discovery is always good. "Playing Lands" as opposed to "putting them into play" is a relevant distinction given the inclusion of Horn of Greed. Also, the number of times where you have neither lands in hand, nor ways to play additional lands if you were get them into your hand is pretty scattered. I normally have the ability to play at least two lands per turn, but I don't always have lands in my hand. In that case, finding lands to put into my hand is just as good as putting them into play directly. The primary scenario with Journey of Discovery is not entwining it. The primary scenario is using one mode or the other, which at 3 mana evaluates differently from paying 6 mana to get lands into play.
Fires of Yavimaya is absolutely a valid choice. I just find that it is often irelevant if I give other creatures Haste, as Mass Hysteria and Concordant Crossroads are typically played the same turn as some other mass land drop spell, and normally spells doom for the table. I ultimately think it comes down to preference though. Giving everyone at the table Haste can also be applied as a political move. The fact that it benefits everyone is often deceptive, as someone almost always gets the biggest benefit. Evaluating if that person is you is part of the decision making process. And keep in mind that sometimes giving another player a boost can sometimes benefit you the most, if you play it right. Is that dangerous? Yeah, but such is the game.
Blighted Woodland is fine, but comparing it to Myriad Landscape, it's probably not quite as good. And my experience with Myriad Landscape was that, while good, it just wasn't good enough for what I was looking for. You want a certain critical mass of Basics, and most of the other lands have specific jobs, so the place for cards like Myriad Landscape and Blighted Woodland is just kind of hard to find.
Boundless Realms just doesn't do it for me. It is always a late play finisher, but in that case you can do the same sort of thing with both New Frontiers and Collective Voyage. Yes, those give lands to the other players, but when you get all the bonus value off the lands, that doesn't matter at all. The fact that those two cards are good both late and early is much, much better than what Boundless Realms is doing.
Warstorm Surge is great. I normally find I have more than enough damage without it, but yeah, it can be very, very strong. The weakness with it is that it doesn't do anything by itself. Playing it and Omnath same turn is difficult, and having either one out there for a round of turns signals imminent danger. You may get some good use from it, but it may also just do nothing at all. The fact that it draws so much attention to itself makes it less potent than it would be otherwise.
That's a real good point about Journey of Discovery. It definitely improved the card from how I saw it before. On the land front, have you considered Command Beacon? It's easily recurrable with Titania or Crucible of Worlds out. I know the deck can make a ton of mana to just replay Omnath, but at some point that mana cost can become oppressive to pay, and the beacon bypasses it nicely. Perhaps in place of Tectonic Edge or Ghost Quarter? I played those cards in my Titania deck to get more land death triggers, and I don't know if your meta has a lot of nasty lands to kill, but was just curious how you felt. Also Petrified Field can be nice to make decisions harder for your opponent when Realms Uncharted is played. Also helps make more landfall triggers. I know it cam be competitive for the nonbasic slots in this deck, though.
That's a real good point about Journey of Discovery. It definitely improved the card from how I saw it before. On the land front, have you considered Command Beacon? It's easily recurrable with Titania or Crucible of Worlds out. I know the deck can make a ton of mana to just replay Omnath, but at some point that mana cost can become oppressive to pay, and the beacon bypasses it nicely. Perhaps in place of Tectonic Edge or Ghost Quarter? I played those cards in my Titania deck to get more land death triggers, and I don't know if your meta has a lot of nasty lands to kill, but was just curious how you felt. Also Petrified Field can be nice to make decisions harder for your opponent when Realms Uncharted is played. Also helps make more landfall triggers. I know it cam be competitive for the nonbasic slots in this deck, though.
I like Command Beacon, but have a hard time justifying it in the context of the deck. If it gets that bad trying to cast Omnath, I'm more likely to try to make a different wincon work than to continue trying to force him. Nonbasic slots are hard to come by. I'd much sooner put in Thespian's Stage, and even that is hard to find space for.
I like Petrified Field. May try to find space for it.
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The basic concept behind the deck is very simple: put lands into play and get value. Omnath, Locus of Rage is a true monster at doing just that. There are not a lot of decks that have a good way to deal with an army of 5/5 tokens, much less dealing with them in a way that doesn't result in them taking a bunch of Lightning Bolts to the face. Politics is easy when you carry the biggest stick.
Why would I like to play this deck?
7 Omnath, Locus of Rage
Creatures (19)
1 Veteran Explorer
2 Sakura-Tribe Elder
2 Lotus Cobra
3 Eternal Witness
3 Loaming Shaman
3 Yavimaya Elder
3 Tireless Tracker
3 Azusa, Lost but Seeking
3 Courser of Kruphix
4 Oracle of Mul Daya
4 Mina and Denn, Wildborn
5 Titania, Protector of Argoth
6 Greenwarden of Murasa
6 Rampaging Baloths
6 Bane of Progress
6 Ulvenwald Hydra
6 Kamahl, Fist of Krosa
7 Avenger of Zendikar
8 Borborygmos Enraged
Planeswalker (2)
3 Nissa, Vastwood Seer
5 Nissa, Worldwaker
Instants (4)
1 Crop Rotation
3 Realms Uncharted
3 Beast Within
3 Krosan Grip
1 Traverse the Ulvenwald
1 Collective Voyage
1 New Frontiers
1 Tempt with Vengeance
2 Nature's Lore
2 Summer Bloom
2 Life from the Loam
3 Journey of Discovery
4 Tempt with Discovery
4 Skyshroud Claim
4 Scapeshift
4 Harmonize
6 Seasons Past
7 Wave of Vitriol
Enchantments (10)
1 Burgeoning
1 Exploration
1 Concordant Crossroads
1 Mass Hysteria
2 Prismatic Omen
3 Rites of Flourishing
3 Elemental Bond
5 Perilous Forays
5 Doubling Season
5 Asceticism
Artifacts (8)
1 Expedition Map
1 Amulet of Vigor
2 Armillary Sphere
3 Horn of Greed
3 Cloudstone Curio
3 Crucible of Worlds
5 Tamiyo's Journal
5 Storm Cauldron
1 Valakut, the Molten Pinnacle
1 Vesuva
1 Cavern of Souls
1 Tectonic Edge
1 Ghost Quarter
1 Kessig Wolf Run
1 Reliquary Tower
1 Wooded Foothills
1 Evolving Wilds
1 Terramorphic Expanse
1 Mountain Valley
1 Thawing Glaciers
1 Taiga
1 Stomping Ground
1 Cinder Glade
1 Fire-Lit Thicket
1 Raging Ravine
1 Gruul Turf
15 Mountain
9 Forest
Strategy
Your goal with this deck is to build an engine that allows you to play lots of lands and accumulate value from those lands. Most of the deck is built around card synergy, but there are definitely a few key pieces. If all else fails though, ramp to 7, then force your opponents to deal with Omnath. Replaying him is never a problem, no matter how much mana he costs, because you can put out lands faster than they can kill Omnath.
Early Game
Ramp is going to be your bread and butter. Exploration, Oracle of Mul Daya and Azusa, Lost but Seeking are the key players here, allowing you to dump lands at an alarming rate. Lotus Cobra can accelerate you to Omnath way faster than most people are prepared for if he is paired with any of the previously card that allows you to play extra lands. Early game is also when you want to try to use the "hug" that you have built into the deck Horn of Greed sounds good for everyone, and most people will leave you alone if you are drawing them a few extra cards in the early turns. Same applies to Rites of Flourishing. Both of those cards are actually key pieces to your deck, fueling your hand with tons of cards.
Mid Game
Next, your goal should be to start to put on the pressure. You can probably play Omnath, if you want to. I wouldn't worry to much if he dies. You mostly just want to make your opponents do something, or let you get a huge advantage in hopes that you take out someone else rather than them. Perilous Forays or Doubling Season at this point can put you in a position where, when you do finally cast Omnath, you can get some explosive plays that normally take someone out or put a really big hurt on everyone. Avenger of Zendikar is also a huge play at this point. It is pretty easy to drop him on Turn 5, get 8 plant tokens, then immediately drop two more lands to build up 20 power across 9 creatures in a single turn. You want to let everyone at the table know that you can go from 0 to 60 before they can do anything to stop you. Politics played well can normally take care of the rest because most of the table will know that you can take them out at a moments notice if they cross you.
Late Game
This is when you go for the jugular. Omnath, Locus of Rage + Lotus Cobra + Perilous Forays will probably be good enough to take out at least one person. Valakut, the Molten Pinnacle + Prismatic Omen + Scapeshift can also just outright kill the entire table, especially if you can get Vesuva copying Valakut. Alternate win conditions are Storm Cauldron + Borborygmos Enraged and Kamahl, Fist of Krosa + Any Token Swarm. Also, just beating face with Elemental tokens is normally good enough for a lot of games. For the most part, try not to show your finishers until they can be put into action, because a lot of them are not really easily repeatable.
I feel like most of what is going on in the deck is pretty clear. Play Lands, Get Value, Repeat.
Creatures
Veteran Explorer - Your goal is to get to 7 quickly. Most of the time, you don't really care that your opponents are getting there too. This guy also plays a pretty good political game, as most players are happy to get a few extra lands and will leave you alone for a minute if you help them do that.
Lotus Cobra - Holy crap, this card is insane value sometimes. Normally results in Omnath coming out a full 1-2 turns earlier, or something else even more degenerate.
Loaming Shaman - Helps to deal with graveyard strategies somewhat, but is mostly just for resetting your deck if you get stopped.
Yavimaya Elder - Comparing to the likes of Wood Elves and it's ilk, I generally like Yavimaya Elder more in this deck. It's a bit slower, but getting two lands into your hand instead of one into play is normally better. Plus it draws a card.
Tireless Tracker - I'm gonna be honest. You are never going to use all these clues. Still, with the amount of excess mana you typically end up having by the end of the game, you'll probably end up drawing more cards than the blue deck at the table
Mina and Denn, Wildborn - Bouncing lands is really good for this deck sometimes, plus you can give your big Elementals trample in the process.
Titania, Protector of Argoth - ETB gets you back the Valakut they blew up. You have a bunch of fetchlands, and this turns those into Elementals when they leave play.
Greenwarden of Murasa - Big elemental that has Regrowth stapled to it. Twice. Very important for recovering from a tactical strike on your landfall engine.
Ulvenwald Hyrda - This guy normally ends of huge. Oh, and he tutors for ANY land.
Planeswalkers
Nissa, Vastwood Seer - Tutors up a land, which is decent. Flips easily, then provides steady card advantage.
Nissa, Worldwaker - Can put on the pressure, ramp, or just drop a nuke on them.
Instants
Crop Rotation - The ability to get any land is key. Bonus of you have Titania in play.
Realms Uncharted - Finding two lands is always good. The fact that putting the other two into the graveyard doesn't even matter sometimes just makes this even better.
Beast Within - You don't have a lot of "answers" to the stuff other people do. Here is one. Use it wisely.
Krosan Grip - #Ditto
Sorceries
Traverse the Ulvenwald - Delirium is easily on by turn 3 or 4. When that happens, this becomes one of the best cards in the deck. Tutors any land or creature for 1 mana. Worst case feels real bad, but is still acceptable.
Collective Voyage - In some games this basically eliminates the early and mid game. If you play it late, still a ton of value even if everyone else angrily responds "I'm not putting anything into it."
New Frontiers - Similar to Collective Voyage. Can end games quickly by causing a ton of landfall triggers all at once.
Tempt with Vengeance - Normally seems kind of innocuous, so you actually end of tempting more than you would think. It's only later when they realize that these are elementals and Omnath is going to wreck them.
Nature's Lore - Easily the best out of the two mana ramp options. Can find the dual lands, and put them into play untapped.
Summer Bloom - Not going to lie, I have played Turn 2 Omnath, Locus of Rage off the combo of Amulet of Vigor + Summer Bloom + Gruul Turf. Yes, it did feel kind of gross.
Life from the Loam - Recurring lands is always good. Especially since people are going to try to destroy yours.
Journey of Discovery - Both modes are good. Most of the time you either have extra lands in hand that you want to play faster, or you have ways to play lands faster but not any lands to play. This solves both problems.
Tempt with Discovery - First game, you may actually tempt successfully. After that, you'll only be able to if you can play politics and convince people that you won't hurt them if they give you what you want.
Scapeshift - Normally wins on the spot. Especially hilarious if you have a Titania and Omnath in play.
Seasons Past - Even if it is just 3-4 cards, this is almost always huge value.
Wave of Vitriol - Sometimes, you just want to watch the world burn. Sometimes, it needs to burn.
Burgeoning - Can be great. Can also feel really dumb. Of you happen to have it and Omnath in play, plus a Gruul Turf in hand it is basically impossible to wipe the grin off your face.
Elemental Bond - Turns Omnath triggers into card draw. If you also happen to have Horn in play... Try not to deck yourself.
Perilous Forays - Very good in combination with Omnath. Turns mana into bolts, and causes more landfall triggers. Depending on what you have going on can range from very good to game ending.
Asceticism - I dislike playing with Swiftfoot Boots and Lightning Greaves, but this serves a similar function.
Artifacts
Expedition Map - Should be getting Valakut or Cavern of Souls as soon as possible.
Amulet of Vigor - Tons of your lands are being put into play tapped. Nobody has time for that.
Horn of Greed - I've mentioned it a bunch of times now. This card is a monster. You are playing way more lands than anyone else at the table.
Crucible of Worlds - Opens you up to recurring fetchlands, which can mean tons of landfall triggers.
Tamiyo's Journal - Even without Tireless Tracker, provides a solid card draw engine. With Tireless Tracker, you can basically tutor every turn and still have extra Clues.
Storm Cauldron - Enables a kill condition with Borborygmos Enraged. Still solid in other circumstances because you can definitely recover from it way faster than anyone else simply by nature of the number of lands you can play each turn.
Lands
Valakut, the Molten Pinnacle - If you aren't winning with Omnath, you are probably winning with this. Even without the abusive plays you can manage in this deck, it presents a lot of damage.
Vesuva - AKA Valakut 2: Electric Boogaloo.
Cavern of Souls - Omnath is expensive enough as it is, you don't need some Blue mage sitting there holding up 2 mana and messing up your day again and again.
Tectonic Edge - Could be Wasteland or Strip Mine. I try not to put Wasteland or Strip Mine in the same deck as Crucible of Worlds. Still. Sometimes you just need to nuke a land.
Ghost Quarter - #Ditto
Kessig Wolf Run - Sometimes, you just need trample to get over the top.
Reliquary Tower - You'd be surprised how often you can get a card draw engine going that results in a huge hand.
Mountain Valley - I know what you are thinking. I'm gonna lean on Amulet of Vigor to justify it.
Thawing Glaciers - Repeatable land drop that gets another land.
Gruul Turf - Got 8 land drops this turn, but only one land in hand? Not a problem with this land, just play this 8 times. Then do it again next turn. And the turn after. Profit.
Omissions and Variants
There are tons of cards that are good in this type of deck, and definitely some alternate ways to build this that might be of interest to some people.
Gems / Notable Options
Baru, Fist of Krosa - With Prismatic Omen this can definitely help to push you over the top to take out your opponents. Fits into the deck very well, but without Prismatic Omen in play, the choice between Mountain and Forest will probably go to the Mountain more often than not.
Boundless Realms - This card is good for obvious reasons. Massive landfall triggers off a single card. It is entirely reasonable in the deck. It just is not as flexible as some of the other options like New Frontiers, but with an upside of not ramping your opponents at the same time.
Koth of the Hammer - I can definitely see an argument to put this on the same level as something like Nissa, Worldwaker within the context of this deck. The fact that the "ramp" ability is a -2 is a definite negative though. The +1 ability is good, but there are definitely going to be a lot of situations where it basically does nothing for you.
Liege of the Tangle - If you want to win with combat damage more often, this is absolutely an inclusion to consider. You'll definitely have enough lands and turning them all into 8/8 Elementals is nothing to sneeze
Seismic Assault - Another Borborygmos Enraged ability to provide more consistency to that strategy as a win-con. You could also use Land's Edge for some juicy World Enchantment flavor.
Greater Good - A very, very strong card draw engine and sac outlet. The deck already has a decent number of really strong card draw engines, but this is a very good option to add if you want to add more.
Warstorm Surge - Probably should be in my list. When you have an Omnath in play, it does so much damage that it can basically end the game immediately. The downside it is a very clear "must answer" card that doesn't actually do anything by itself.
Land Creature Variant
One possible variation on the deck is one that relies more on turning lands into creatures then attacking with those lands. Liege of the Tangle is a good option for that, but there are actually a lot of really great cards that can help with this. Embodiment of Insight and Embodiment of Fury both turn landfalls into land creatures, but only temporarily. In some ways that is a boon, but in other ways it is not. Sylvan Advocate makes this strategy particularly dangerous because it can massively increase the power of whatever you are doing. Natural Emergence or Living Plane can turn all your lands into creatures. This strategy can also "go infinite" with Aggravated Assault if you have enough Land Creatures.
Tribal Elementals Variant
Another strong variant of the deck is heavier on the Tribal Elementals theme. There are a lot of strong elementals, and this variant can definitely be powerful, it just tends to be a much more straightforward creature focused deck that gets some landfall synergies. The cards that I find to be most noteworthly along this line are:
Cloudthresher - The abilities on this creature are solid, plus evoking it comes with a free bonus of 3 damage if you have Omnath out.
Flamekin Harbinger - With a higher density of Elemental creatures, the ability to tutor for a specific one adds a lot of consistency.
Obsidian Fireheart - This guys was in an earlier version of my deck just because he gave me something to do with extra mana. Oh, and it is hilarious to toss as many blazes counters as possible onto the lands of the guy that is preparing to deal lethal damage to you.
Skullmulcher - Sac a bunch of elementals, draw a bunch of cards, do a bunch of damage from Omnath triggers. Conditionally powerful.
Undergrowth Champion - Another card that was in an earlier variant of my deck. This guy can get huge and is really strong in combat once he get relatively large.
Wolf of Devil's Breach - Elementals tend to be big, expensive creatures so the additional utility of being able to throw them at other threats is useful.
Wood Elemental - Prismatic Omen, then sac all your lands while Titania is in play. Okay, so maybe not really. Still, you could make an argument that it may just be worth it to be able to have that one situation come up, and then tell your opponents that they lost to Wood Elemental.
Change Log
Cloudstone Curio In / Forest Out
Not sure why it did not occur to me previously. Enables you to take 1 land drop and turn it into many land drops. Also, helps you to repeat some of the other value creatures with Enter the Battlefield triggers. As long as the deck has 40 lands it works fine. You have so much tutoring for lands, that you don't need to run tons of them. You can easily shave a couple basics or other lands to fit in really strong cards like this one
Conclusion
Turgidson: Doctor, you mentioned the ratio of ten lands to per turn. Now, wouldn't that necessitate the abandonment of the so-called monogamous land relationships, I mean, as far as players were concerned?
Dr. Omnath: Regrettably, yes. But it is, you know, a sacrifice required for the future of the human race. I hasten to add that since each players will be required to do prodigious...service along these lines, the lands will have to be selected for their sexual characteristics which will have to be of a highly stimulating nature.
Russian Ambassador: I must confess, you have an astonishingly good idea there, Doctor.
Also, how do you feel about Warstorm Surge and Where Ancients Tread? Both are very potent with Mr. Omnath or Titania in play.
Hope those suggestions help!
I added an additional section on omissions and variants. I spent a long time on the original post, so that stuff was unfinished when I posted. Added it now.
I like Journey over Nissa's Renewal for the reasons stated in my Card Notes. Journey of Discovery is always good. "Playing Lands" as opposed to "putting them into play" is a relevant distinction given the inclusion of Horn of Greed. Also, the number of times where you have neither lands in hand, nor ways to play additional lands if you were get them into your hand is pretty scattered. I normally have the ability to play at least two lands per turn, but I don't always have lands in my hand. In that case, finding lands to put into my hand is just as good as putting them into play directly. The primary scenario with Journey of Discovery is not entwining it. The primary scenario is using one mode or the other, which at 3 mana evaluates differently from paying 6 mana to get lands into play.
Fires of Yavimaya is absolutely a valid choice. I just find that it is often irelevant if I give other creatures Haste, as Mass Hysteria and Concordant Crossroads are typically played the same turn as some other mass land drop spell, and normally spells doom for the table. I ultimately think it comes down to preference though. Giving everyone at the table Haste can also be applied as a political move. The fact that it benefits everyone is often deceptive, as someone almost always gets the biggest benefit. Evaluating if that person is you is part of the decision making process. And keep in mind that sometimes giving another player a boost can sometimes benefit you the most, if you play it right. Is that dangerous? Yeah, but such is the game.
Blighted Woodland is fine, but comparing it to Myriad Landscape, it's probably not quite as good. And my experience with Myriad Landscape was that, while good, it just wasn't good enough for what I was looking for. You want a certain critical mass of Basics, and most of the other lands have specific jobs, so the place for cards like Myriad Landscape and Blighted Woodland is just kind of hard to find.
Boundless Realms just doesn't do it for me. It is always a late play finisher, but in that case you can do the same sort of thing with both New Frontiers and Collective Voyage. Yes, those give lands to the other players, but when you get all the bonus value off the lands, that doesn't matter at all. The fact that those two cards are good both late and early is much, much better than what Boundless Realms is doing.
Warstorm Surge is great. I normally find I have more than enough damage without it, but yeah, it can be very, very strong. The weakness with it is that it doesn't do anything by itself. Playing it and Omnath same turn is difficult, and having either one out there for a round of turns signals imminent danger. You may get some good use from it, but it may also just do nothing at all. The fact that it draws so much attention to itself makes it less potent than it would be otherwise.
I like Command Beacon, but have a hard time justifying it in the context of the deck. If it gets that bad trying to cast Omnath, I'm more likely to try to make a different wincon work than to continue trying to force him. Nonbasic slots are hard to come by. I'd much sooner put in Thespian's Stage, and even that is hard to find space for.
I like Petrified Field. May try to find space for it.