A friend challenged me to build a deck in monogreen. "Mono green? It won't do well in EDH." Challenge accepted! Originally I attempted to put together a Polukranos, World Eater list. While the world eater is a fantastic card and has been critical to winning games in this deck list, as a general it just didn't work as I'd like. His ability cost too much, even in mono green, and I ended up dieing to threats that I could not deal with. I scrapped the general and went in a different direction. Omnath immediately came to mind. A 3 mana general that can very easily when through general damage? Awesome! A 3 mana general that stores mana? Awesome! Honestly I didn't actually realize how brutal a well curved Omnath deck could be until I started play testing. The list posted below is still a beginning list. Being that this is mono green, I wanted to play green creatures that I have owned forever but never gotten to play inside any other formal. Khalni Hydra, Primalcrux, Terra Stomper, and the like are all in this list for that reason.
Why you should play Omnath and her beasts
Pros:
1. You like to run and win with huge green fatties you don't ever seen in other decks
2. You enjoy winning through brute force
3. You want versatility and don't want to play the same way every game
4. You like playing strong synergies but want to avoid long/infinite combos
Cons
1. You like to win through combo oriented solitaire plays
2. You hate getting your creatures destroyed
3. You don't like a general that makes opponents fearful (Omnath scares people!)
4. You expect to always have answers for nearly everything
This deck does not need Omnath to run, it just really like it when Omnath is around. In my experience, most people fear Omnath enough to use a kill spell on it as soon as it is played. For this reason, it is important to not cast Omnath until you feel fairly confident it will survive a turn or two. Your game will play very differently depending on if Omnath protection is in your hand or not. I will outline to typical game scenarios below, one with Omnath protection in hand and one without Omnath protection.
Without Omnath protection...
Early Game (Lands 1-6): Ramp, draw, block. Dropping a Vorapede early game can set yourself to block and buy some time. There is no need to cast Omnath yet and do as little as possible to draw serious attention to yourself. Just keep things protected. Wall of Blossoms, Vorapede, Spider, etc... all do a very nice job of not drawing too much hate but adequately handling most early game attackers. Deal with pesky ramping artifacts as well if possible, we want to slow our opponents down.
Mid Game (After 6 lands are out): Attempt to force whatever creature hate/board wipes are left in your opponents hands. Some attacks with a Khalni Hydra, Primalcrux, etc... should draw hate from your opponents. While you attack opponents, work on refilling your hand. Most of the card draw revolves around hitting opponents with creatures or drawing cards equal to the power of your creatures. It should be fairly easy to refill your hand and continue casting large threats. You may even draw what you need to knock an opponent out at this time if they aren't well protected. When it seems safe to do so, cast Omnath and start storing mana.
Late Game: You should be looking to end the game at this point with an Overwhelming Stamped, Avenger of Zendikar, Genesis wave, or an evasive Omnath.
With Omnath protection...
Early Game: Ramp and cast protection for Omnath asap, dedicating turns to dealing with necessary threats as they come. A lighting greaves turn 2 Omnath turn 3 is a very good play. Even if someone makes you sacrifice Omnath, it is worth trying because the board advantage you can generate turn 5 with an Omnath sitting out can often times gurantee a win.
Mid Game: Try to knock out an opponent with general damage. Start with whatever opponent has the most answers to creatures, like that guy playing all the white day of judgement effects or the guy running grave pact (you should have removed this). Cast things during your second main phase, and as with the above plan, do what you can to draw cards. If this strategy fails, you want to be able to use massive green fatties as a backup.
Late Game: If a large Omnath fails to finish opponents off, or you lack the cards to make Omnath totally evasive ie: whispersilk cloak, resort to the plan above.
Card Choices
Fatastic Creatures
When selecting the large creatures to go in the deck, I based my selections on a couple of different things. If they were huge and with trample, I included them. This insures they get through for combat damage to draw off of Hunter's Insight. If they had an ability to help protect my other creatures or abuse them in some way, they were included. Secondary I looked at mana symbols for devotion as well as the ability to regenerate or recur from the grave.
Kalonian Hydra: Both trample and the potential to become huge made this an auto include. Enouh said. Khalni Hydra: Great for anything that likes devotion. Often times the Hydra costs only 2 or 3 mana. When paired up with Primalcrux things can get really ridiculous. Also it has trample. Mossbridge Troll: Mossbridge is in here solely for blocking creatures and huge greater good draws. It also can pull out a win on its own in the right setting.
Nylea, God of the Hunt: Pretty much always a creature, indestructible, and useful trample ability for cards like Mossbridge Troll that don't have it on their own. Polukranos, World Eater: A World Eater play typically looks like this... Drop the World Eater when something needs to be removed, then sac it for card draw. Creature removal is sparse in mono green, and the World Eater serves both purposes decently well. Primal Crux: No explanation needed. My favorite creature in the deck! Silvos, Rogue Elemental: Trample and regenerate for 6 mana, nice! I would consider cutting him for something better. Possibly a troll if counterspells were more of an issue. Terra Stomper: Dinosaur ROAR! Can hurt an opponent that runs mostly counterspells and isn't set up to block much. Plus its a T-Rex. Vigor: Creature protection. And combos with Cavern of Souls. Vorapede: Good mana cost. Recurs from the grave enabling 2 greater good draws. Vigilance allows it to hit an open opponent for card draw then still block.' Vorinclex, Voice of Hunger: Vorinclex was originally not part of the deck. I had seen enough of it. I sometimes found my chord of calling searches to not be game changing enough when they needed to be, and so in it went. Omnath double benefits from the double mana... obviously.
Utiliy and Synergy
I wont be talking about the land ramp cards here. Just know I run only 9 of them at the moment. This is not counting mana doublers. I may consider running more as I discover cuts. Having one in hand is nice but is totally unnecessary if Omnath is around to store mana.
Caged Sun, Vorinclex, Voice of Hunger, Vernal Bloom: I did not include the lens or gauntlet because I don't like exiling a land and I don't want to ramp opponents too much if possible. Besides, untapping lands is actually a little more effective then doubling mana in this deck. Karametra's Acolyte, Nykthos, Shrine to Nyx: Both make rediculous amounts of mana. Shrine to Nyx combos with Voyaging Satyr. Seedborn Muse, Patron of the Orochi, Bear Umbra: All create opportunites for Omnath to store crazy amounts of mana. Combos with Vedalken Orrery and Yeva, Nature's Herald to give turns on other player's turns. Vedalken Orrery, Yeva, Nature's Herald: Already described above. Something else they allow for is recasting Omnath after a board wipe. Mana does not empty til the end of the phase, so if an opponent casts a wrath effect, you can follow up by casting Yeva and Omnath with the stored mana. Cauldron of Souls: Pseudo regenreate, and combos with Vigor as well hydras, Vorapede, and anything else that enters with +1/+1 counters. This allows for some crazy Greater Good plays.
Card Draw
Card draw is sparse in mono green. Rather then resorting to artifacts for card draw (although I would love to make room for Mind's Eye) this deck has the ability to utilize every bit of mass card draw that green offers.
Tutors: The typical Tooth and Nail target was described above. The standard creature tutors are present here. I'll just leave it at that.
Protection/Evasion:
While the creature protection is primarily for Omnath, it pairs up really nicely with others that want to stick around. Oracle of Mul Daya and Seedborn Muse are both good examples of cards that accelerate this deck like crazy and will be removed unless protected.
I honestly included very little recursion in this deck. Why bother when I could instead draw a hand full of new threats? Creeping Renaissance and Praetor's Counsel are both their for when the board wipes are just simply out of hand. There are very few cards in this deck though that aren't expendable through drawing a hand full of cards. The joy of not relying on a couple combos to win
Finishers
Finishers in this deck are designed to kill all opponents at once.
Avenger of Zendikar: Green staple, no explanation necessary. Genesis Wave: What's there to say? Lots of huge creatures for this to land. Omnath makes for many 30+ Waves. Overwhelming Stampede: Pairs nicely with Omnath who typically has the greatest power amongst creatures I control.
Overwhelming Stampede its a poor man's Berserk. Omnath tends to be obscenely huge and this makes him much larger and gives trample. It also scales very well for having other creatures in play with him.
Garruk, Primal Hunter with so many big creatures in the list I really like Garruk as another draw outlet. He is versatile and gives a good power draw option.
Gravity Well -> Storm Front the wall doesn't give you defense versus the creature so perhaps changing here will give you a means to just stop them dead in their tracks and or remove opposing blockers. The one advantage of the well is that it doesn't target so if you are defending against opposing hexproof flying commanders it still gives some defense. I like the front a bit more though from the perspective of just how much more it does for you though.
Survival of the Fittest and Sylvan Library are good to consider too. They are not cheap but I see a few other cards in their price ranges so I thought I would mention them.
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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.
Weird Garruk is actually already in the deck just forgot to put it in the list!
How could I forget Overwhelming Stamped! Thank you for that! I also didn't know storm front existed. I'd almost like to make room for both, this deck could use more anti flying and I like that it is an early game play and a good place for Omnath's mana to go if necessary.
I love survival of the Fittest and Sylvan as much as the next guy. The pricey cards are one's that I already owned through trades/special deals and what not. As I play this deck, if it turns out to be something as I tweak that actually has a lot of potential to be fairly competitive I would consider purchasing survival and sylvan library for it. I want to see how to plays a bit though. My group is competitive but we don't run mono blue combo or general "good stuff" decks so there is plenty of room for decks like the one I posted to do well. Thank you for the suggestions!
Exploration, Azusa, Lost But Seeking, Gaea's Touch: Very good to dump land from some of your massive card draws off Greater Good, Regal Force etc...Unlike Oracle they can end up being weak if you don't get your card draw.
I definitely am looking for more ideas so thanks for the suggestions!
When I originally started putting this list together, I honestly had way too many cards and cuts were difficult. I chose to cut out pieces that I felt were win more with what already would be hitting the battlefield. Vorinclex, Lotus Cobra, Azusa and friends, seedborn muse, and mana reflection were all in the original decklist. The land dropping cards were cut because in most of my test hands they didn't help enough early game to be worth it. Oracle was kept since it helps dig through the deck. Vorinclex, as amazing as it is, also becomes a huge frustration for my playgroup (I have him in one deck and that is enough!) Lotus Cobra, even though it accelerates, caused me to play my hand out too quickly. I'd rather just ramp land and play a bit slower until I'm ready to do some huge turns with Omnath.
Seedborn Muse on the other hand deffinately merits including. In addition, I would like to make room for vedalken orerry, lurking predators, and bear umbra. That makes 4 slots that need to be opened up.
I'd also like to include an overwhelming stampede and storm front in the list but only if I can make cuts for them. I'm considering cutting ground seal for storm front just as a meta decision. I would love help with cuts!
Not all of the changes make a lot of sense, but that is because the changes were actually done shifting many cards in and out and testing, that is just what I ended up with. With all the ramp in the deck I am going to try 36 lands. In the 5 or so games I have done with it in my playgroup, lands have not been an issue. I dropped the useful cantrip effects like ground seal and explore for pieces that had a bigger impact on the game. In a number of games I kept finding myself wishing I had a Vorinclex, so n it goes. Bear Umbra and Seedborn muse are both obvious. I'll describe how the deck has won in its last 5 games only loosing once.
Win 1: Protected Omnath with Lighting Greaves, ramped into huge genesis wave. I made sure to unequip the greaves from Omnath before waving. Omnath landed a canopy cover and bear umbra and swung for the win.
Win 2: Landed an Avenger of Zendikar with 10 plants. Opponent cloned my Avenger and made 7 of their own. Next turn I played Caged Sun, and targeted all my plants and Omnath with Setessan Tactics to clear the board and win with an Overwhelming Stampeded next turn.
Win 3: Quick game, Omnath was canopy covered and swung for the win.
Win 4: Praetor's Council returned dead creatures back to my hand, and I was able to stomp over opponents for the win.
The versatility has been almost perfect. I haven't drawn protection for Omnath every game, but most games I do. If I draw extra protection I just equip it to an Oracle of Mul Daya or other utility to keep it alive. The card draw is what has overwhelmed opponents. Instead of just relying on a couple of threats in the deck, the deck is filled with constant power and I don't find myself wishing that I could Eternal Witness something back into my hand very often (although I will probably consider looking for a spot to add her). Either way Omnath has been the best way I've been able to run mono green EDH and I will be investing more time into this build. I'd love continued suggestions for cuts and cards I may have overlooked! I will be sure adding the M15 sorcery that sacs a creature to draw cards, can't remember the name off the top of my head.
Being that this is a deck I would like to spend a lot of time investing in, I edited the original post with more detail for my own records as well as anyone else that happens to be interested.
Game 1: Storm Front kept some flyers at bay, I spent most of the early game dealing with some serious flying threats. Finally managed store some mana on Omnath, cast a Green Sun to grab a Woodfall Primus to remove some threatening planeswlakers using Voyaging Satyr, Greater Good, and Oran-Rief, the Vastwood for some serious card draw. A seedborn muse clinched the game for me. I did have to use creeping rennaissance once to get seedborn back.
Game 2: Played early game blockers, protected Omnath behind some boots. Won with an Overwhelming Stampede fairly early in the game.
Edits will be coming when I get a few cards from M15. I would love opinions on Genesis Hydra. I personally am not sold on it, seems like a huge mana investment for an unknown. I would love to hear opinions on it though.
worldspine wurm - huge creature!! Works fantastic with greater good, puts 3 5/5 into play, more greater goodfun!! And past but not least it gets put into your library after.
Vorinclex >> Worldspine Wurm: I know how good Vorinclex is, I just was tired of seeing it every time I play it. I'd switch it back in on days where I am feeling extremely must win competitive. Kalonian Hydra >> Hall of Gemstone: Just learned about this card. Awesome! Whispersilk Cloak >> Life's Legacy: Definitely my least favorite of the Omnath protection because it does not grant haste, even with the unblockable. Card draw is just too important not to include this wonderful card.
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Deck Background
Why you should play Omnath and her beasts
1. You like to run and win with huge green fatties you don't ever seen in other decks
2. You enjoy winning through brute force
3. You want versatility and don't want to play the same way every game
4. You like playing strong synergies but want to avoid long/infinite combos
1. You like to win through combo oriented solitaire plays
2. You hate getting your creatures destroyed
3. You don't like a general that makes opponents fearful (Omnath scares people!)
4. You expect to always have answers for nearly everything
Deck list
3 Omnath, Locus of Mana
Artifact
6 Caged Sun
5 Cauldron of Souls
2 Emerald Medallion
2 Lightning Greaves
1 Sol Ring
1 Swiftfoot Boots
4 Vedalken Orrery
3 Whispersilk Cloak
Creatures
5 Acidic Slime
7 Avenger of Zendikar
2 Fauna Shaman
5 Kalonian Hydra
4 Karametra's Acolyte
8 Khalni Hydra
7 Mossbridge Troll
4 Nylea, God of the Hunt
4 Oracle of Mul Daya
8 Patron of the Orochi
4 Polukranos, World Eater
6 Primalcrux
7 Regal Force
2 Sakura-Tribe Elder
5 Seedborn Muse
5 Silklash Spider
6 Silvos, Rogue Elemental
6 Soul of the Harvest
6 Terra Stomper
1 Ulvenwald Tracker
7 Vigor
5 Vorapede
8 Vorinclex, Voice of Hunger
2 Voyaging Satyr
2 Wall of Blossoms
5 Wickerbough Elder
8 Woodfall Primus
4 Yeva, Nature's Herald
5 Asceticism
4 Bear Umbra
2 Canopy Cover
3 Gravity Well
4 Greater Good
2 Storm Front
4 Vernal Bloom
Instants
3 Beast Within
3 Chord of Calling
3 Hunter's Insight
3 Krosan Grip
4 Momentous Fall
2 Setessan Tactics
0 Summoner's Pact
Planeswalkers
5 Garruk, Primal Hunter
Sorcery
5 Creeping Renaissance
3 Cultivate
3 Genesis Wave
1 Green Sun's Zenith
4 Harmonize
5 Hunter's Prowess
3 Kodama's Reach
2 Nature's Lore
5 Overwhelming Stampede
8 Praetor's Counsel
1 Prey Upon
7 Tooth and Nail
1 Mosswort Bridge
1 Oran-Rief, the Vastwood
33 Forests
Strategy:
This deck does not need Omnath to run, it just really like it when Omnath is around. In my experience, most people fear Omnath enough to use a kill spell on it as soon as it is played. For this reason, it is important to not cast Omnath until you feel fairly confident it will survive a turn or two. Your game will play very differently depending on if Omnath protection is in your hand or not. I will outline to typical game scenarios below, one with Omnath protection in hand and one without Omnath protection.
Without Omnath protection...
Mid Game (After 6 lands are out): Attempt to force whatever creature hate/board wipes are left in your opponents hands. Some attacks with a Khalni Hydra, Primalcrux, etc... should draw hate from your opponents. While you attack opponents, work on refilling your hand. Most of the card draw revolves around hitting opponents with creatures or drawing cards equal to the power of your creatures. It should be fairly easy to refill your hand and continue casting large threats. You may even draw what you need to knock an opponent out at this time if they aren't well protected. When it seems safe to do so, cast Omnath and start storing mana.
Late Game: You should be looking to end the game at this point with an Overwhelming Stamped, Avenger of Zendikar, Genesis wave, or an evasive Omnath.
With Omnath protection...
Mid Game: Try to knock out an opponent with general damage. Start with whatever opponent has the most answers to creatures, like that guy playing all the white day of judgement effects or the guy running grave pact (you should have removed this). Cast things during your second main phase, and as with the above plan, do what you can to draw cards. If this strategy fails, you want to be able to use massive green fatties as a backup.
Late Game: If a large Omnath fails to finish opponents off, or you lack the cards to make Omnath totally evasive ie: whispersilk cloak, resort to the plan above.
Card Choices
When selecting the large creatures to go in the deck, I based my selections on a couple of different things. If they were huge and with trample, I included them. This insures they get through for combat damage to draw off of Hunter's Insight. If they had an ability to help protect my other creatures or abuse them in some way, they were included. Secondary I looked at mana symbols for devotion as well as the ability to regenerate or recur from the grave.
Kalonian Hydra: Both trample and the potential to become huge made this an auto include. Enouh said.
Khalni Hydra: Great for anything that likes devotion. Often times the Hydra costs only 2 or 3 mana. When paired up with Primalcrux things can get really ridiculous. Also it has trample.
Mossbridge Troll: Mossbridge is in here solely for blocking creatures and huge greater good draws. It also can pull out a win on its own in the right setting.
Nylea, God of the Hunt: Pretty much always a creature, indestructible, and useful trample ability for cards like Mossbridge Troll that don't have it on their own.
Polukranos, World Eater: A World Eater play typically looks like this... Drop the World Eater when something needs to be removed, then sac it for card draw. Creature removal is sparse in mono green, and the World Eater serves both purposes decently well.
Primal Crux: No explanation needed. My favorite creature in the deck!
Silvos, Rogue Elemental: Trample and regenerate for 6 mana, nice! I would consider cutting him for something better. Possibly a troll if counterspells were more of an issue.
Terra Stomper: Dinosaur ROAR! Can hurt an opponent that runs mostly counterspells and isn't set up to block much. Plus its a T-Rex.
Vigor: Creature protection. And combos with Cavern of Souls.
Vorapede: Good mana cost. Recurs from the grave enabling 2 greater good draws. Vigilance allows it to hit an open opponent for card draw then still block.'
Vorinclex, Voice of Hunger: Vorinclex was originally not part of the deck. I had seen enough of it. I sometimes found my chord of calling searches to not be game changing enough when they needed to be, and so in it went. Omnath double benefits from the double mana... obviously.
I wont be talking about the land ramp cards here. Just know I run only 9 of them at the moment. This is not counting mana doublers. I may consider running more as I discover cuts. Having one in hand is nice but is totally unnecessary if Omnath is around to store mana.
Caged Sun, Vorinclex, Voice of Hunger, Vernal Bloom: I did not include the lens or gauntlet because I don't like exiling a land and I don't want to ramp opponents too much if possible. Besides, untapping lands is actually a little more effective then doubling mana in this deck.
Karametra's Acolyte, Nykthos, Shrine to Nyx: Both make rediculous amounts of mana. Shrine to Nyx combos with Voyaging Satyr.
Seedborn Muse, Patron of the Orochi, Bear Umbra: All create opportunites for Omnath to store crazy amounts of mana. Combos with Vedalken Orrery and Yeva, Nature's Herald to give turns on other player's turns.
Vedalken Orrery, Yeva, Nature's Herald: Already described above. Something else they allow for is recasting Omnath after a board wipe. Mana does not empty til the end of the phase, so if an opponent casts a wrath effect, you can follow up by casting Yeva and Omnath with the stored mana.
Cauldron of Souls: Pseudo regenreate, and combos with Vigor as well hydras, Vorapede, and anything else that enters with +1/+1 counters. This allows for some crazy Greater Good plays.
Card draw is sparse in mono green. Rather then resorting to artifacts for card draw (although I would love to make room for Mind's Eye) this deck has the ability to utilize every bit of mass card draw that green offers.
Hunters Prowess and Hunter's Insight: Both draw with combat damage. With the large tramplers in this deck, not a problem! Both will refill my hand and then some every time I use them.
Garruk, Primal Hunter, Momentous Fall, Greater Good: Again all draw crazy amounts of cards and refill the hand every time.
Soul of the Harvest, Regal Force: Like lots of creatures to be played. Both make more great Tooth and Nail targets along with Avenger of Zendikar.
Acidic Slime, Woodfall Primus: Duh. Also a great Prey Upon targets.
Wickerbrough Elder: Combos with Cauldron of Souls.
Beast Within and Krosan Grip: Best removal in green.
Silklash Spider, Gravity Well, Storm Front: All deal with flyers. Storm Front has performed especially well for me, being able to tap down creatures is very powerful. I struggled with whether or not to include Hornet Queen. It felt hard to justify with 2 power, but the synergy with setessan tactics can't be overlooked. I'll be looking to make space for it if I can.
Ulvenwald Tracker, Setessan Tactics, Prey Upon: How green kills creatures, and it works.
While the creature protection is primarily for Omnath, it pairs up really nicely with others that want to stick around. Oracle of Mul Daya and Seedborn Muse are both good examples of cards that accelerate this deck like crazy and will be removed unless protected.
Lightning Greaves, Swiftfoot Boots, Whispersilk Cloak, Asceticism, Canopy Cover: All prevent targeting and often make Omnath evasive. By far the easiest, but least fun, way to win.
I honestly included very little recursion in this deck. Why bother when I could instead draw a hand full of new threats? Creeping Renaissance and Praetor's Counsel are both their for when the board wipes are just simply out of hand. There are very few cards in this deck though that aren't expendable through drawing a hand full of cards. The joy of not relying on a couple combos to win
Finishers in this deck are designed to kill all opponents at once.
Avenger of Zendikar: Green staple, no explanation necessary.
Genesis Wave: What's there to say? Lots of huge creatures for this to land. Omnath makes for many 30+ Waves.
Overwhelming Stampede: Pairs nicely with Omnath who typically has the greatest power amongst creatures I control.
Garruk, Primal Hunter with so many big creatures in the list I really like Garruk as another draw outlet. He is versatile and gives a good power draw option.
Gravity Well -> Storm Front the wall doesn't give you defense versus the creature so perhaps changing here will give you a means to just stop them dead in their tracks and or remove opposing blockers. The one advantage of the well is that it doesn't target so if you are defending against opposing hexproof flying commanders it still gives some defense. I like the front a bit more though from the perspective of just how much more it does for you though.
Survival of the Fittest and Sylvan Library are good to consider too. They are not cheap but I see a few other cards in their price ranges so I thought I would mention them.
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[Modern] Allies
How could I forget Overwhelming Stamped! Thank you for that! I also didn't know storm front existed. I'd almost like to make room for both, this deck could use more anti flying and I like that it is an early game play and a good place for Omnath's mana to go if necessary.
I love survival of the Fittest and Sylvan as much as the next guy. The pricey cards are one's that I already owned through trades/special deals and what not. As I play this deck, if it turns out to be something as I tweak that actually has a lot of potential to be fairly competitive I would consider purchasing survival and sylvan library for it. I want to see how to plays a bit though. My group is competitive but we don't run mono blue combo or general "good stuff" decks so there is plenty of room for decks like the one I posted to do well. Thank you for the suggestions!
Lotus Cobra: Sooooo good. Especially with G Wave.
Rofellos, Llanowar Emissary: obviously amazing. I understand if the exclusion is a budget issue.
Exploration, Azusa, Lost But Seeking, Gaea's Touch: Very good to dump land from some of your massive card draws off Greater Good, Regal Force etc...Unlike Oracle they can end up being weak if you don't get your card draw.
Vorinclex, Voice of Hunger: Control and Ramp in one card. And a beater
Kozilek, Butcher of Truth: More card draw. More beats. More GY recycling.
Fierce Empath: More tutoring.
Akroma's Memorial: Mostly great for the haste part (after G Wave) but the rest is great as well.
Concordant Crossroads: Haste.
Brawn: more trample. Great synergy with Fauna or Greater Good.
Beastmaster Ascension: That extra +5 for everyone is nice if you haven't hit CHoof.
Seedborn Muse: Obvious. Leads to crazy large G Waves.
Mana Reflection: Obvious. More fuel.
Krosan Grip and Beast Within: Two best removal in green IMO.
Dosan the Falling Leaf: Drop him when you try to win. If he resolves...Game over.
I like your choices so I don't know if you want to actually add any of my suggestions but they are choices if you are looking for new ideas.
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB
When I originally started putting this list together, I honestly had way too many cards and cuts were difficult. I chose to cut out pieces that I felt were win more with what already would be hitting the battlefield. Vorinclex, Lotus Cobra, Azusa and friends, seedborn muse, and mana reflection were all in the original decklist. The land dropping cards were cut because in most of my test hands they didn't help enough early game to be worth it. Oracle was kept since it helps dig through the deck. Vorinclex, as amazing as it is, also becomes a huge frustration for my playgroup (I have him in one deck and that is enough!) Lotus Cobra, even though it accelerates, caused me to play my hand out too quickly. I'd rather just ramp land and play a bit slower until I'm ready to do some huge turns with Omnath.
Seedborn Muse on the other hand deffinately merits including. In addition, I would like to make room for vedalken orerry, lurking predators, and bear umbra. That makes 4 slots that need to be opened up.
I'd also like to include an overwhelming stampede and storm front in the list but only if I can make cuts for them. I'm considering cutting ground seal for storm front just as a meta decision. I would love help with cuts!
Garruk's Horge >> Vorinclex
Hornet Queen >> Seedborn Muse
Predator Ooze >> Krosan Grip
4 Forests >> Acidic Slime, Beast Within, Yeva, Nature's Herald, Overwhelming Stampede
Rampant Growth >> Bear Umbra
Ground Seal >> Storm Front
Champion's Helm >> Vedalken Orrery
Explore >> Patron of the Orochi
+1 Summoner's Pact ( I accidentally posted a deck list with 99 cards.
Not all of the changes make a lot of sense, but that is because the changes were actually done shifting many cards in and out and testing, that is just what I ended up with. With all the ramp in the deck I am going to try 36 lands. In the 5 or so games I have done with it in my playgroup, lands have not been an issue. I dropped the useful cantrip effects like ground seal and explore for pieces that had a bigger impact on the game. In a number of games I kept finding myself wishing I had a Vorinclex, so n it goes. Bear Umbra and Seedborn muse are both obvious. I'll describe how the deck has won in its last 5 games only loosing once.
Win 1: Protected Omnath with Lighting Greaves, ramped into huge genesis wave. I made sure to unequip the greaves from Omnath before waving. Omnath landed a canopy cover and bear umbra and swung for the win.
Win 2: Landed an Avenger of Zendikar with 10 plants. Opponent cloned my Avenger and made 7 of their own. Next turn I played Caged Sun, and targeted all my plants and Omnath with Setessan Tactics to clear the board and win with an Overwhelming Stampeded next turn.
Win 3: Quick game, Omnath was canopy covered and swung for the win.
Win 4: Praetor's Council returned dead creatures back to my hand, and I was able to stomp over opponents for the win.
The versatility has been almost perfect. I haven't drawn protection for Omnath every game, but most games I do. If I draw extra protection I just equip it to an Oracle of Mul Daya or other utility to keep it alive. The card draw is what has overwhelmed opponents. Instead of just relying on a couple of threats in the deck, the deck is filled with constant power and I don't find myself wishing that I could Eternal Witness something back into my hand very often (although I will probably consider looking for a spot to add her). Either way Omnath has been the best way I've been able to run mono green EDH and I will be investing more time into this build. I'd love continued suggestions for cuts and cards I may have overlooked! I will be sure adding the M15 sorcery that sacs a creature to draw cards, can't remember the name off the top of my head.
Won both games with Omnath today.
Game 1: Storm Front kept some flyers at bay, I spent most of the early game dealing with some serious flying threats. Finally managed store some mana on Omnath, cast a Green Sun to grab a Woodfall Primus to remove some threatening planeswlakers using Voyaging Satyr, Greater Good, and Oran-Rief, the Vastwood for some serious card draw. A seedborn muse clinched the game for me. I did have to use creeping rennaissance once to get seedborn back.
Game 2: Played early game blockers, protected Omnath behind some boots. Won with an Overwhelming Stampede fairly early in the game.
Edits will be coming when I get a few cards from M15. I would love opinions on Genesis Hydra. I personally am not sold on it, seems like a huge mana investment for an unknown. I would love to hear opinions on it though.
Vorinclex >> Worldspine Wurm: I know how good Vorinclex is, I just was tired of seeing it every time I play it. I'd switch it back in on days where I am feeling extremely must win competitive.
Kalonian Hydra >> Hall of Gemstone: Just learned about this card. Awesome!
Whispersilk Cloak >> Life's Legacy: Definitely my least favorite of the Omnath protection because it does not grant haste, even with the unblockable. Card draw is just too important not to include this wonderful card.