It is with a heavy heart that I am officially retiring this deck as I have sold it due to budget reasons. It was a tough decision to make, but with having fewer decks to maintain, it'll be easier on me financially. I will no longer be maintaining this thread, but if I decide to pick up online play again, I may unretire the thread for that sole reason.
It's been a blast and I thank everyone for taking the time to check this deck out.
I've recently gotten back into playing Magic after taken a bit of hiatus. I'm only playing on MTGO as of right now, as that is the most viable option for me, budget wise and time wise. My LGS shut down not long after I had quit playing, so there isn't a store that's reasonably close for me to play at. MTGO allows me to play at any time, which is really convenient for me. Plus, the cards are cheaper and I only every need a max of 4 of each card, not including lands (technically 1, since I only play EDH).
So, I decided that Omnath would be one of the decks I would rebuild, and thus, he needed a few updates, so here they are!
Evolutionary Leap is honestly not the best card in here as we have fewer than normal creatures. Farseek can only grab Mountains in our deck, and they enter tapped. Greenwarden is just a big Eternal Witness that costs more. Mina and Denn I found to be lackluster, and rarely used the return land ability. Stalking Vengeance also was just lackluster. Thawing Glaciers I felt was too slow for what it did. Verdant Confluence wasn't that great either, and it costs too much. World Breaker and Wastes just wasn't worth their investments.
Ancient Tomb allows our bigger spells to be played much earlier. Growing Rites of Itlimoc has the same downside that Leap has with us not having very many creatures, but having access to a 2nd Gaea's Cradle is worth it, for now at least. Hour of Promise ramps us and allows us to get any lands from our deck. Nissa is crazy in this deck and it's really easy to get her ultimate, which will then let us draw an absurd amount of cards. Ramunap is another Crucible, so having another source to grab lands from our graveyard is invaluable. Sheltered Thicket is another fetchable dual land, and can draw us a card when we don't need the land. Steely Resolve is mass protection from targeted spells for all of our Elementals. Sylvan Scrying can grab us any land we need. Three Visits is a much better Farseek. Traverse the Outlands will usually grab us 5 lands as long as Omnath or an Elemental is on the battlefield.
I'm unsure about Growing rites because when you get to the point where you have 4 creatures, you are far ahead and you have enough lands to have cast your commander. It feels like a winmore card in a deck that is tight on slots.
I'm unsure about Growing rites because when you get to the point where you have 4 creatures, you are far ahead and you have enough lands to have cast your commander. It feels like a winmore card in a deck that is tight on slots.
After playing with the card for awhile now, I would definitely agree that it does feel winmore. It never grabs a creature (at least the times that I've played it), so it's only good for being another Cradle, which in all honesty isn't necessarily needed.
I'm thinking about trying out Myth Unbound in its place. It would help cut down on commander tax, and would draw a card whenever he gets removed.
I decided to cut the Hydra in favor of Rotation simply because not only can we play it much earlier, but the Hydra makes the land come into play tapped, while Rotation will let us use it right away. This is extremely important as we can immediately use the mana if we grab Gaea's Cradle, or whatever utility land or fetch land we end up grabbing.
I'm unsure about Growing rites because when you get to the point where you have 4 creatures, you are far ahead and you have enough lands to have cast your commander. It feels like a winmore card in a deck that is tight on slots.
Growing Rites of Itlamoc has been lackluster in here. While it is nice to have a second Gaea's Cradle out, we almost never hit a creature off it. It isn't necessary to hit a creature but paying 2G for an enchantment that may not do anything isn't worth it.
Sylvan Awakening is a card that can help close out a game. We ramp hard, so we will have a lot of lands out that will become hasty indestructible Elementals. Once we swing in, we can sac them to burn everyone out of the game.
I made this change a few weeks back, but I forgot to update here. Nissa has been a real lackluster card. She doesn't necessarily ramp us any further, just guarantees a land drop for this turn or the next. When she does flip, while her abilities do have synergy with the deck, they aren't really game changing. Adding Rishkar's Expertise gives us another card draw spell that can draw us up to 5 cards, sometimes more, and allows us to cast one of the newly drawn cards or one we had previously for free, which can allow us to cast another spell with the mana we saved.
Ravnica Allegiance is out, and while it contained the Gruul Guild, it didn't contain too many goodies for our deck. In fact, there's only one card that I'm considering, and even then, it may not make the final cut.
Rhythm of the Wild: Omnath is a pretty expensive commander, so we don't want him to get countered on his first cast, let alone any other cast. Currently, we only run Cavern of Souls as a way to prevent him from being countered, and it can only be for one creature type, and only once per turn. This card would make all of our creatures uncounterable, and give all of our nontoken creatures riot. I haven't had the chance to test it out yet, and I'm unsure what I would even cut for it. Chaos Warp comes to mind, but it has better utility than this enchantment, so we will see if I even go through with this card.
This will be a fairly quick review. After scouring the spoiled cards, the only card I saw that could be really good in here is Finale of Devastation. It’s another creature tutor that also searches the graveyard. It also acts as a huge pump spell if X=10 or greater and gives creatures haste as well. This will make another great finisher, and it will be tested over Sylvan Awakening.
I'm still a bit on the fence with this one, but Finale is SO GOOD! Being able to tutor from deck or graveyard is amazing, especially if something like Craterhoof someone ended up in the yard. On top of that, we can give our creatures +10 or more power while giving them haste can also make Avenger a game-ender. While Awakening is nice, if the swing for lethal doesn't pan out, I'd rather not have to sac lands in order to deal damage.
I think this is a great swap, and will make the deck even crazier.
Hi Guerte, I've been a lurker both here and through the TappedOut page for quite a while, and I finally have a few card selection questions!
Is Prismatic Vista good enough? Seems like if you're willing to run fetches to get double Omnath triggers, that doing it with this is good as well? How about Wrenn and Six?
Hi Guerte, I've been a lurker both here and through the TappedOut page for quite a while, and I finally have a few card selection questions!
Is Prismatic Vista good enough? Seems like if you're willing to run fetches to get double Omnath triggers, that doing it with this is good as well? How about Wrenn and Six?
It seems like I haven't discussed changes on this thread, or even on TappedOut, but this is what I'm currently playing:
I've found Boundless to get worse late game, as we will have more lands on the field than in the deck, so I opted for more early ramp via Route. Blighted seemed like the best cut to make room for Vista, the other choice being Myriad Landscape, but that can get cracked sooner than Woodland. Chaos Warp is good, but being able to get rid of two artifacts/enchantments for "free" seems better than the randomness Warp provides. Finale seemed good at first, and maybe it is, but it's a lot of mana to invest to give a boost and haste to the creature tutor, so I decided to try out the creature Harrow.
Thanks for the reply! I was thinking the swap could also be Evolving Wilds -> Prismatic Vista, since the cards are functionally similar, but now you can use the mana you get with it.
I think the Chaos Warp slot could be so many things: Heroic Intervention if you wanted reactionary card, Krosan Grip if your meta dictates it. I think your new choice is pretty cool
Thanks for the reply! I was thinking the swap could also be Evolving Wilds -> Prismatic Vista, since the cards are functionally similar, but now you can use the mana you get with it.
I think the Chaos Warp slot could be so many things: Heroic Intervention if you wanted reactionary card, Krosan Grip if your meta dictates it. I think your new choice is pretty cool
I think Blighted Woodland is the better swap, as you get two free landfall triggers with Evolving Wilds. Otherwise you have to pay 4 mana to get the second one.
And yes, I feel like Chaos Warp is definitely a flex spot (there's so few of them in here), so it's all really meta-dependent on what you want to run in it's spot. Force of Vigor seems to be at the forefront, since it can essentially be cast for "free", and hit two things.
I never ended up doing an official review for Modern Horizons, so I figured I'd better pick up the slack with a review of the new core set!
We only got one card from the set that I feel can make a serious impact, and that is Elvish Reclaimer.
Reclaimer is essentially a Crop Rotation on a potential 3/4 body for only G. Unfortunately, the land will enter tapped, unlike Rotation, but being able to produce another land drop for a Landfall trigger is enormous, and having another outlet for getting out a Gaea's Cradle is insane.
So, where do I slot this guy in? There aren't very many flex spots in the deck, and from a few posts above, I've already made some changes to the deck post-Modern Horizons, so I think I may end up trying him out in the Circuitous Route spot, just to see how it works out.
With that, here is how the changes are going to look:
It's been a blast and I thank everyone for taking the time to check this deck out.
[EDH Non-Primers] Newzuri | Breya
G Azusa, Wherever I May Roam
UG Rashmi Simic Power
WB Kambal Life Gain Kills
URG Maelstrom Wanderer Howdy
I've recently gotten back into playing Magic after taken a bit of hiatus. I'm only playing on MTGO as of right now, as that is the most viable option for me, budget wise and time wise. My LGS shut down not long after I had quit playing, so there isn't a store that's reasonably close for me to play at. MTGO allows me to play at any time, which is really convenient for me. Plus, the cards are cheaper and I only every need a max of 4 of each card, not including lands (technically 1, since I only play EDH).
So, I decided that Omnath would be one of the decks I would rebuild, and thus, he needed a few updates, so here they are!
7/6/18:
OUT:
Evolutionary Leap
Farseek
Greenwarden of Murasa
Mina and Denn, Wildborn
Stalking Vengeance
Thawing Glaciers
Verdant Confluence
Wastes x2
World Breaker
IN:
Ancient Tomb
Growing Rites of Itlimoc
Hour of Promise
Nissa, Vital Force
Ramunap Excavator
Sheltered Thicket
Steely Resolve
Sylvan Scrying
Three Visits
Traverse the Outlands
Evolutionary Leap is honestly not the best card in here as we have fewer than normal creatures. Farseek can only grab Mountains in our deck, and they enter tapped. Greenwarden is just a big Eternal Witness that costs more. Mina and Denn I found to be lackluster, and rarely used the return land ability. Stalking Vengeance also was just lackluster. Thawing Glaciers I felt was too slow for what it did. Verdant Confluence wasn't that great either, and it costs too much. World Breaker and Wastes just wasn't worth their investments.
Ancient Tomb allows our bigger spells to be played much earlier. Growing Rites of Itlimoc has the same downside that Leap has with us not having very many creatures, but having access to a 2nd Gaea's Cradle is worth it, for now at least. Hour of Promise ramps us and allows us to get any lands from our deck. Nissa is crazy in this deck and it's really easy to get her ultimate, which will then let us draw an absurd amount of cards. Ramunap is another Crucible, so having another source to grab lands from our graveyard is invaluable. Sheltered Thicket is another fetchable dual land, and can draw us a card when we don't need the land. Steely Resolve is mass protection from targeted spells for all of our Elementals. Sylvan Scrying can grab us any land we need. Three Visits is a much better Farseek. Traverse the Outlands will usually grab us 5 lands as long as Omnath or an Elemental is on the battlefield.
[EDH Non-Primers] Newzuri | Breya
After playing with the card for awhile now, I would definitely agree that it does feel winmore. It never grabs a creature (at least the times that I've played it), so it's only good for being another Cradle, which in all honesty isn't necessarily needed.
I'm thinking about trying out Myth Unbound in its place. It would help cut down on commander tax, and would draw a card whenever he gets removed.
[EDH Non-Primers] Newzuri | Breya
OUT:
Ulvenwald Hydra
IN:
Crop Rotation
I decided to cut the Hydra in favor of Rotation simply because not only can we play it much earlier, but the Hydra makes the land come into play tapped, while Rotation will let us use it right away. This is extremely important as we can immediately use the mana if we grab Gaea's Cradle, or whatever utility land or fetch land we end up grabbing.
[EDH Non-Primers] Newzuri | Breya
OUT:
Growing Rites of Itlamoc
IN:
Sylvan Awakening
Growing Rites of Itlamoc has been lackluster in here. While it is nice to have a second Gaea's Cradle out, we almost never hit a creature off it. It isn't necessary to hit a creature but paying 2G for an enchantment that may not do anything isn't worth it.
Sylvan Awakening is a card that can help close out a game. We ramp hard, so we will have a lot of lands out that will become hasty indestructible Elementals. Once we swing in, we can sac them to burn everyone out of the game.
[EDH Non-Primers] Newzuri | Breya
[EDH Non-Primers] Newzuri | Breya
OUT:
Nissa, Vastwood Seer
IN:
Rishkar's Expertise
I made this change a few weeks back, but I forgot to update here. Nissa has been a real lackluster card. She doesn't necessarily ramp us any further, just guarantees a land drop for this turn or the next. When she does flip, while her abilities do have synergy with the deck, they aren't really game changing. Adding Rishkar's Expertise gives us another card draw spell that can draw us up to 5 cards, sometimes more, and allows us to cast one of the newly drawn cards or one we had previously for free, which can allow us to cast another spell with the mana we saved.
[EDH Non-Primers] Newzuri | Breya
Ravnica Allegiance is out, and while it contained the Gruul Guild, it didn't contain too many goodies for our deck. In fact, there's only one card that I'm considering, and even then, it may not make the final cut.
Rhythm of the Wild: Omnath is a pretty expensive commander, so we don't want him to get countered on his first cast, let alone any other cast. Currently, we only run Cavern of Souls as a way to prevent him from being countered, and it can only be for one creature type, and only once per turn. This card would make all of our creatures uncounterable, and give all of our nontoken creatures riot. I haven't had the chance to test it out yet, and I'm unsure what I would even cut for it. Chaos Warp comes to mind, but it has better utility than this enchantment, so we will see if I even go through with this card.
[EDH Non-Primers] Newzuri | Breya
This will be a fairly quick review. After scouring the spoiled cards, the only card I saw that could be really good in here is Finale of Devastation. It’s another creature tutor that also searches the graveyard. It also acts as a huge pump spell if X=10 or greater and gives creatures haste as well. This will make another great finisher, and it will be tested over Sylvan Awakening.
[EDH Non-Primers] Newzuri | Breya
OUT:
Sylvan Awakening
IN:
Finale of Devastation
I'm still a bit on the fence with this one, but Finale is SO GOOD! Being able to tutor from deck or graveyard is amazing, especially if something like Craterhoof someone ended up in the yard. On top of that, we can give our creatures +10 or more power while giving them haste can also make Avenger a game-ender. While Awakening is nice, if the swing for lethal doesn't pan out, I'd rather not have to sac lands in order to deal damage.
I think this is a great swap, and will make the deck even crazier.
[EDH Non-Primers] Newzuri | Breya
Is Prismatic Vista good enough? Seems like if you're willing to run fetches to get double Omnath triggers, that doing it with this is good as well? How about Wrenn and Six?
It seems like I haven't discussed changes on this thread, or even on TappedOut, but this is what I'm currently playing:
Boundless Realms -> Circuitous Route
Blighted Woodland -> Prismatic Vista
Chaos Warp -> Force of Vigor
Finale of Devastation -> Springbloom Druid
I've found Boundless to get worse late game, as we will have more lands on the field than in the deck, so I opted for more early ramp via Route. Blighted seemed like the best cut to make room for Vista, the other choice being Myriad Landscape, but that can get cracked sooner than Woodland. Chaos Warp is good, but being able to get rid of two artifacts/enchantments for "free" seems better than the randomness Warp provides. Finale seemed good at first, and maybe it is, but it's a lot of mana to invest to give a boost and haste to the creature tutor, so I decided to try out the creature Harrow.
[EDH Non-Primers] Newzuri | Breya
I think the Chaos Warp slot could be so many things: Heroic Intervention if you wanted reactionary card, Krosan Grip if your meta dictates it. I think your new choice is pretty cool
I think Blighted Woodland is the better swap, as you get two free landfall triggers with Evolving Wilds. Otherwise you have to pay 4 mana to get the second one.
And yes, I feel like Chaos Warp is definitely a flex spot (there's so few of them in here), so it's all really meta-dependent on what you want to run in it's spot. Force of Vigor seems to be at the forefront, since it can essentially be cast for "free", and hit two things.
[EDH Non-Primers] Newzuri | Breya
I never ended up doing an official review for Modern Horizons, so I figured I'd better pick up the slack with a review of the new core set!
We only got one card from the set that I feel can make a serious impact, and that is Elvish Reclaimer.
Reclaimer is essentially a Crop Rotation on a potential 3/4 body for only G. Unfortunately, the land will enter tapped, unlike Rotation, but being able to produce another land drop for a Landfall trigger is enormous, and having another outlet for getting out a Gaea's Cradle is insane.
So, where do I slot this guy in? There aren't very many flex spots in the deck, and from a few posts above, I've already made some changes to the deck post-Modern Horizons, so I think I may end up trying him out in the Circuitous Route spot, just to see how it works out.
With that, here is how the changes are going to look:
OUT:
Boundless Realms
Blighted Woodland
Chaos Warp
Finale of Devastation
IN:
Elvish Reclaimer
Force of Vigor
Prismatic Vista
Springbloom Druid
[EDH Non-Primers] Newzuri | Breya