Commander Deck Tech - Omo, Queen of Vesuva

Hello and welcome back to Commander Deck Tech! This time around, we’re looking at a commander from the last year - specifically Omo, Queen of Vesuva from Modern Horizons 3.

 

 

The Commander

 

Omo, Queen of Vesuva is a three mana simic commander from the Modern Horizons 3 commander release. It’s an interesting concept as a card - alone it doesn’t really seem to have much value. Indeed, that’s the case - Omo acts way more as a conduit for other cards in your deck thanks to its ability to place ‘Everything’ Counters on lands and creatures, meaning you can do really fun things with types. 

 

Ramping Up

 

Before we dive into the more fun options that this deck has available ramp wise, let’s get the usual stuff out of the way - yes, we’re playing Sol Ring, Mana Vault, Arcane Signet, Birds of Paradise, Delighted Halfing and Mox Amber. All of these cards are simply too good to not play in the deck, so we’re including them.

 

Now, what about the more interesting stuff? Well, that’s my bread and butter. Azusa, Lost but Seeking, Exploration, Burgeoning, Dryad of the Ilysian Grove and several other cards in the deck all act as ways to play more than one land each turn - triggering several other cards in your deck and making a fearsome board state.

 

There’s several land cards in the deck that can tap for more mana under certain conditions, and these are essential for several spells in the deck. The Tron lands, for example, come in handy when casting massive spells early - and thanks to Omo, you can have them online within a few turns. 



It’s Time For The Land To Fall

 

Okay, so you’ve got all your ramp. You’ve got more mana than you’ll ever need. Now, what? Well, this is where the thesis statement of the deck comes into play - Landfall triggers. That’s right - using cards such as Avenger of Zendikar, Bristly Bill, Spine Sower. Greensleeves, Maro-Sorcerer and Rampaging Baloths all create advantage based on playing Lands. Combining that with the aforementioned ramp, then you’ve suddenly got a board state that an opponent NEEDS to find an out for quickly, because if they don’t, they’re going to lose. 

 

The real apex of Landfall triggers in this deck, though, is Field of the Dead. As long as you control seven or more lands with different names, then every land you play creates a 2/2 Zombie. Now, combine this with Crop Rotation and Scapeshift. Suddenly, you can abuse the hell out of these triggers, and if you have Vesuva on the field? That’s double triggers. That’s double zombies. Can your opponent block them all? Because if they can’t, it’s just over at that point. 

 

Ending It All

 

All that build-up. All that mana. What’s the pay-off here? There’s a fair few options here to win the game. There’s Apex Devastator, a card that spirals into other cards. There’s Bonny Pall, Clearcutter, which creates a token with power and toughness equal to the number of lands that you control. There’s Ulamog, The Ceaseless Hunger, since you’re going to have the spare mana available to cast it very quickly, and it can shut down some otherwise really tough to remove pieces from the board.

 

There’s even an infinite combo in the deck - if you control Mana Reflection and Basalt Monolith and have Drown in Dreams in your hand, then you’re able to just force your opponent to mill their entire deck. It’s a funny way to win, but it will make them quite mad.

 

My favourite win-condition, though, is Scute Swarm. Scute Swarm, if played at the right time, becomes ridiculous VERY quickly. It’s possible to have dozens of these guys on the field the same turn you play him as long as you control six or more lands - since he creates an identical copy of himself which has the same ability. It’s multiplication on a massive scale - though you will have to do math.

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