Maybeboard


Every card should serve at least one of these functions below:

Everything starts here. There is no such thing as "too much mana" as any that isn't used for the other 4 functions of the deck will pump Omnath to the point of one-hit kills off commander damage. Be prepared to have 50+ mana.


Birds of Paradise, Arbor Elf, Llanowar Elves, Elvish Mystic – basic mana dorks for good T1 plays.


Nature's Lore, Three Visits, Cultivate, Kodama's Reach, Skyshroud Claim – basic ramp spells, a staple in any green deck and great T2 play.


Traverse the Outlands, Boundless Realms – let's just flood all our lands onto the battlefield, why don't we? Pumps Omnath quick and thins the deck so every draw is power.


Burgeoning, Exploration, Oracle of Mul Daya – play extra lands. Usually not incredible, but the first two are great T1 plays and the latter is card advantage when the topdeck is played.


Nyxbloom Ancient, Vorinclex, Voice of Hunger, Mana Reflection, Zendikar Resurgent, Vernal Bloom, Extraplanar Lens, Caged Sun, Nissa, Who Shakes the World, Doubling Cube, Selvala, Heart of the Wilds, Sword of Feast and Famine, Bear Umbra, Wilderness Reclamation, Seedborn Muse – mana multipliers and lot's of 'em, either by doubling/tripling the mana our lands tap for, or simply untapping them all, which effectively does the same thing. With Omnath on field, Selvala and Doubling Cube essentially double the mana pool and as such Omnath's power.


Karametra's Acolyte – devotion based ramp is usually good in any mono-color deck, though this one is not super creature heavy, as Omnath is the only one we need.


Garruk Wildspeaker – untaps 2 lands (not limited to basic lands) which can be incredibly versatile, considering we have nonbasic lands that tap for large amounts of mana as well as ones that gives us flash, evasion, etc. On average, Garruk is not the most efficient at ramping, but his versatility and easy ult which serves the next function of the deck cement his spot.


Sol Ring – no , so literally the only piece of ramp that doesn't pump Omnath, but it's Sol Ring. Weird that it's one of the lesser useful ramp pieces in a deck, huh?

Anything that ensures a pumped Omnath gets damage through. Trample, evasion, protection, etc. Oftentimes at least one opponent will be without a blocker, but we can't rely on that.


Nylea, God of the Hunt, Garruk's Uprising, Akroma's Memorial – permanents that give our field some form of evasion/trample.


Overwhelming Stampede, Garruk Wildspeaker – one-time mass trample, usually to take out a single player. This is what keeps Garruk in the deck, as he serves 2 functions and his ult is incredibly easy to hit.


Sword of Feast and Famine, Whispersilk Cloak, Commander's Plate, Rancor – single target (aka Omnath) enchantment/equipment.


Rogue's Passage – notable land that can make Omnath unblockable in a pinch.

Anything that keeps Omnath on the field. This can be from hexproof/shroud/protection or via flash, making him persistent, in that we can immediately recast him with his own saved up mana before it empties. Loosing a large store of mana can be a huge setback, though it'll only be a couple turns before we're back up and running.


Asceticism, Akroma's Memorial – Mass protection from being targetted, only vulnerable to wipes or otherwise non-target removal. Akroma's memorial limited only to protection to red/black, but it's multifunctionality keeps it's spot.


Lightning Greaves, Whispersilk Cloak, Commander's Plate, Sword of Feast and Famine – single-target attachment/aura that prevents targetting. Sword of Feast and Famine is the weakest at this, however it is the most versatile card in the deck as it ramps AND makes sure damage gets through.


Vivien, Champion of the Wilds, Yeva, Nature's Herald – mass flash, arguably better than preventing targeting because no matter how Omnath is removed, you can instantly cast him back with his own saved up mana before it empties.


Heroic Intervention – extremely reliable one-time protection spell to save Omnath in a pinch.


Yavimaya Hollow, Winding Canyons – notable and reliable lands that can bring Omnath back at instant speed with his saved up mana.

Any effect that breaks card parity in our hands or field. This can come in the form of card draw, cheating stuff into play from our decks, or tutoring stuff to our hands or topdeck. We need to keep the cards coming in so we have something to do with excess mana, remember you only need to deal 21 damage with Omnath. Anything over that is doing nothing for us, so spend it!


Sylvan Library, Garruk's Uprising, Guardian Project, Selvala, Heart of the Wilds – steady and incremental card draw. Selvala is the weakest and isn't one sided, but her ramp abilites makes her versatile.


Harmonize, Rishkar's Expertise – one time but reliable draw spells.


Genesis Wave – massive flooding straight from the deck onto the field and can serve as an alternate wincon depending on how much we can spend.


Green Sun's Zenith, Tooth and Nail, Chord of Calling – tutor exactly what we want directly to the field. Note that this does not trigger Eldrazi titan on-cast effects, unfortunately.


Oracle of Mul Daya, Courser of Kruphix – not technically card draw, but gives access to the topdeck from which we can play lands from, which is card advantage.


Kozilek, Butcher of Truth – draws 4 cards and is a giant annihilating body? Yes, please.


Eternal Witness – not really card draw, returns something we had and lost/was removed, which is still card advantage and can get something that our opponents clearly didn't like very much, which I do like very much.


Worldly Tutor – the only card in this section that doesn't technically provide card advantage, but is a staple green tutor.


Turntimber, Serpentine Wood, Bonders' Enclave, Mosswort Bridge – notable lands that fit in this section.

Any form of removal or threat neutralization.


Terastodon, Acidic Slime, Reclamation Sage, Force of Vigor, Krosan Grip – non-creature removal, important because the only type of removal Omnath can't easily bounce back from (with flash/regenerate) is neutralization via aura or similar.


Beast Within, Ulamog, the Infinite Gyre – any permanent removal, extremely versatile and can save Omnath if permanently transformed into a different creature.


Song of the Dryads – any permanent neutralization, incredibly versatile and can even stop opposing commanders outright. The only removal that can't directly save Omnath, but too useful to cut.

As you can see, everything in the deck revolves around Omnath. This might seem like a downside, as common advice is to not have your deck function solely on your commander, but this deck is built to make him as impossible to remove/neutralize as possible, and my playgroup can attest to that. Obviously many cards in here have other purposes that don't fall into one of the 5 categories above, such as large creatures being blockers/beaters to protect our life total and apply pressure to opponents, but I view those simply as gravy on top. Not essential to the game plan, but welcomed nonetheless.

If you like the deck, please consider hitting the +1 Upvote and feel free to leave feedback or suggestions on what to add/cut!


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If your meta allows a sideboard, these would be good cards to include


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Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

40 - 0 Rares

16 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.78
Tokens Beast 3/3 G, Elephant 3-3 G, Emblem Nissa, Who Shakes the World
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