heading textH No. OH NO. OH NO

OH YEAH

This deck is my baby, my forever deck. It was the first commander deck I ever built and rebuilt about 10 times. Finally I have come to my senses and kept it together. My goal is more of a optimized deck over competitive. I want a deck I can play with my more casual friends and more competitive friends.

This deck list is a culmination of around 5 years of work. With deck being torn down and reassembled maybe 8 times. With that in mind its very fun and very easy to get out of control fast. More info will be below in the strategy section.
With running this deck in there are very few bad hands. Generally I like to see no more than 2 ramp spells able to be cast turn 2, at least 3 lands, then maybe some kind of option cards or later game (turn 5 onward bombs). It's not uncommon for the deck to deal lethal damage turn 5 or 6 with my record in play testing having: 19 lands, 120 damage on board in the form of entry and exist triggers on the elementals, had draw 56 cards. All in a same turn I cast the commander. Absolutely bonkers. - Turn strategy: generally speaking without having either Mana Crypt or Green Sun's Zenith you will start most the game on turn two. Kinda a turn off for a lot of people but if you bare with it the deck will reward you in the long run.

  • Turn 1: Here is where you can start to plan for the game ahead you can see who's gonna be fast and give you problems or who's gonna start to disrupt you. If you have shock turn one don't worry about it save it for if you need it, Cavern of Souls you'll want to save it for the turn before you cast omnath. Generally I like to get a slow fetch out of the way or get a tapped land with more hoops out of the way.
  • Turn 2: This is where you can really start to set up the rest of your game right here, ultimately you want to be ahead of the mana curve at least a turn by the end of your second turn. Omnath is a big boy and you really need him to get the ball rolling on a large part of the deck its not hard to get set up but the second turn is what makes or breaks you.
  • Turn 3: This is where you can generally have a bit of breathing room, if your opening hand was alright you should end this turn with enough mana to cast omnath before your first land drop on the next turn. If you can cast omnath and be able to end with an elemental token of some type go for it but you need to make sure you can get a token. More often than not I'll use this turn to get myself set up and ready for omnath to drop next turn, set up Greater Good, Elemental Bond, Warstorm Surge, ect ect. The point is this is you getting that red carpet ready for omnath to start stomping.
  • Turn 4: If you've made it here and have your set up right you can win. Greater Good is the sleeper all star of this deck. If you have enough landfall triggers where you can cycle a majority of your deck down do it. Off Greater Good I usually discard lands because I'm looking for two of three things; Amulet of Vigor and Splendid Reclamation or World Shaper. If you can pull those out while cycling most of the lands in your deck to grave then pull them out with either Reclamation or world shaper you can win off burn damage or go for a big Genesis Wave as a haymaker.
  • Turns 5 Onward: Generally from here if you've had something of a slow start you can and should be swinging your elementals every turn. Keep omnath protected and your life protected as fetches every turn can add up. If you hit your lands every turn and ramp every other the game shouldn't take more than 12 turns. Control and Wipes do hit hard but with enough elementals on the field omnath should be enough a deterrent from those. Cyclonic Rift Hits hard but then again who doesn't it hurt.
  • The deck is in its second draft after being put down and reassembled. Check the below panel for up coming cut ideas style changes etc.
    With zendikar rising on the horizon and some new landfall synergies being released few cuts will have to be made. Further more the deck is beginning to move to running less aggro and more burn with that in mind there is the idea for a "sideboard" to be made where I can run both styles and mess around with other strategies mill, board control etc. ##Cards on the chopping board:##
  • Doubling Season or Parallel Lives These two cards are generally viewed as a token deck's best friend but in my experience I find myself not really needing all the tokens both can produce. Additionally I'm becoming less inclined to cast either in games as my mana is better spent on something to allow me to burn my opponents. Should the time come for a cut one the other would definitely stay in.
  • Zendikar's Roil This card is becoming too situational for my tastes similar to what I said above its just not something I'm super inclined to drop whenever I see it.
  • Elemental Bond => Garruk's Uprising Nothing really to say here its a direct upgrade in every way.
  • Ramunap Excavator => Ancient Greenwarden This does ramunap's effect and effectively is a token doubler with omnath, all while being an elemental.

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    Casual

    93% Competitive

    Date added 4 years
    Last updated 4 years
    Legality

    This deck is not Commander / EDH legal.

    Rarity (main - side)

    11 - 0 Mythic Rares

    43 - 0 Rares

    11 - 0 Uncommons

    13 - 0 Commons

    Cards 100
    Avg. CMC 3.43
    Tokens City's Blessing, Clue, Elemental 2/2 G, Elemental 5/3 G, Elemental 5/5 RG, Plant 0/1 G
    Folders Fun Ideas, Omnath Decks
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