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Lands are a players best friend

Commander / EDH

msedwick


Why play this deck:

This deck is built on the idea that lands can be some of the most versatile and powerful permanents in an EDH deck. The deck plays 45 at the moment, and may play more soon enough. If you like playing a lands matter strategy, this is the deck for you. Combining Red and Green allows you to play all of the most powerful lands commanders all in the 99; Azusa, Lost but Seeking,Titania, Protector of Argoth , and Borborygmos Enraged. This leads to some disgusting synergies and engines that drive the deck to be brutally fast and extremely resilient.

Reasons to play Omnath:

  • You like to hit land drops.
  • You like making big plays often and early.
  • You dont mind winning without ever having to deal combat damage.
  • You like using your lands to give you advantages that other players dont have access to.
  • You enjoy playing with a resource and on an axis that many people arent expecting by abusing the sanctity of lands in the format.

Reasons not to play Omnath:

  • Youre not interested in having free Lightning Bolt and Lava Axe.
  • You want to play draw-go control with counter spells. This deck is always casting spells and maximizing its mana usage.
  • You don't want to draw attention to yourself early on. Playing a lot of lands and powerful creatures quickly can put a target on your head, you have to know how to protect yourself so you dont get ganged up on.
  • You want to play a lot of basic lands, or non-basic land hate; I suppose this type of deck could be built with Azusa, but I've yet to see one like that. Non-basics are what give her the power she has.

Using Omnath:

At Omanth isnt the cheapest of generals. What this means is that you have to play quite a few ramp spells and creatures that allow you to ramp. Luckily, Omnaths abilities make these cards live at any point in the game. What is nice about this build in particular is that even if you cant rely on getting Omnath into play, you basically have 3 other generals in the deck that allow you to create busted situations. Because of the immediate value that Omnath can give you, most, if not all of the time, youre casting him with the ability to play at least one land after he is in play. You want to get the value, so playing him on 7 and passing the turn is usually asking to get blown out. It is important to remember that Omnaths ability, and many of the cards that help break his ability, are triggered abilities. This means that your opponents can respond to these triggers to remove him.

As a 5/5 commander damage isnt out of the realm of possibility, but most of the time if youre attacking, youre doing so to kill the table or finish off the last player at the table with a swarm of tokens.

Deck Strategies:

This deck can very much feel like a combo deck, many of the synergies can cause you to go off in a way that will let you kill multiple players, if not an entire table. Since you are basically playing with 4 generals in the deck, if a player or players try to stop you from pursuing one route to victory, it is relatively easy to use one of your many other plans that are in the deck.

The Ramp Plan: This one is pretty straight forward play spells like Cultivate, Kodama's Reach, Explosive Vegetation, and Skyshroud Claim; and creatures like Azusa, Lost but Seeking and Oracle of Mul Daya and get as many lands into play as fast as possible. If you can reach 7 before everyone else can, then you can cast Omnath and start puking out tokens to use to various effect.

You have Kozilek, Butcher of Truth, Tooth and Nail, and Genesis Wave to just gain huge advantage early, and hitting a bunch of lands and a Concordant Crossroads off a wave will probably win you the game if you have Omnath in play.

The Combo Plan:This deck has a number of combos that can just outright win you the game if you put them into play. While none of them are infinite (close though!) they produce enough damage or advantage that it is impossible for your opponents to recover from.

Perilous Forays + Omnath, Locus of Rage These two cards together read , Sacrifice a creature: Deal 3 damage to target creature or player, then search your library for a land card with a basic land type and put it into play tapped. Shuffle your library and put a 5/5 Elemental token into play." And you get to do it, over, and over, and over, and over, and over. Basically, youre able to pull out near every land in your deck and blast your opponents faces for absurd amounts of damage.

Where Ancients Tread/Warstorm Surge + Omnath, Locus of Rage This one is pretty simple, have one of the enchantments in play along with Omnath, and then start putting lands into play any way you can. Bonus points if you can assemble this and then cast a giant Animist's Awakening.

Titania, Protector of Argoth + Zuran Orb Sacrificing your lands to put 5/3s into play seems solid, and if you sacrifice your entire board youre going to have quite a giant army to do with what you please. Combine this with one of the ETB enchantments from above, and you can again kill a table pretty easily.

Seismic Assault/Borborygmos Enraged + Life from the Loam/Creeping Renaissance + Zuran Orb After floating all of your mana and sacrificing all of your lands to the above combo, you can get them all back with Renaissance, pitch them to one of your Assault effects, and do it again with the flashback on Renaissance. LftL does the same thing, but at a slower, more mana intensive pace.

Scapeshift + Valakut, the Molten Pinnacle + Prismatic Omen Based on the Modern deck with the same combo, this play relies on having Omen in play and then either retrieving Valakut or having it in play already when you cast Scapeshift. Since Omen makes all of your lands mountains, they all trigger Valakut when they come into play. If you want to be really mean, you can grab a Vesuva off of Scapeshift as well for double triggers. You dont have to have Omen out, but the deck doesnt really play enough mountain cards to trigger it more than a few times without it.

Purphoros, God of the Forge + Avenger of Zendikar/Titania, Protector of Argoth/Omnath, Locus of Rage If you can get Purph into play, most of your token makers are going to do so on a big enough scale to be able to take someone out purely from triggers. Tooth and Nail for Avenger and Purphuros can be an I win button if you want it to!

The Draw Your Deck Plan:This deck has a few ways that can allow you to just draw most, if not all, of your deck. The easiest way is to cast Tooth and Nail for Avenger of Zendikar and Regal Force. This will allow you to draw an absurd amount of cards. Elemental Bond and Omnath also do a pretty good job at being able to draw you tons of cards, as each token you get triggers it. Azusa and Oracle also make beast friends with Horn of Greed, which means that every land you play nets you a card. If you have Omnath, Bond, and Horn out; each land you play is netting you a 5/5 and 2 cards.

The other absurdly powerful draw engine in this deck that goes largely unnoticed by a lot of players is Recycle. At face value, many players misread this card, thinking that its whenever you cast a spell. However, it says play a card, this includes your land drops. The more lands you can play in a turn, the better this card gets. This enchantment turns every card you play into a cantrip, just be careful not to draw yourself out of the game, as the trigger is not optional. If you want to be super greedy, play Reliquary Tower after playing Recycle, and because of timestamping, you will have no maximum hand size.

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Date added 9 years
Last updated 9 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

38 - 0 Rares

19 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 4.06
Tokens Ashaya, the Awoken World, Beast 3/1 R, Beast 3/3 G, Elemental 5/3 G, Elemental 5/5 RG, Morph 2/2 C, Plant 0/1 G, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink, Wurm 6/6 G
Folders Tapped Out - User Decks, Fun Commander Decks
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