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Omnath, Locus of Mana has one clear goal: kill everyone with commander damage. A certain amount of the deck is dedicated to making him a voltron threat. Most of the rest is intended to serve as utility and disruption. Omnath builds himself up for the most part, so I can dedicate more slots to supporting him.

In the early game I want to ramp and play Omnath. This happens very quickly. Usually on turn 3, which I would define as my critical turn. Ideally I make as much mana as possible, because I'm going to need it to become a monster in the rest of the game.

In the mid game I want to start building up Omnath. Often this is stocking up on extra mana, though I won't hesitate to use it to also get some utility cards in play. Ideally I can build Omnath up quickly while slowing down my opponent some. Omnath can get scary very quickly, so I don't need to disrupt too heavily to outrace my opponents.

In the late game Omnath should be getting pretty huge. At this point I really want to already have some form of evasion so I can start taking players out.

The deck's weakness is the same as any voltron deck. If the opponents focus on killing Omnath repeatedly, it can really set me back. However, I benefit from having a lot of ramp with which to recast Omnath.

  • Alara
  • Amonkhet
  • Dominaria
  • Ikoria
  • Innistrad
  • Ixalan
  • Kaladesh
  • Kamigawa
  • Kylem
  • Lorwyn
  • Mirrodin
  • Rath
  • Ravnica
  • Shadowmoor
  • Skalla
  • Tarkir
  • Theros
  • Zendikar

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93% Casual

Competitive

Revision 105 See all

(4 years ago)

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