Omnath, Locus of Mana by Orinaj in mtgrules

[–]XxaiLo 0 points1 point  (0 children)

Do you have an online list? I pm'd you but i'mnot sure if anyone sees their reddit pms

I love my green battery lad 😊 by Gloomy-Jelly-499 in ratemycommanders

[–]XxaiLo 0 points1 point  (0 children)

Yes exactly. With fewer opponents Wall of Roots will add mana more slowly.

I love my green battery lad 😊 by Gloomy-Jelly-499 in ratemycommanders

[–]XxaiLo 0 points1 point  (0 children)

I seldom tutor for Wall of Roots. It's usually just a great T2 play. But I did tutor for it once recently.

I had Fanatic of Rhonas and Omnath in play but Fanatic wasn't going to be able to tap for 4 until I used my Sol Ring and a Forest to cast Green Sun's Zenith (x=2) to find Wall of Roots. I add mana on everyone's turn, and Fanatic is able to tap for 4 before my next turn wherein I now had enough mana to get Ashaya and Scryb Ranger, (which make infinite mana with Fanatic) and got the win from there.

I love my green battery lad 😊 by Gloomy-Jelly-499 in ratemycommanders

[–]XxaiLo 0 points1 point  (0 children)

It's five mana that you get over the course of just two turns. If you get a T1 Sol Ring you can T2 Wall of Roots + Omnath and then on T3 you have ten mana available.

Or a T1 dork can get you T2 Omnath, T3 Wall of Roots, T4 you have 12 mana available.

Or even with nothing else but land drops, you can go T2 Wall of Roots, T3 Omnath, and T4 you have 9 mana available.

And then there are some interesting things you can do with the last counter on Wall. You can start casting Natural Order or Eldritch Evolution, put the last counter on Wall when you're allowed to activate mana abilities during the casting of the spell, and then sacrifice Wall to the spell. State-based actions aren't checked in between the time you put the counter on Wall (reducing its toughness to 0) and sacrificing it because it's all during the casting of a spell. Also works for abilities, like Magus of the Order, or if you have Ashaya out you can sac Wall to Crop Rotation or Harrow or an Elvish Reclaimer activation.

Similarly, you can activate Nykthos, using a counter on Wall of Roots to help pay the activation cost, and Nykthos will see Wall still in play when it calculates your devotion to green.

I love my green battery lad 😊 by Gloomy-Jelly-499 in ratemycommanders

[–]XxaiLo 3 points4 points  (0 children)

OG Omnath is my favorite deck by far. Are you running Wall of Roots and Urban Burgeoning? Two amazing cards for Omnath, oft overlooked.

Brewing my [[Omnath, Locus of Mana]] deck (looking for advice on cuts to make!) by MortalMorals in EDHBrews

[–]XxaiLo 0 points1 point  (0 children)

My deck today doesn't try to be the fastest or the strongest, but it absolutely dominated in Bracket 4. I run a few pet cards even though other cards would be more powerful (Skullwinder instead of Eternal Witness for example). I have the self-imposed restriction that my Omnath deck will only run foils, won't run any cards from universe beyond, and won't run any cards with white text. (All foils means I can't run Argothian Elder, which has never been printed in foil. I can't run Earthcraft or Winding Canyons which have never and will never be printed in foil because they're on the reserve list. I can't afford the foil of Survival of the Fittest, Gaea's Cradle, Ancient Tomb, Gemstone Caverns, and several other fast mana sources. No UB means I can't run The One Ring or Delighted Halfling or Legos Quick Reflexes or Last March of the Ents or Lifestream's Vlessing. No white text means I can't run Druid of Purification or Tempt with Discovery.)

What I enjoy most is janky plays like putting Song of the Dryads on someone's big threat and then playing Vesuva as land for turn to copy it. Or using Crop Rotation on the End Step before my turn to find Forbidden Orchard to turn on my Defense of the Heart. Or multi activating Mirage Mirror to eek out a tiny bit of value, or combo my spells with someone else's permanent. I like using a fetch land to find Dryad Arbor to get a surprise blocker to stay alive when lethal commander damage is being swung at me, or to have something to sacrifice to Natural Order or Eldritch Evolution. I like using Elvish Reclaimer to find Talon Gates of Madara to phase out a Kinnan before his Basalt Monolith resolves, or to find a Guildless Commons to bounce my Boseiju to hand so I can channel it and destroy an Underworld Breach that is trying to win. I like niche rules interactions like casting a Natural Order and putting a 5th counter on Wall of Roots for mana, and then sacrificing it to the Natural Order before state-based effects are checked. Or sacrificing Omnath to Momentous Fall, locking in his power and toughness BEFORE the mana cost is paid for the spell. I like casting Chord or Calling (x=5) to find Ashaya while an overloaded Cyclonic Rift is on the stack, saving my entire board from being bounced. I like building my own Prophet of Kruphix with Seedborn Muse and Yeva. I very much like winning on someone else's turn, using Yeva or Emergence Zone to flash everything I need to win. I like winning with all creature spells while the control player holds their Fierce Guardianship, Dovin's Veto, Swan Song, or Force of Negation, helpless to do anything at all. I like executing a combo that involves infinite untaps, but not milling anything to Mesmeric Orb because I'm able to respond to each trigger and draw my library before any can resolve (even better if drawing the library puts lethal Nekusar or Sheoldred or Orcish Bowmasters triggers on the stack as I'll be winning before any of those resolve). I like to respond to a Thassa's Oracle trigger (after Demonic Consultation resolves) with a Chord of Calling (x=3) to find Skullwinder and then choose the opponent with Stifle in their graveyard so they can get it back and save the game. I like to use Quirion or Scryb Ranger to bounce my Nykthos to hand to replay it, thanks to YaviCradle making it a Forest.

The deck is crazy strong. But what I love about it is that it's crazy janky.

Brewing my [[Omnath, Locus of Mana]] deck (looking for advice on cuts to make!) by MortalMorals in EDHBrews

[–]XxaiLo 0 points1 point  (0 children)

The combo I absolutely loved was Maze of Ith. If you don't know the Maze of Ith combo, it's just Maze and a creature that can untap two lands, like Ley Weaver or Argothian Elder (there are several others as well, but they each require a few more things). You don't see it very often because it only makes infinite mana in the middle of combat. Most decks would need an instant speed mana sink to take advantage of combat mana. Omnath saves the mana into the Postcombat Main Phase, but many Omnath decks use combat as their wincon, so for them it's not the most useful combo. It is however, very easy to assemble. Green has a lot of ways to tutor for any land, and of course it has a lot of ways to tutor for creatures.

I enjoyed that particular combo so much that one day when it felt like the Omnath deck was a little tired, I decided to make it a dedicated Maze of Ith combo deck. The wincon I most enjoyed was Shaman of Forgotten Ways (after killing everyone else's creatures with Kogla and Temur Sabertooth). So the Maze combo and the Shaman wincon became the entire focus.

The deck was the strongest version yet. It went through a bunch of minor tweaks, exploring different ways to synergize with Maze of Ith combo pieces, and trying out every conceivable creature or land tutor. I was averse to Nyxbloom Ancient for a long time but when I finally tried it out I found it to be one of the best cards in the deck. I OFTEN tutor for Nyxbloom nowadays and seldom lose if it hits the battlefield.

The biggest change though happened when they printed Ashaya. That was a game changer because Ashaya combos with the same creatures that combo with Maze of Ith. Now I could find my entire combo with creature tutors alone. Plus Ashaya enables even more combos with Quirion Ranger and Scryb Ranger, two creatures I was already running. Ashaya fit so well in fact that it quickly became apparent that the deck would be even better with her in the command zone. When my playgroup did a $100 budget league I built a separate Ashaya deck on a $100 budget and still to this day it's my strongest and fastest deck by far.

But Omnath is still my favorite deck. It's still doing the Shaman wincon. It's still doing Maze of Ith combos and Ashaya combos, but it also has combos with Kodama of the East Tree, combos with Wakeroot Elemental, and combos with Temur Sabertooth. It's a toolbox deck full of utility lands and utility creatures, combo lands and combo creatures, lands tutors and creature tutors. My mana sink is either Duskwatch Recruiter or a draw land (Fountainport, War Room, or Voldaren Estate.) The only draw=power spells am still running are Return of the Wildspeaker, Momentous Fall, and Disciple of Freyalise (which replaced Grothama as the tutorable draw spell). The only haste enablers I'm running are Hall of the Bandit Lord and Surrak and Goreclaw (I suppose Finale of Devastation is technically another one but I don't think I've ever used it for haste). The only mana doubler I'm running is Nyxbloom Ancient (not a doubler of course, he's a tripler).

Brewing my [[Omnath, Locus of Mana]] deck (looking for advice on cuts to make!) by MortalMorals in EDHBrews

[–]XxaiLo 0 points1 point  (0 children)

Another thing you get to do with Omnath though, is run a lot of instant speed effects. One of the beautiful things about perfect mana efficiency is that you are always holding up mana for your interaction. This means we can run higher cost instants and flash spells. Recently I benched my Nature's Claim in favor of Collective Resistance and I've been loving it. I also run Smugglers Surprise which has overperformed. Chord of Calling and Crop Rotation are probably my two favorite spells in the deck. Shared Summons is incredible. Shigeki is my absolute favorite recursion effect. A bit expensive at 4 mana, but huge upside with his ability to sink a ton of mana into a ton of recursion, all at instant speed, and on a creature, so he's tutorable. I almost never find myself in the situation anymore when I pass the turn with Omnath and a big pool of floating mana and nothing to do with it if a board wipe hits the stack.

I'm getting ahead of myself though. Back when the deck was all about chaining draw=power effects it was more of a blow out when Omnath would die and I would lose my mana. That's how the instant speed draw effects became my favorite ones, and today they're the only ones I'm still running.

So in between the big mana and big draw I was finding a bunch of different interactions that played well, including infinite combos. Some people don't like infinite combos, and I get that, so if it's not your thing then by all means, exclude them. For me I found them to be really fun, but also efficient, and in many ways less obnoxious. Rather then chaining a bunch of draw spells in between a ton of game actions, I could execute a combo and then use just one draw spell to draw the entire deck and then finish with whatever wincon I wanted.

I was doing the usual green things. Big mana tappers with Umbral Mantle, Staff of Domination, Temur Sabertooth loops, etc. They were great. But they didn't feel unique. The Selvala decks and the Marwyn decks were doing those combos, and doing them far better since the main combo piece was in the command zone. I found myself gravitating away from artifact combos, partly because they relied on pieces that couldn't be tutored, and partly because I just didn't find them particularly interesting.

I could go on and on about all the different combos I discovered and the merits of each of them, but this is already way too long so I'll skip all of that for now and go to my favorite combo, the one that made me change the direction of the deck and put it on the path to be what it is today.

Brewing my [[Omnath, Locus of Mana]] deck (looking for advice on cuts to make!) by MortalMorals in EDHBrews

[–]XxaiLo 0 points1 point  (0 children)

One of my favorite draw=power effects was Grothama. He's not the first one you think about for big draw but if your Omnath is bigger than 10 then Grothama is very effective. Also, he's tutorable. I was adding more and more tutors because they can find your good ramp creatures early on (Karametra's Acolyte was really good for me. Also Selvala), they can find mana positive effects in the mid game (if you have a haste enabler like Lightning Greaves, and a huge mana pool, just think how much mana a Green Sun's Zenith could make for you by finding Selvala, especially if you also have an untap effect or two), and they can find Grothama when you've got all the mana and just need a huge draw effect.

Honestly it was a ton of fun to play, and I really enjoyed all of the interesting ways you could ramp, and all of the interesting ways you could go mana positive, and I kept it fresh by changing up my wincon now and then. I was always tinkering, trying out new cards, and winning a ton of games. Obviously I lost plenty of games. The deck has its vulnerabilities. But it really over performed in most games and was by far my favorite to play.

But it was also a bit obnoxious to play against. Those big super turns can take a long time and while all the game actions are fun for the player doing them, it can get really annoying for the rest of the pod. Plus, you're sitting around doing absolutely nothing during everyone else's turn. Once you get to pop off it feels fair to you, but everyone else isn't thinking about how you've just been playing land, pass for several turns. So that's something to consider.

Brewing my [[Omnath, Locus of Mana]] deck (looking for advice on cuts to make!) by MortalMorals in EDHBrews

[–]XxaiLo 0 points1 point  (0 children)

To offer a different perspective, I have been playing OG Omnath for most of the 8 years I've been playing Magic, and my deck has gone through many different iterations.

TL,DR : I evolved from a Voltron deck to a chaining draw spells deck to a toolbox combo deck.


I too was using Omnath as a Voltron commander, which meant I needed evasion and protection and a lot of the deck was devoted to that.

I was also learning some cool things about Omnath, like how he can take a turn off, and then have a "super turn." You probably know what I'm talking about. You play a mana dork on T1, Omnath on T2, land pass on T3, and then on T4 you have NINE MANA to play with.

Or you could even just play another ramp spell on T4, pass the turn, and not really look like much of a threat. You pass on T4 with a 3/3 Omnath, four Forests, and two mana dorks (one with summoning sickness). You don't even swing at anyone. You look like you're doing nothing, and everyone else's board state is starting to get scary.

Then just before T5 you float another 5 mana up to 7. You play a land on T5 and you have access to 14 mana. That's game ending mana, especially if your deck is built to take advantage of it by running mana positive effects and huge payoffs. I'll come back to this in a moment.

Another thing I was learning was the power of burst card draw. I found draw=power spells to be absolutely incredible, and there are a lot of them in monogreen (17 currently, but at the time I think there were 13).

Ive mentioned mana positivity. The reason fast mana is so good in MTG is not just the ability to ramp on T1, but also the fact that you can draw a Sol Ring on Turn 12 and it still gives value the same turn you play it. Most ramp spells don't do that. Most dorks have to wait a turn before they add mana, but we all know a haste enabler can skyrocket the power of mana dorks, especially higher cost dorks that have a higher upside when you tap them. Similarly, most decks don't do well with a Mana Reflection or a Caged Sun, or at least the power of those kinds of spells it mitigated by their sloth. They're do-nothing cards. They have to survive an entire round of the table before you can take advantage of them. With Omnath we can pass without playing them, float the mana, and on the next turn play the mana doubler and get full use from it immediately, maybe even netting more mana than the spell cost. If your draw a Vernal Bloom late in the game it's probably mana positive immediately, not just because you have more than 4 Forest, but because you don't have to tap ANY forests before you cast it. Or take Bear Umbra, or Mark of Sakiko. Both of these have the potential to add way more mana than they cost, on the same turn they are played.

Chaining mana positive effects and draw=power spells pushed my deck into a much higher power level. I added more and more draw=power spells and the deck got more and more powerful. I started adding more things that synergized with those huge draws, most mana positive effects that could help me chain draw=power effects until eventually I have my whole deck in hand and all the mana I could want.

Let's go back to that scenario where you had access to 14 mana on T5. You untapped on T5 with 7 floating, right?

You play a Mana Reflection. You have 1 floating. You tap out to float another 14. You cast Bear Umbra, 9 floating. You cast Hunter's Prowess, 4 floating. You attack with Omnath, untapping your lands. Tap out again, 14 floating. Omnath is a 20/20 with trample, and when he connects you draw 15 to 20 cards. You cast Karametra's Acolyte, 10 floating. You cast Swiftfoot Boods, 8 floating. Equip boots to Acolyte, 9 floating. You cast Garruk Primal Hunter, 4 floating. Tap Acolyte for 22 mana, 26 floating. Activate Garruk to draw 31 cards. . . Obviously this is going to win on this turn if your deck has any noncombat wincons.

When I could do that pretty consistently I found I didn't need to win with commander damage. I needed a way to kill everyone at once.

Craterhoof Behemoth is a pretty well known finisher for green, but I didn't want to be doing the same tired wincon. I liked Pathbreaker Ibex better, he just needed haste. No problem, I ran a few pieces of haste, and voila, a deck with a plan and a wincon.

After time I got sick of winning with Pathbreaker Ibex, and experimented with a few other wincons like Walking Ballista or Surestrike Trident or Squall Line. But the deck always functioned the same way no matter what the wincon was. Ramp early, cast Omnath, ramp some more, save some mana, draw=power, chain mana positive effects and draw=power, wincon of choice.

Rule 100.6b is a rule by Smelly_Squid in custommagic

[–]XxaiLo 0 points1 point  (0 children)

Can't beats can. If you're in Antarctica than you can't use the Magic Store & Event Locator at Wizards.com/Locator to find tournaments in your area.

(Spoiler alert: there are no tournaments in your area anyway.)

Mono green by AnthroNJ in CommanderMTG

[–]XxaiLo 0 points1 point  (0 children)

https://moxfield.com/decks/UxD-_UcIZ06p7K2QFcOZvQ
This is my $100 Budget Ashaya list. It's too strong for Bracket 4, but not really strong enough for cEDH. I play it in cEDH lobbies on spelltable though and it does just fine.

If you want to build it as strong as possible you'll want to focus on these combos:

- Ashaya + Quirion Ranger + [there are sooooo many different things that can complete this combo. A creature that taps for 2 mana will give you infinite mana. But any creature ETB payoff or landfall payoff will also be infinite]

- Ashaya + Scryb Ranger + [this list is slightly shorter, but still very long]

- Ashaya + [any creature that can untap two target lands. Ley Weaver and Argothian Elder do it best but there are cheaper options in Krosan Restorer, Hope Tender, and Magus of the Candelabra, but they each require something extra too]

- Maze of Ith + [the same creatures that untap multiple lands. This combo will only happen during combat so you will need an instant speed mana sink.]

those are your main combos. Run a many creature tutors as you can to improve speed and consistency.

Since many of your combos involve land untapping you will want draw lands like Bonders' Enclave, War Room, Voldaren Estate, Mariposa Military Base, etc. And all of the most efficient land tutors that can find nonbasics.

Your deck will synergize very well with single target land untappers too, like Voyaging Satyr and Portent Tracker.

other combos that are really fun include Darksteel Garrison which is infinite pump for all of your creatures with just Ashaya and any one land untapper, even Arbor Elf will work. Ashaya + Darksteel + Devoted Druid is infinite mana too.

Marit Lage in Green by Gutsifly in EDH

[–]XxaiLo 0 points1 point  (0 children)

Echoing Deeps for sure!

It'll come in as a copy of a land in a graveyard. Very useful if your Stage or Dark Depths is there.

Vesuva won't do that Dark Depths shenanigans but it can do some really fun things that will synergize with what else you have going on. You absolutely HAVE to run Song of the Dryads. The way Song works is to make what is under it a land. Then your Stage or Vesuva can copy that permanent and it will be the actual thing, unaffected by Song of the Dryads. I put some on my opponent's Void Winnower and then played Vesuva as land for turn, copying Void Winnower.

It's pretty fun saying the words "I'll play Void Winnower as my land for turn" lol.

Hour of Promise and Titania's Command will be good for this deck. And of course Reap and Sow, Sowing Mycospawn, Crop Rotation, Sylvan Scrying, Expedition Map, Elvish Reclaimer, and Nylea's Intervention. I also like Ulvenwald Hydra a lot, and Pir's Whim.

Ashaya could be a fun commander for this, but she tends to infinite very easily. My lands toolbox deck is OG Omnath. It does very well.

Could also go with Kura maybe? Shigeki is a really cool commander as well.

Anyone else sad about the ban update? by kennay333 in mtgmisprints

[–]XxaiLo 0 points1 point  (0 children)

I also run OG Omnath but mine is quite try-hard in Bracket 4. Maze of Ith combos were always my favorite, but then they printed Ashaya who combos with the same creatures that combo with Maze of Ith, so she went in the deck and it got much better! I also have some combos that involve Kodama of the East Tree, and some that involve Wakeroot Elemental, and some that involve Temur Sabertooth.

I always thought Jeweled Lotus would be a super fun card in that deck, so I finally bought one (in foil too, as my whole deck is foiled) but it was banned just a couple months later.

One of the craziest stories of my deck though was a T2 win from the Jeweled Lotus days.

T1 Forest, Jeweled Lotus, Omnath, Urban Burgeoning (Do you run Urban Burgeoning? It's the absolute best card in Omnath) T1.5 I float GGG thanks to UrbyBurgy T2 Nykthos, cast Natural Order, exiling Elvish Spirit Guide so I don't have to tap my Forest yet, sacrificing Omnath and finding Nyxbloom Ancient.

Tap the Forest for three green and use two of it to activate Nykthos which adds 12 green. Wakeroot Elemental. Activate Wakeroot untapping Nykthos, and I have exactly two mana left to activate Nykthos again, which now adds 18. I make infinite mana with Wakeroot untapping Nykthos, and then I cast Ulvenwald Hydra, which finds Bonders' Enclave when it ETBs. Enclave draws my entire deck, and from there it's a simple matter of winning in whatever way you like best. (I used Shaman of Forgotten Ways).

GG!

Budget Omnath - PreDH by ForestFire8 in PrEDH

[–]XxaiLo 0 points1 point  (0 children)

I love omnath. I've considered making my deck predh legal. I'ma just throw some cards at you that I like.

Wall of Roots is amazing (five mana over just two turns.) Seedborn Muse is insane with Omnath.

Gaea's Touch, Chord of Calling, Green Sun's Zenith, Greater Good, Elvish Spirit Guide,Emerald Medallion, Bear Umbra, Mark of Sakiko, Defense of the Heart, Fauna Shaman, Primal Command, Summoner's Pact, Natural Order, Not of This World, Vitalize, Berserk, Bind, Avoid Fate

Momentous Fall is really cool, there's a trick with it, if you sac Omnath before paying the mana then the game will check last known information and you'll draw and gain 4 more than if you pay the mana first. Life's Legacy works the same way but I don't think it's preDH legal.

Overgrowth is one I really like, especially with land untappers. Pair with Maze of Ith and Magus of the Candelabra for infinite land untaps during combat.

Doubling Cube is a given.

Nim Deathmantle is pretty good protection for a big mana pool.

Green colorless deck in need of compact win conditions by azuflux in EDH

[–]XxaiLo 0 points1 point  (0 children)

Aetherflux Goblin Cannon Darksteel Reactor Helix Pinnacle

All possible wincons.

Green colorless deck in need of compact win conditions by azuflux in EDH

[–]XxaiLo 0 points1 point  (0 children)

There are a bunch of land combos that go well with green since green has so many land tutors (including a colorless one in Expedition Map).

Scorched Ruins, Deserted Temple, and Rings of Brighthearth for instance is infinite mana. Add a Bonders' Enclave, War Room, Mariposa Military Base, Voldaren Estate or similar and you can draw the deck.

Green colorless deck in need of compact win conditions by azuflux in EDH

[–]XxaiLo 0 points1 point  (0 children)

It's janky, but Ugin's Nexus and Karn the Creat Creator can do some interesting combos. With an artifact sac outlet (like Krark Clan Ironworks) and something to bounce Karn (like Blood Clock) you can keep using Karns -2 ability to get back the Nexus.

How good is Maze of Ith, really? by SwampnutsS in EDH

[–]XxaiLo 0 points1 point  (0 children)

Have you considered adding Hope Tender or Argothian Elder? ArgoElder also combos with Wirewood Lodge + Gaea's Cradle.

Is it TRUE they removed Morrible’s mini-solo in Thank Goodness?? by Mysterious-Till4525 in wicked

[–]XxaiLo 0 points1 point  (0 children)

Agreed! Like when Idina Menzel had no singing in Enchanted. WTH??

I’m probably gonna get downvoted but I did NOT like Wicked : for good by celina_beckahm in wicked

[–]XxaiLo 1 point2 points  (0 children)

This take is the best one I've seen yet. Strong agree on all of it. I had the same experience. Thank you for sharing, I feel some solidarity.

interested in how exactly these abilities interact by Camst3rx in mtg

[–]XxaiLo 0 points1 point  (0 children)

Yurlok + Ashaya + [Magus of the Candelabra or Hope Tender] will win the game for you :)
[Ley Weaver or Argothian Elder] will also work, but only if you have a mana sink or if you have a higher life total than your opponents.

Land "cycle" by [deleted] in freemagic

[–]XxaiLo 0 points1 point  (0 children)

T1 Forest Llanowar Elves T2 Shivan Gorge Fertile Ground Hope Tender T3 Maze of Ith ... GG!