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Omnath, Locus of Rage (EDH / Commander)

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Reasons for not ....:

Akroma's Memorial - I was winning anyway when i cast it, felt like win more
Ashaya, Soul of the Wild - never felt good, mostly just a big vanilla
Bane of Progress - Killed too often my own stuff
Blighted Woodland - Replaced it with a Fetchland
Courser of Kruphix - nice lifegain, but needed room
Elemental Bond - replaced by Garruk's Uprising, the one more power doesn't matter, the trample really does
Elemental Mastery - very nice, enables explosive kills with omnath and sac outet on the field, but needed room
Evolutionary Leap - only creatures you want to sac are elementals, replace it with a green creature tutor
Evolving Wilds - replaced it with a fetchland, but its a nice budget alternative
Explosive Vegetation - replaced it with Migration Path, which is a strictly upgrade
Far Wanderings - just never worked for me
Greenwarden of Murasa - nice recursion, but a little too expensive, makes up for it being an elemental, but needed his slot for sth. different
Gruul Turf - just didnt like the comes in tapped in the early turns
Hammer of Purphoros - just got too often blown by being an artefact, replaced it with Fires of Yavimaya
Hanweir Battlements - just not needed anymore
Jund Panorama - replaced it with a fetchland, nice budget alternative
Liege of the Tangle - to great a risk in my meta
Lightning Greaves - trying out Sylvan Safekeeper instead, because the deck contains more creatures than previously
Mana Vault - is more like a dark ritual in this deck, can lead to explosive turns, but i never really had the mana to untap it, just not worth for me, maybe in a more competetive meta
Nissa's Renewal - Replaced it with cheaper ramp
Nissa, Vastwood Seer // Nissa, Sage Animist - nice card, but most of the time it wasn't that good for me
Nylea's Intervention - Very nice and flexibel card in heavy flying metas, but needed room for sth. else
Phyrexian Altar - trying out Ashnod's Altar instead, never needed a specific colour, and 2 sounds better than one
Pir's Whim - fun card, but spots are getting tight, repaced it with Force of Vigor, Pir's often just didn't removed what i want
Praetor's Counsel - not necessary
Raging Ravine - just wasn't useful
Rampaging Baloths - Won me some Games as backup plan, trying the deck without it, maybe not necessary
Regal Force - very nice Carddraw, but a bit expensive, trying with sorcery alternatives for now
Rishkar's Expertise - very nice effect, but requires a board, most of the time sadly dead in hand or counterd by removal due its sorcery speed
Rubblehulk - Nice Combat Trick that enables kills out of nowwhere, also stikes very hard with
Rythm of the Wild - Misreaded, dont enable haste to my Tokens
Second Harvest - too often a dead card in hand
Seer's Sundial - felt a bit to slow and expensive for me
Shamanic Revelation - was dead too many times in my hand
Skarrg, the Rage Pits - don't want too many utility lands
Sword of the Animist - felt too slow
Terramorphic Expanse - replaced it with a fetchland, very nice budget alternative
Thawing Glaciers - provides Landfall Triggers and Ramp in form of a land, but very slow, replaced it with Ghost Town
Tempt with Discovery - My Playgroup got punished too often by it, never get more than one land out of it, awesome card if the playgroup is greedy
Traverse the Outlands - often just dead in hand, nice if you can untap with Omnath in play
Ulvenwald Hydra - Large Creature with Ramp, simply needed that slot
Wayward Swordtooth - needed room for Dryad of the Ilysian Grove, similar effect, but the Dryad could enable Valakut kills
Wrenn and Six - does too little for it's price
Zendikar Resurgent - this decks cast a very low anmount of creatures and get the mana on other ways, not necessary
Zendikar's Roil - didn't impress me

Note that in my Meta Mass Land Destruction and Infinite Combos are banned.

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¡Este mazo parece ser legal para EDH / Commander!

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