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retired, i work on a different version, look at my Omnath, Locus of Rage V2
Reasons for not ....:
Akroma's Memorial - I was winning anyway when i cast it, felt like win more
Bane of Progress - Killed too often my own stuff
Blighted Woodland - Replaced it with a Fetchland
Burgeoning - Was only really good in the beginning or with Ghost Town, later in the Game often just a dead draw
Courser of Kruphix - nice lifegain, but needed room
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
Far Wanderings - just never worked for me
Ghost Town - useless without Burgeoning
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 and the disadvantage by getting it destroyed
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
Nissa's Renewal - Replaced it with cheaper ramp
Praetor's Counsel - not necessary
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 carddraw, but only works if i have a creature in game, mmost of the time sadly dead or overcosted
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
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.
Meta:
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» | Revision 2 | July 21, 2020 | Dhevrus | |||
Revision 1 | March 31, 2020 | Dhevrus |