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Omnath, slightly inconvenienced (EDH / Commander) [Revision 56]

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Zeige Revision 56. There is a more recent version of this deck.

Changes as of 31.05.2020
I stopped working at a MTG-LGS. I was really invested in working there so after quiting I found myself with alot of free time and also it sparked my interesst in playing commander again what was not possible for me before since I was working alot. The first thing I did was revisit basically the last year of MTG-Releases and scavanged everything for possible EDH playable cards. Getting a grip on all that I came back here and started upgrading all my decks with the fancy new cards that have been put out there by wizards lately. After that is done as off today I want to invest some more time into also upgrading all the descriptions for my decks to see how my perspective changed aswell over the past years when I orinially did this. So let's dig in:

The big angry boy ah yes the ammount of joy I get from playing this deck is hard to put into words but I sometimes wet my pants if everything goes according to plan.
Tons of Ramp, big Creatures alot of damage what can you ask for beyond all that? Consistent card draw? Infinite combos? Get out now! This deck is at the same point my Jodah Deck is at I'm so statisifed with it that I only upgrade it with new releases it's very good already and does exaclty what I want it to do you play around with your lands and start dealing insane ammounts of damage with cards like Warstorm Surge or Ogre Battledriver. This is somewat of an aggro deck but it's for sure lacking speed so It's a midrange deck that simulates being a combo deck and also plays and feels like a combo deck but I'm just not admiting to the fact that it usually plays out to be a combo deck. There is not really a specific card I want to point out It's just a well toghether put deck with good synergy and a solid engine for draw. You play around with your lands sacing them and getting triggers of that alot so yeah this is an angry omnath deck without anything special what did you expect? :D.

Thanks for reading this very small and useless pile of letters I put here I hope you enjoyed it and if there are any questions I always look forward to feedback.
And as always don't forget to have fun!


Hey there dear readers!
I welcome you to my Omnath, Locus of Rage deck tech

This is one of the simplest decks I build and yet it's still very cool and funny. I really like to play it so I have alot to say about it. Let's get right into it.

Omnath, Locus of Rage is a gruhl commander at a massive cost of 7 mana. For that you get a 5/5 with a landfall ability that produces a 5/5 Elementan Token on each landfall trigger, on top of that you get a static effect whenever a elemental dies omnath will deal 3 damage to any target of your liking.
So that gives us several things to build upon.
You can focus on producing tokens and then bolting around or maybe go for a aggressive combat focused build? I went for a mix of both with a bigger focus on the combat step.

Regardless of the direction you will like this deck if:
Ramping is your passion
Multiple triggers are your thing
Big boards sound nice to you
Turning creatures right doesn't give you a cramp

you won't like it if:
You hate fetching
Dislike the more simple approach
Want to be really interactive with the table
Like diversity in your deck in the sense that it feels vastly different every time

If you made it through, congrats you are in for a really big bad boy in controll of your next edh deck.
First of all you want to focus on the main thing of the deck. RAMP. Ramping in this deck is key but also a rather difficult subject. On the one hand you want to get as many mana as early as possible since your commander cost 7 mana! But on the other hand you still want to have some gas in form of ramp for the time when your commander hits the board.
I often find myself holding back on the second or third ramp spell and waiting a turn so I have a big explosive turn casting omnath with one or two follow up ramp spells. Still you rather want to sit on 7-8 mana on turn 4 with a 5/5 on board then having 5 mana turn 5 having nothing with 5 cards in hand.
Ramp spells are not everything though we have a multitude of multiple land drop cards! And those are the interessting ones. The difficult part of those is they're really useless when you don't have ways to refill your hand because you can't drop lands you don't have. Here come our key cards into play! Crucible of Worlds an Fetch lands. These are the bread and butter of the deck. With a crucible and omnath on board you can drop a fetch land getting a omnath trigger, cracking the fetch to get another land from your library and another omnath trigger and for each additinal land drop you have you get two more elementals.
We have a few haste enablers to fasten the combat strategy.
We have a damage doubling card gratutious violence there is more cards like that dictate of the twin gods for example but I don't like giving my oppontents double damage too. Gratutious Violence enables all parts of omnath you deal double combat damage and you deal double bolt damgage! Amazing!
The draw engine is something I really like in this deck. One of the coolest parts of edh is finding cards that do mandatory things like enabling draw or removing stuff that synergize with your commander. We have multiple cards that give us a draw everytime a creature with power 4 or greater hits the field so every landrop with omnath on board produces a 5/5 elemental that might bolt for 3 and draws you a card. Nice isn't it?
We have a few cards that are supposed to protect us! I did run cards like price for glory or defense grid but they are dead in so many games that I just had to get rid of them. The things that are still left are damping sphere, dosan the falling leaf, vexing shusher. Those three always did their fair share of work when I had them even against non blue decks so I encourage you to try them out.
The deck is rather light on removal that's just because of space issues and the fact that it is actually an aggro deck though not quick enough so kinda midrange the elemental procs help to clean up annoying stuff though if i had to pick this is probably the worst and weakest part of the deck.
There is one cool combo in the deck amulet of vigor and perilous forays you can pay 1 to sac a creature and get a basic tapped into play from your library but amulet of vigor makes that land untapped so if we have those two cards plus omnath we can get all basics out of our library and shoot 3 damage each time since we sac an elemental and get a new one!
From here on out it depends on what else we have it just gets better and better for example if we have one of the cards that lets us draw a card on a creature with power 4 or more entering the battlefield it gets crazy real fast.
The pseudo win conditon of the deck is actually just singe support cards getting insane together. We have cards like where ancients tread or warstorm surge so our elementals hurt even when entering the battlefield.
Of course ther is a doubling season and the likes nothing much to say about that
A few other cards that I would like to talk about are rampaging baloths zendikars roil and avenger of zedikar because they all fill the role of replacing or enhancing omnath when he gets removed to often.
On thing I want to change at some point is that I dislike the late game in the deck. You have alot of mana but nothing to spent it on so something like genesis wave or helix pinacle crossed my mind but I didn't like the idea of those cards in the end.
That sums this deck up! It looks very simple on the surface and the basics are just that but the self control and estimation of timing and decision making make the deck really interesting.
You need to know which player to go for first and you need very good threath assasment.

I hope you enjoiyed this profile and found some inspiration. Have a nice day and fun playing mtg!

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