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Omnath, Locus of Mana Commander Deck in "MTG"

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Check out some of my suggestions for cards, such as Seedborn Muse, that you could add to your "Commander" deck for maximum advantage.

Check out some of my suggestions for cards, such as Seedborn Muse, that you could add to your "Commander" deck for maximum advantage.

MTG Commander Format

One of Magic: The Gathering's most popular modes, Commander (EDH) format, tasks players with picking a legendary creature to lead their 100-deck army. You can only include cards with colors matching your Commander's colors. Unlike other play styles, just one copy of each card (basic lands excluded) is allowed.

This diversifies clashes by guaranteeing you'll see something new with each game and makes deckbuilding even more immersive. As someone who has played hundreds of EDH battles, I often employ the green-hued Omnath, Locus of Mana.

Let's tackle the strengths of my own interpretation of the classic Omnath EDH deck!

Omnath, Locus of Mana

Omnath, Locus of Mana

Omnath, Locus of Mana


First things first. Omnath's mono-color restricts your deck to green and colorless cards, but that's more than enough for the ramp and behemoths you'll need. Additionally, he only costs three mana—making a turn 2 appearance very possible if you're able to summon a mana-tapping creature on turn 1.

First Effect

Omnath may look weak with only 1 power and 1 toughness, but consider his impressive boons. First, green mana never empties from your pool as phases and turns end! This means your leftover resources aren't wasted, which drastically helps you cast your game-changers early on.

Second Effect

As if that wasn't enough, Omnath gets +1/+1 for each green mana in your pool. He'll soon strengthen to double digits, making him nearly impossible to topple without instant-kills, and if he gets access to trample (several cards in our deck aid with this), a win condition through commander damage becomes highly likely.


Here's your basic formula. Ramp early, cast Omnath, keep ramping and strengthening him. Use your insane mana amounts to deplete opposing life with a souped-up Omnath or a high-level behemoth (Eldrazi work well) before your opponents know what hit them.

Of course, Omnath needs to stay alive to keep his effects active. The deck incorporates various methods to keep him around, like shroud and protection, and slips in some malicious surprises. We'll get to those soon.


  • 1 Freyalise, Llanowar's Fury
  • 1 Garruk, Caller of Beasts

This is a creature-central deck, limiting the number of planeswalkers that should be included, but these cards are just too tempting to ignore. Looking at Freyalise, she'll arrive for a mere five mana and can produce a mana-tapping token each turn. As a bonus, the tokens belong to the elf tribe, superbly complementing the elf-based creatures below. Additionally, her minus two is a reusable artifact/enchantment removal, which can really save you against creature-punishing threats like "Humility" or "Pendrell Mists".

One of our upcoming creatures (Nissa, Vastwood Seer) can also potentially transform into a planeswalker.

Creatures (Ramp/Utility)

  • 1 Fyndhorn Elves
  • 1 Arbor Elf
  • 1 Elvish Mystic
  • 1 Llanowar Elves
  • 1 Boreal Druid
  • 1 Birds of Paradise
  • 1 Priest of Titania
  • 1 Joraga Treespeaker
  • 1 Sakura-Tribe Elder
  • 1 Druid of the Cowl
  • 1 Gyre Sage
  • 1 Whisperer of the Wilds
  • 1 Somberwald Sage
  • 1 Nissa, Vastwood Seer
  • 1 Elvish Archdruid
  • 1 Imperious Perfect
  • 1 Llanowar Tribe
  • 1 Marwyn the Nurturer
  • 1 Elvish Piper
  • 1 Norwood Priestess
  • 1 Oracle of Mul Daya
  • 1 Drumhunter
  • 1 Beast Whisperer
  • 1 Karametra's Acolyte
  • 1 Seedborn Muse

Here are the "weaker" creatures of the deck. Most can tap for mana, a few can tap for extra draws, and several only cost a single mana to play. We've also got a partial elf tribal theme, supported by cards like Priest of Titania and Elvish Archdruid. Other cards, like Norwood Priestess and Elvish Piper, can tap to play your high-cost creatures for free!

As you'll soon see, the deck contains an abundance of lands. To help get them onto the field quickly, Oracle of Mul Daya lets you see and play lands from the top of your deck while also granting an extra land per turn. This lets you ramp faster and deck-thins, granting better chances of drawing non-lands.

Creatures (Powerhouses)

  • 1 Vigor
  • 1 Aggressive Mammoth
  • 1 Regal Behemoth
  • 1 Stonehoof Chieftain
  • 1 Vorinclex, Voice of Hunger
  • 1 Kozilek, Butcher of Truth
  • 1 Ulamog, the Ceaseless Hunger
  • 1 Ulamog, the Infinite Gyre
  • 1 Ghalta, Primal Hunger

Omnath himself will quickly become fierce, but the deck contains several other titans to bulldoze through enemies. These guys cost considerable mana, but they brandish amazing effects. For instance, Vorinclex, Voice of Hunger limits your opponent's mana use while boosting yours and Mammoth gives other creatures trample. To play these heavy hitters, either use free-creature abilities, like those of Norwood Priest and Defense of the Heart, or simply ramp until you can afford their costs.

Examining the above Kozilek, we see that casting him lets you draw four cards, and he joins as a formidable 12/12 gargantuan. Even better, his annihilator ability forces opponents to sacrifice four permanents whenever he attacks. This should rapidly eliminate opposing creatures, enchantments, and lands, even indestructible ones.


  • 1 Lightning Greaves
  • 1 Sol Ring
  • 1 O-Naginata
  • 1 Ring of Kalonia
  • 1 Nim Deathmantle
  • 1 Sword of the Animist
  • 1 Sword of Feast and Famine
  • 1 Sword of Fire and Ice
  • 1 Sword of Light and Shadow
  • 1 Lifecrafter's Bestiary
  • 1 The Great Henge

Nearly all our artifacts are equipments to further strengthen our creatures. They're relatively cheap, costing a bit to cast and a bit more to equip. The swords offer protection from various colors, Lightning Greaves grants both haste and shroud, Ring of Kalonia gives trample while gradually strengthening its equipped creature.

My favorite has to be the nasty Sword of Feast and Famine. In addition to providing +2/+2 and protection from black and green, it bestows two additional effects upon damaging your opponent. First, they must discard, and second, your lands untap, ready to retap and strengthen Omnath even further!

In short, while artifacts aren't your main focus, they're great supports. Depending on how many you run, you might want to consider using planeswalker "Ugin, the Ineffable", who (in addition to his loyalty effects) makes your colorless spells cost two less mana.


  • 1 Exploration
  • 1 Shaper's Sanctuary
  • 1 Rancor
  • 1 Sylvan Library
  • 1 Curse of Bounty
  • 1 Growing Rites of Itlimoc/Itlimoc, Cradle of the Sun
  • 1 Bear Umbra
  • 1 Frontier Siege
  • 1 Defense of the Heart
  • 1 Mana Reflection
  • 1 Zendikar Resurgent

Our enchantments vary greatly in mana costs (cheaper are listed first) and provide a plethora of effects. From extra lands (Exploration) to extra draws (Sylvan Library) to free creatures (Defense of the Heart), there are plenty of ramping and card-advantage goodies here to exploit.

Let's talk about the aura Bear Umbra, which, for four mana, attaches to any creature; Omnath's a good candidate. When that creature attacks, your lands untap—immediately tap them to boost Omnath's combat damage! Additionally, Umbra's recipient gains +2/+2 and totem armor, a unique defense that sacrifices Umbra to prevent its holder's first death.

Primal Surge mtg

Primal Surge mtg

Using Primal Surge

  • 1 Primal Surge

One decision you should make before building is whether you plan on running "Primal Surge". This expensive sorcery needs a whopping ten mana, but reveals and plays cards from your deck until you reveal a non-permanent or choose to stop. So, if you build your deck with no other instants/sorceries, you'll play as many spells and lands as you like for free! I highly recommend this strategy, especially since Omnath's mana-storing prowess helps cast Surge, but I'll note some powerful instants/sorceries below to swap in if you don't run Surge.

Technically you could include Surge and the others, but the more you run, the greater your chances of Surge revealing one and forcing itself to stop, so I'd caution against this approach.

Instants/Sorceries (Swap with Other Cards)

  • Nature's Claim
  • Nissa's Pilgrimage
  • Triumph of the Hordes
  • Momentous Fall
  • Skyshroud Claim
  • Mwonvuli Acid-Moss
  • See the Unwritten
  • Genesis Wave

If you don't plan on using Surge, here are other one-offs to consider. Many, such as Skyshroud Claim, simply play extra lands from the deck or increase your ramping effectiveness. Triumph of the Hordes gives your creatures +1/+1, trample, and infect for a turn, accessing a potential poison counter win.

Others, like See the Unwritten and Genesis Wave, focus on searching/playing creatures without paying their costs, helping conserve Omnath's mana while building a powerful field state.

Remember that if Omnath dies, you'll lose his saved mana at the end of the current phase, so if an opponent casts a removal, respond with the instant "Momentous Fall", which lets you sacrifice a creature to draw cards equal to its power and gain life equal to its toughness, twisting his death to your advantage.

Mosswort Bridge

Mosswort Bridge