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Commander primer

Omnath, Locus of Rage

Omnath throws a party and every land drop is another 5/5 guest — you pack the room until a rude guest like Terror of the Peaks or Warstorm Surge is burning the table down on every arrival, you send the crowd out to fight when they let you, and sometimes you skip all that and just combo off.

midrange B3 Upgraded Archidekt ↗

Overview

Mechanically: the board of 5/5 Elementals is the shell, not the wincon. It's a landfall/ramp engine that's lethal because one of the rude guests is standing there converting each arrival into burn. You play a green ramp goodstuff game until a damage dealer lands, then you turn the corner hard.

Everything keys off one line: every land that enters gives you a 5/5. Not just your land for the turn — every land, including the two or three a Scapeshift, Splendid Reclamation, Harrow, or Cultivator Colossus dumps in at once. Your ramp spells are your creature production, and each of those creatures is another ETB trigger for whichever dealer you have out. On top of that, Omnath's second half turns dead Elementals into burn — 3 damage every time one dies — so sacrifice outlets and board wipes read as damage, not downside.

The kill is your ETB damage dealers. That is the spine of the deck, and everything else is a way to make more things enter while one of them is on the battlefield:

Two more finishers back these up: the Perilous Forays sacrifice loops and the Kodama + Gruul Turf infinite (both below), and any board wipeBlasphemous Act with a wide Elemental board converts every dying 5/5 into 3 Omnath damage you point wherever you like.

This is a Bracket 3 deck that plays fair until it doesn't: it's slow to come online, light on fast mana (Sol Ring is basically it), and Omnath is a full — but it carries three Game Changers (Gaea's Cradle, Worldly Tutor, Crop Rotation) and a real tutor suite (Green Sun's Zenith, Finale of Devastation, Worldly Tutor, Crop Rotation) that assembles the kill on demand. The infinites it does have are four- and six-mana pieces stacked on top of a seven-mana commander — they arrive late, as the line the game hands you, not as a plan to combo out early. You're not racing a cEDH table to turn 4 — you're grinding to a resilient board, then tutoring an engine into play and ending the game from the mid-game.

Colors: functionally a green deck with a red splash. Roughly 80% of your pip demand is green (all the ramp, the enablers, the payoffs), while red is just Omnath's two pips and a handful of burn/pinger cards. Green is the color you can't be short on; the deck is over-sourced on red and under-sourced on green, so green sources are what you're mulliganing toward.

Mulligan Guide

The keep question is "can you ramp to a busy Omnath turn and get to a damage dealer" — not whether you drew a combo piece. Ramp alone isn't a keep: a hand that makes lands and nothing else builds a board that sits there. You need a path to Terror of the Peaks, Warstorm Surge, Where Ancients Tread, or Purphoros — either the card itself or the draw to find it.

Keep a hand that has:

  1. Green mana and enough sources to function — green carries ~80% of your pips and is under-sourced, so a green-light hand is a mulligan even if it has red. Two-plus lands with green, ideally a green source untapped early.
  2. Ramp or land-drop acceleration — a mana dork, Sol Ring, a fetch spell, or an extra-land-drop enabler (Azusa/Dryad/Oracle/Icetill Explorer). This deck's power comes from getting to five-plus lands and a resolved Omnath ahead of curve; a slow hand of spells with no ramp durdles and dies.
  3. A path to a dealer — a dealer in hand, or the card flow to dig one up (Sylvan Library, Elemental Bond, Garruk's Uprising, Abundance) or a tutor that can. Lands make an army; the dealer is what turns the army into a win.

Icetill Explorer is the single card you're most happy to see. A hand with Icetill and two green sources is a keep almost regardless of what else is in it — it's an extra land drop, graveyard land recursion, and a mill that stocks the yard, all on one four-drop, and it makes every later fetch worth roughly four land-entries. Treat drawing it early as the hand's engine.

Ideal opener: green sources + ramp + a card-draw enchantment (Elemental Bond, Garruk's Uprising, Sylvan Library), so you flow into Omnath with gas behind it and find a dealer on the way. A combo piece on top is gravy, never the reason to keep.

Mulligan: red-heavy/green-light hands, all-payoff-no-ramp hands, hands with no realistic path to five or six lands, and all-ramp hands with no card flow and no dealer — those last ones feel keepable and lose slowly. You don't need action before turn 3 — you need to be sure you'll have a busy turn 5–6 with something on board that converts it.

Game Plan

The arc is ramp → Omnath → engine, not a curve-out beatdown. Get the host to the party, fill the room, then start the trouble.

Sequencing rule of thumb: lands and permanents that enter are your triggers, so hold ramp until Omnath and any pingers/multipliers are online, then unload in one turn. A big landfall turn under Doubling Season / Ancient Greenwarden plus a pinger frequently ends the game without a combo at all.

How Omnath actually works

Two abilities, and both have deck-defining consequences beyond "makes tokens":

Omnath enables everything here, so protecting it (Heroic Intervention, Lightning Greaves' shroud, Deflecting Swat) matters more than protecting any single token.

Key Loops & Interactions

Combos

The combo web — 12 lines, shared pieces highlighted

Arrange your library in any order

Abundance

Cultivator Colossus

inf artifact ETB

Kodama of the East Tree

Tireless Provisioner

Gruul Turf

inf creature tokens

Omnath, Locus of Rage

~inf damage

Perilous Forays

Lotus Cobra

inf Food tokens

Ghost Town

Fabled Passage

Wooded Foothills

inf colorless mana

Amulet of Vigor

Prismatic Vista

commander shared piece (3+ lines) what the lines produce

Step-by-step — tap a line to open it

Cultivator Colossus + Abundance Arrange your library in any orderNeeds floating · a land card in hand · Cultivator Colossus in hand

repeat

1. Cast Cultivator Colossus by paying {4}{G}{G}{G}.

2. Cultivator Colossus enters the battlefield, putting a land card from your hand onto the battlefield tapped, then revealing cards from the top of your library until you reveal a land card, putting it in your hand and the rest of the revealed cards on the bottom of your library in any order.

3. Repeat this process, putting a land card from your hand onto the battlefield tapped.

Kodama of the East Tree + Tireless Provisioner + Gruul Turf infinite artifact ETBNeeds You are able to play a land this turn · Gruul Turf in hand

repeat

1. Play Gruul Turf.

2. When Gruul Turf enters the battlefield, it, Tireless Provisioner, and Kodama of the East Tree trigger.

3. Resolve the Kodama of the East Tree trigger, choosing not to put anything from your hand onto the battlefield.

4. Resolve the Gruul Turf trigger, returning it from the battlefield to your hand.

5. Resolve the Tireless Provisioner trigger, creating a token.

6. When the token enters the battlefield, Kodama triggers, putting Gruul Turf from your hand onto the battlefield.

7. When Gruul Turf enters the battlefield, it and Tireless Provisioner trigger.

Kodama of the East Tree + Gruul Turf + Omnath, Locus of Rage infinite creature tokensNeeds You are able to play a land this turn · Gruul Turf in hand

repeat

1. Play Gruul Turf.

2. When Gruul Turf enters the battlefield, it, Omnath, and Kodama of the East Tree trigger.

3. Resolve the Kodama of the East Tree trigger, choosing not to put anything from your hand onto the battlefield.

4. Resolve the Gruul Turf trigger, returning it from the battlefield to your hand.

5. Resolve the Omnath trigger, creating a token.

6. When the token enters the battlefield, Kodama triggers, putting Gruul Turf from your hand onto the battlefield.

7. When Gruul Turf enters the battlefield, it and Omnath trigger.

Perilous Forays + Omnath, Locus of Rage + Lotus Cobra near-infinite damageNeeds floating · You control an additional creature

repeat

1. Activate Perilous Forays by paying {1} and sacrificing a creature.

2. If the creature was an Elemental, Omnath triggers, dealing 3 damage to any target.

3. Resolve the Perilous Forays ability, causing you to search your library for a land card with a basic land type and put it onto the battlefield tapped.

4. When the land enters the battlefield Lotus Cobra and Omnath trigger.

5. Resolve the Lotus Cobra trigger, adding {1}.

6. Resolve the Omnath trigger, creating a creature token.

Perilous Forays + Omnath, Locus of Rage + Tireless Provisioner near-infinite damageNeeds floating · You control an additional creature

repeat

1. Activate Perilous Forays by paying {1} and sacrificing a creature.

2. If the creature was an Elemental, Omnath triggers, dealing 3 damage to any target.

3. Resolve the Perilous Forays ability, causing you to search your library for a land card with a basic land type and put it onto the battlefield tapped.

4. When the land enters the battlefield Tireless Provisioner and Omnath trigger.

5. Resolve the Tireless Provisioner trigger, creating a Treasure token.

6. Activate the Treasure by tapping and sacrificing it, adding {1}.

7. Resolve the Omnath trigger, creating a creature token.

Kodama of the East Tree + Ghost Town + Tireless Provisioner + Fabled Passage infinite Food tokensNeeds Ghost Town in hand

repeat

1. Fetch a land using Fabled Passage.

2. When the fetched land enters, Tireless Provisioner and Kodama trigger.

3. Resolve the Kodama trigger, putting Ghost Town from your hand onto the battlefield.

4. When Ghost Town enters, Kodama and Tireless Provisioner trigger.

5. Holding priority, activate Ghost Town's first abiltiy by tapping it, adding {C}.

6. Activate Ghost Town's second ability by paying {0}, returning it from the battlefield to your hand.

7. Resolve the Tireless Provisioner from step 4, creating a token.

8. When the token enters, Kodama triggers, putting Ghost Town from your hand onto the battlefield.

9. When Ghost Town enters, Tireless Provisioner triggers.

Kodama of the East Tree + Ghost Town + Tireless Provisioner + Wooded Foothills infinite Food tokensNeeds Ghost Town in hand

repeat

1. Fetch a land using Wooded Foothills.

2. When the fetched land enters, Tireless Provisioner and Kodama trigger.

3. Resolve the Kodama trigger, putting Ghost Town from your hand onto the battlefield.

4. When Ghost Town enters, Kodama and Tireless Provisioner trigger.

5. Holding priority, activate Ghost Town's first abiltiy by tapping it, adding {C}.

6. Activate Ghost Town's second ability by paying {0}, returning it from the battlefield to your hand.

7. Resolve the Tireless Provisioner from step 4, creating a token.

8. When the token enters, Kodama triggers, putting Ghost Town from your hand onto the battlefield.

9. When Ghost Town enters, Tireless Provisioner triggers.

Kodama of the East Tree + Ghost Town + Fabled Passage + Omnath, Locus of Rage infinite colorless manaNeeds Ghost Town in hand

repeat

1. Fetch a land using Fabled Passage.

2. When the fetched land enters, Omnath and Kodama trigger.

3. Resolve the Kodama trigger, putting Ghost Town from your hand onto the battlefield.

4. When Ghost Town enters, Kodama and Omnath trigger.

5. Holding priority, activate Ghost Town's first abiltiy by tapping it, adding {C}.

6. Activate Ghost Town's second ability by paying {0}, returning it from the battlefield to your hand.

7. Resolve the Omnath from step 4, creating a token.

8. When the token enters, Kodama triggers, putting Ghost Town from your hand onto the battlefield.

9. When Ghost Town enters, Omnath triggers.

Kodama of the East Tree + Ghost Town + Omnath, Locus of Rage + Wooded Foothills infinite colorless manaNeeds Ghost Town in hand

repeat

1. Fetch a land using Wooded Foothills.

2. When the fetched land enters, Omnath and Kodama trigger.

3. Resolve the Kodama trigger, putting Ghost Town from your hand onto the battlefield.

4. When Ghost Town enters, Kodama and Omnath trigger.

5. Holding priority, activate Ghost Town's first abiltiy by tapping it, adding {C}.

6. Activate Ghost Town's second ability by paying {0}, returning it from the battlefield to your hand.

7. Resolve the Omnath from step 4, creating a token.

8. When the token enters, Kodama triggers, putting Ghost Town from your hand onto the battlefield.

9. When Ghost Town enters, Omnath triggers.

Perilous Forays + Omnath, Locus of Rage + Amulet of Vigor near-infinite damageNeeds floating · You control at least one additional creature

repeat

1. Activate Perilous Forays by paying {1} and sacrificing a creature you control.

2. If the creature was an Elemental, Omnath triggers, dealing 3 damage to any target.

3. Resolve the Perilous Forays ability, searching your library for a land card with a basic land type and putting it on the battlefield tapped.

4. When the land enters the battlefield, Omnath and Amulet of Vigor trigger.

5. Resolve the Omnath trigger, creating a creature token.

6. Resolve the Amulet of Vigor trigger, untapping the land.

7. Activate the land by tapping it, adding {1}.

Kodama of the East Tree + Ghost Town + Tireless Provisioner + Prismatic Vista infinite Food tokensNeeds Ghost Town in hand

repeat

1. Fetch a land using Prismatic Vista.

2. When the fetched land enters, Tireless Provisioner and Kodama trigger.

3. Resolve the Kodama trigger, putting Ghost Town from your hand onto the battlefield.

4. When Ghost Town enters, Kodama and Tireless Provisioner trigger.

5. Holding priority, activate Ghost Town's first abiltiy by tapping it, adding {C}.

6. Activate Ghost Town's second ability by paying {0}, returning it from the battlefield to your hand.

7. Resolve the Tireless Provisioner from step 4, creating a token.

8. When the token enters, Kodama triggers, putting Ghost Town from your hand onto the battlefield.

9. When Ghost Town enters, Tireless Provisioner triggers.

Kodama of the East Tree + Ghost Town + Omnath, Locus of Rage + Prismatic Vista infinite colorless manaNeeds Ghost Town in hand

repeat

1. Fetch a land using Prismatic Vista.

2. When the fetched land enters, Omnath and Kodama trigger.

3. Resolve the Kodama trigger, putting Ghost Town from your hand onto the battlefield.

4. When Ghost Town enters, Kodama and Omnath trigger.

5. Holding priority, activate Ghost Town's first abiltiy by tapping it, adding {C}.

6. Activate Ghost Town's second ability by paying {0}, returning it from the battlefield to your hand.

7. Resolve the Omnath from step 4, creating a token.

8. When the token enters, Kodama triggers, putting Ghost Town from your hand onto the battlefield.

9. When Ghost Town enters, Omnath triggers.

Perilous Forays + Omnath + Lotus Cobra

One of several available kills, not the deck's default plan — but the most complete one on paper, so it's written out in full here and the two variants below inherit the steps. Near-infinite non-combat damage, bounded only by lands left in your library. It needs a damage dealer already on the battlefieldWhere Ancients Tread, Warstorm Surge, or Terror of the Peaks — that's what makes each cycle hurt. Without one you're just shuffling creatures for 3 a time.

  1. With Omnath out, activate Perilous Forays: pay , sacrifice a 5/5 Elemental.
  2. The Elemental dying triggers Omnath → 3 damage to any target.
  3. Forays resolves → search for a land with a basic land type, put it in tapped.
  4. That land entering triggers Lotus Cobra (add one mana of any color — refunds your ) and Omnath (make a new 5/5 Elemental).
  5. That new 5/5 entering triggers your pinger — Where Ancients Tread (power 5+ → 5 damage) or Warstorm Surge (deal its power, 5) — for another 5 to a face.
  6. Repeat. Each cycle is mana- and creature-neutral and deals 3 (death) + 5 (re-entry) = 8, so you go until you run out of fetchable lands. Point it all at faces.

The loop, at a glance:

Lotus Cobra: add 1 mana, refunds the {1}

Perilous Forays: pay {1}, sac a 5/5 Elemental

Elemental dies: Omnath deals 3 to any target

Forays: fetch a basic-typed land, enters tapped

Omnath landfall: new 5/5 Elemental enters

Where Ancients Tread / Warstorm Surge: 5 more damage

The trigger split that matters: Omnath's damage is on the death of the sacrificed Elemental; the pinger's damage is on the entry of the remade one. Two different Elementals, two triggers per cycle — that's why you want a pinger down before you start looping. Roaming Throne (Elemental) is the best multiplier here — it doubles both halves, taking the death ping to 6 and making two 5/5s enter per cycle (each triggering the pinger); Ancient Greenwarden / Traveling Chocobo only double the land side, so they add a second re-entry token but leave the death ping at 3. Enablers: Forays finds any land with a basic land type — your basics plus Taiga, Stomping Ground, and Cinder Glade. (Prismatic Omen / Dryad / Yavimaya only type-shift lands on the battlefield, not cards in your library, so they don't widen the search.) You need Omnath in play — this is a death-and-enter engine, not a stand-alone loop.

Perilous Forays + Omnath + Tireless Provisioner

Same loop; the land entering makes a Treasure instead of Cobra mana. Sacrifice the Treasure for to fund the next activation. Choose Treasure (not Food) each time. Near-infinite damage.

Perilous Forays + Omnath + Amulet of Vigor

Same loop; the land enters tapped, Amulet of Vigor untaps it, and you tap it for to refund Forays. (Amulet keys off lands entering tapped — exactly how Forays drops them.) Near-infinite damage.

Scapeshift / Splendid Reclamation + Prismatic Omen + Valakut — the manabase kill

Not on Commander Spellbook's list for this deck, but it's a real, built-in second kill and often the faster one. Prismatic Omen makes every land you control a Mountain (among all basic types). Valakut, the Molten Pinnacle then reads "whenever a Mountain enters, if you control five other Mountains, deal 3" — and with Prismatic Omen every land is a Mountain, so once you have six-plus lands, every land that enters is 3 damage.

The one trap: Valakut checks for five other Mountains both when it triggers and when it resolves, so don't sacrifice yourself below five mid-resolution (relevant if you're cracking fetches or Scapeshift in response). Ancient Greenwarden / Traveling Chocobo double each Valakut trigger, for 6 apiece.

Thespian's Stage and Vesuva are in the deck to copy Valakut — a second Valakut means every Mountain that enters deals 3 twice.

Kodama of the East Tree + Gruul Turf + Omnath — infinite Elementals

A true infinite; the deck's nuclear button once assembled.

  1. With Omnath and Kodama out, play Gruul Turf from hand.
  2. Gruul Turf's ETB returns a land to hand — return Gruul Turf itself. Its entering also triggers Omnath → make a 5/5 Elemental.
  3. The Elemental entering triggers Kodama (a permanent entered that Kodama didn't put in) → put a permanent of equal-or-lesser mana value from hand: Gruul Turf (mana value 0).
  4. Gruul Turf re-enters → bounce itself again + Omnath makes another Elemental → Kodama triggers off that Elemental → replay Gruul Turf. Loop.

Produces infinite 5/5 Elementals and infinite landfall triggers. With any enter-pinger out (or by then sacrificing the horde to Perilous Forays) it's lethal; on its own it's an arbitrarily large board.

Kodama of the East Tree + Tireless Provisioner + Gruul Turf — infinite mana/tokens

The same Gruul-Turf-bounce loop, but the recurring trigger source is Tireless Provisioner's landfall (Treasure/Food) rather than an Omnath token — so it works without Omnath. Each Gruul Turf entry makes a token; the token entering re-triggers Kodama to replay Gruul Turf. Produces infinite Treasure (mana), infinite Food (life), and infinite landfall triggers. Dump the infinite mana into Kessig Wolf Run, Finale of Devastation, or Green Sun's Zenith to convert it to a win.

Cultivator Colossus + Abundance — put every land into play

Not infinite, but game-ending. Cultivator Colossus enters: put a land from hand, draw, repeat. Abundance replaces each of those draws with "reveal until you hit a land, put it in hand" — so every draw finds another land to put down. You empty your library of lands onto the battlefield. With Omnath out that's a 5/5 per land plus every landfall/enter trigger firing at once; with a pinger down it usually just kills the table. (The whole thing happens inside Colossus's resolution, so all those landfall triggers wait and hit the stack together afterward — nobody gets a window mid-dump.)

Kodama + Ghost Town + a fetchland (six listed pairings) — one loop, on someone else's turn

Spellbook lists six versions; they're the same loop. Kodama of the East Tree plus Ghost Town, started by any fetchland (Fabled Passage, Wooded Foothills, or Prismatic Vista), with either Omnath or Tireless Provisioner as the recurring trigger source.

  1. Crack the fetchland. The land it finds enters → Kodama triggers, and Omnath (or Provisioner) triggers too.
  2. Resolve Kodama: put Ghost Town (mana value 0) from your hand onto the battlefield.
  3. Tap Ghost Town for , then pay to return it to your hand.
  4. Resolve the Omnath token (or Provisioner's Treasure) — that permanent entering triggers Kodama again → put Ghost Town back onto the battlefield.
  5. Loop from 3.

Produces infinite Elemental tokens (Omnath version) or infinite Treasure/Food (Provisioner version), plus infinite and infinite landfall triggers either way. With any enter-pinger down the Omnath version kills the table on the spot; the Provisioner version dumps its mana into Kessig Wolf Run, Finale of Devastation, or Green Sun's Zenith.

The step everyone gets wrong: Ghost Town re-entering does not re-trigger Kodama — Kodama excludes permanents put onto the battlefield with its own ability. The token is what keeps the chain alive, which is why you need Omnath or Provisioner in play and why the fetchland is only the starter, not part of the engine.

Ghost Town, without the combo

With no Kodama in sight, Ghost Town gives you an extra land entry each turn cycle: bounce it for during an opponent's turn, replay it as your land drop on yours. That's a 5/5, a Valakut ping, or a Provisioner Treasure you wouldn't otherwise have had. It's a modest effect, not an engine — it costs you your land drop for the turn, so it only nets you anything when you have no other land in hand, and it produces colorless in a deck starving for green. Think of it as a slight upgrade over another basic rather than a card to build around; the Kodama loop above is where it actually matters.

Common Pitfalls