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:
- The dealers themselves, and they stack. Terror of the Peaks and Warstorm Surge each deal a creature's power as it enters — 5 for every 5/5 token. Where Ancients Tread deals a flat 5 for each power-5+ creature entering. Purphoros, God of the Forge hits each opponent for 2 per creature, frequently the fastest way to close three life totals at once. None of these doubles anything; they each just trigger separately off the same creature, and that is where the "doubling" feeling actually comes from. One 5/5 entering with all four out is 5 + 5 + 5 to targets of your choice plus 2 to every opponent. Land one dealer before a busy turn and every token is damage; land a second and the same turn is usually lethal. This is what you're digging toward, and everything below is just a bigger pile of things entering.
- Then swing with them. The board is real — a wide team of 5/5s under Garruk's Uprising trample, or one creature made huge by Kessig Wolf Run, closes games that the drip didn't quite finish. Combat is the honest second mode here, not a fallback you should feel bad about.
- Stack more dealers, or add a trigger doubler. A second dealer is the cheapest multiplier you have — it costs no setup and every creature that enters simply pays out twice. Beyond that, doubling the triggers doubles the damage: Traveling Chocobo and Ancient Greenwarden double every land-entry trigger, Doubling Season doubles the tokens themselves, and Roaming Throne (naming Elemental) doubles both halves of Omnath. Any of them turns a normal landfall turn into a lethal one.
- The burst: Scapeshift with Traveling Chocobo out. Scapeshift sacrifices any number of lands and returns that many at once. Each of those lands entering triggers Omnath — and Chocobo doubles every one of those triggers, so sacrificing six lands makes twelve 5/5s, not six. With a dealer on board that's twelve ETB triggers (60 damage from Warstorm Surge) arriving in one resolution. Add Prismatic Omen and Valakut and each of those six land-entries is also a doubled Valakut trigger for 6 apiece; the lands you sacrificed also feed Titania for a 5/3 each, and those enter too. Splendid Reclamation does the same thing out of your graveyard.
Two more finishers back these up: the Perilous Forays sacrifice loops and the Kodama + Gruul Turf infinite (both below), and any board wipe — Blasphemous 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:
- 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.
- 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.
- 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.
Turns 1–4 (set up): hit land drops, ramp, and dig. Sol Ring, the land-fetch spells (Nature's Lore, Three Visits, Skyshroud Claim, Cultivator Colossus later), and the extra-land-drop enablers (Azusa, Dryad of the Ilysian Grove, Oracle of Mul Daya, Icetill Explorer) all want to be down before Omnath so their value compounds once it arrives. Sylvan Library, Elemental Bond, and Garruk's Uprising keep the cards flowing. You are deliberately durdling here.
Turn 5–6 (deploy Omnath): cast it once you can also do something the same turn — ideally a ramp spell that drops multiple lands for multiple 5/5s, or an enter-pinger already in play. A naked Omnath into a passed turn hands the table a window to kill it.
After Omnath is down (turn the corner): now land drops are creatures and every creature that enters is potential damage. Your one job is to resolve a damage dealer — Terror of the Peaks, Warstorm Surge, Where Ancients Tread, or Purphoros. Until one is down you are accumulating a board; the moment one lands, every subsequent land drop is burn, and you should be counting lethal rather than durdling further. From there the game closes one of four ways, and you take whichever the table gives you:
- Just keep making things enter. With a dealer out, ordinary ramp is a kill. Two dealers out doubles every arrival.
- Attack. A wide 5/5 board with Garruk's Uprising trample, or one creature pumped by Kessig Wolf Run, finishes what the drip started. Don't overlook this because the deck reads as non-combat.
- Add a doubler. Traveling Chocobo or Ancient Greenwarden on land triggers, Doubling Season on tokens, Roaming Throne (Elemental) on Omnath — any of them converts a normal turn into a lethal one. Scapeshift with Chocobo out is the biggest single turn in the deck: every land entering triggers Omnath twice, so a six-land Scapeshift is twelve 5/5s and twelve dealer triggers at once.
- The sac-and-remake route: with a dealer out, loop Perilous Forays + a mana-refund piece (Cobra / Provisioner / Amulet) — each cycle is a death ping (3) plus a re-entry trigger (5). Kodama + Gruul Turf turns this infinite. Cultivator Colossus + Abundance dumps your whole library's lands into play — with Omnath and a dealer out, that's usually lethal on the spot.
- The Valakut route: get Prismatic Omen + Valakut down, then Scapeshift (sacrifice your lands, fetch a big batch back tapped) or Splendid Reclamation (return every land in your graveyard at once). Each land is a Mountain, so each entry is 3 from Valakut plus a 5/5 from Omnath. Titania, Harrow, fetchlands, and Crop Rotation stock the graveyard for a bigger Splendid Reclamation.
- Blasphemous Act is your out when you're behind on board but wide on Elementals — the wipe kills your 5/5s and each death is 3 damage.
Defense: the doctrine is convert faster, don't turtle — but you have one real stall valve. Constant Mists ( instant) prevents all combat damage this turn, and its buyback cost is sacrifice a land, not mana, so it returns to your hand every time. That's a fog you can cast every turn for two mana as long as your lands hold out — against a creature deck it simply reads as "you do not die until I'm ready." The land sacrifice is upside, not a cost: it's a Titania trigger (a 5/3 Elemental every turn), it stocks the graveyard for Splendid Reclamation or Lumra, and Icetill Explorer, Ancient Greenwarden, or Conduit of Worlds can replay that land later for another landfall. Hold it up rather than casting it on your own turn — it's an instant, and you want the information.
Alongside it: Heroic Intervention's real job is blanking targeted removal on Omnath in response (a wipe that kills your Elementals is often fine, since Omnath turns it into damage), and against a blue table your big ramp and kill spells have escorts — Boseiju, Who Shelters All makes a critical Scapeshift or Splendid Reclamation uncounterable, and Pyroblast / Red Elemental Blast answer the counterspell itself for one mana. Shamanic Revelation is your life swing — on a busy Elemental board its ferocious half is 4 life per 5/5 alongside a fistful of cards, frequently 20+ life and a refill in one card.
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":
- Get those landfall triggers. A single Scapeshift, Splendid Reclamation, Harrow, Skyshroud Claim, Entish Restoration, or Cultivator Colossus is a fistful of 5/5s at once, not one. Sequence Omnath before your big ramp spell. Omnath makes even late-game ramp good — it's often 2–5 token 5/5s at once.
- The death ping keys off Elementals, and it stacks. Every 5/5 token is an Elemental, so any way to kill your own creatures is Omnath-fueled burn. And when Omnath dies alongside its own Elementals, it triggers once for each of them and once for itself — a Blasphemous Act into six tokens is eighteen-plus damage split across faces. A board wipe is often your plan, not your nightmare.
- The tokens are your sacrifice fuel. Perilous Forays, and any "sac a creature" cost, get to eat a 5/5 and trigger the ping on the way out. Fodder and burn are the same resource here.
- Multipliers stack fast — and Roaming Throne is the special one. Doubling Season doubles the tokens (two 5/5s per land). Ancient Greenwarden and Traveling Chocobo double the landfall trigger (two tokens per land, plus your other landfall payoffs) — but note they key off a land entering, so they do not touch the death ping. Roaming Throne naming Elemental is the one that doubles both of Omnath's triggered abilities — the token-making landfall and the death ping. That makes Roaming Throne the multiplier you most want for the sacrifice loops, where the death ping is half the damage.
Omnath enables everything here, so protecting it (Heroic Intervention, Lightning Greaves' shroud, Deflecting Swat) matters more than protecting any single token.
Key Loops & Interactions
Board wipes are a finisher, not a threat. Blasphemous Act (which costs less per creature — often on a full board) deals 13 to each creature. Your Elementals die, and each death is 3 Omnath damage; a wide board points 18+ at faces. If Omnath dies with them it still triggers for itself and each Elemental. Cast it when you're behind on board but ahead on Elemental count.
Ramp = army. Every land-dropping spell is a token generator with Omnath out. The Titania angle: land-sacrifice ramp (Harrow, Roiling Regrowth, fetchlands, Crop Rotation, Planar Engineering, and Constant Mists rebought every turn) makes 5/3 Elementals off Titania and feeds Omnath, so those "sac a land" costs are pure upside once she's down — and her ETB returns a land card from your graveyard to the battlefield, rebuying a cracked fetch (another landfall) the moment she arrives. Traverse the Outlands scales off your biggest creature — with any 5/5 out it's 5+ basics entering at once.
Lumra is Splendid Reclamation on a body. Mill 4, then return all land cards from your graveyard to the battlefield tapped — every returned land is an Omnath token, and under Prismatic Omen + Valakut it's the manabase kill stapled to a creature. Its power/toughness equal your land count, it's an Elemental (death ping), and because it's a creature, your tutors can find the kill.
Awaken the Woods is X Omnaths in one spell. Its X Forest Dryad tokens are lands entering the battlefield — X landfall triggers at once, so X 5/5s with Omnath out, X Valakut/enter-pinger hits with the kill assembled, and every Dryad taps for green afterward. Late game with spare mana it's a one-card board and a burst of triggers; it's the closest thing the deck has to Splendid Reclamation that doesn't need a graveyard.
The creature tutors are combo assembly. Green Sun's Zenith, Finale of Devastation, and Worldly Tutor fetch whichever half you're missing: Lotus Cobra or Tireless Provisioner for the Forays loop, Kodama for the infinite, Cultivator Colossus, Titania, Icetill Explorer — or Lumra for a tutor-into-kill turn. "Digging toward the line" is usually just resolving one of these.
Your removal pings — the evoke Elementals. Ingot Chewer (evoke : destroy an artifact), Spitebellows (evoke : 6 damage to a creature as it leaves), Foundation Breaker, and Bane of Progress are interaction stapled to Elemental bodies — an evoked creature is sacrificed on entry, so with Omnath out every answer you cast is also a guaranteed 3-damage death ping.
Endurance points both ways — pick the mode at the table. Its ETB targets up to one player, and both directions are real:
- At an opponent, it's graveyard hate at instant speed: their whole yard goes to the bottom of their library. Point it here whenever their graveyard is the deck — a reanimator target, a flashback or escape engine, a Splendid-Reclamation-style land return of their own — and hold it up to blow out the spell as it's cast rather than using it proactively.
- At yourself, it's a full resource reload: everything you've spent goes back into your library. Late, once you've already cashed the graveyard in, this is how you get your cards back — and the reload sticks because the deck churns. Icetill's mill on every landfall, Elemental Bond and Garruk's Uprising drawing off every 5/5, Abundance and Sylvan Library digging, Oracle and Chocobo playing off the top — you burn back down through a reshuffled library fast, so the pieces you shuffled away come back around rather than being gone.
Either way it's an Elemental, so evoking it — free, just exile a green card — sacrifices it on entry for a 3-damage Omnath ping on top, and flash means all of it happens on someone else's turn.
Wheel of Fortune is the refill. Seven fresh cards when you've dumped your hand is the deck's only mass refuel — and it's better here than it looks, because the cards you most want to redraw are lands, and this deck converts lands into damage. Cast it when you're empty and your board already threatens, not while you're holding pieces you like.
Paleoloth grinds the yard back. It triggers on any creature with power 5+ entering — which is every Omnath token — returning a creature card from your graveyard to hand. Every land drop rebuys an evoke Elemental, Lumra, or Colossus.
Icetill Explorer is the best card in the deck that isn't the commander — treat it like a combo piece. It is the all-star of every landfall green deck, and if you draw it early it is very often the card the whole game routes through. It stacks three things that feed each other: a second land drop every turn, permission to play lands from your graveyard, and a mill on every landfall that keeps restocking that graveyard. The payoff: one fetchland becomes ~4 land-entries a turn. Play the fetch (landfall #1) and crack it (landfall #2); then spend the extra land drop to replay that same fetch out of your graveyard (it's sat there since you sacrificed it — the search only shuffles your library) and crack it again (#3 and #4). That's four 5/5s, four Valakut pings, or four of any landfall trigger off a single card, plus four mills. The self-mill piles lands into the yard for a huge Splendid Reclamation or Lumra, and the graveyard-recursion half means a land you sacrificed to Harrow, Crop Rotation, or Planar Engineering is only borrowed — you replay it later for another round of triggers.
Conduit of Worlds is a second Icetill half, plus a rebuy. It lets you play lands from your graveyard (so sacrificed fetches and Harrow/Crop Rotation lands come back), and its tap ability casts a nonland permanent from your graveyard — a milled or countered Perilous Forays, Prismatic Omen, or Warstorm Surge returns for real. The catch is the cost: activating it means that card is the only spell you cast that turn, so use it on the piece that ends the game, not on a mana dork.
The dealers are additive, so play as many as you draw. Terror of the Peaks, Warstorm Surge, and Where Ancients Tread each fire on a 5/5 entering (Terror/Warstorm for its power, 5; Where Ancients Tread for a flat 5 on power-5+); Purphoros hits each opponent for 2 per creature. They're four separate triggers off the same token, not a multiplier — so the second one you resolve is worth as much as the first, and there's never a reason to hold one back. Get them down before a big landfall turn: the tokens can win without attacking, and can also attack.
Trigger doublers, and what each actually doubles. Ancient Greenwarden and Traveling Chocobo double land-triggered abilities only — landfall tokens, Valakut, and your other landfall payoffs — but not the death ping. Both carry a second half you'll use: Greenwarden also lets you play lands from your graveyard (fetch replays, and a second copy of the Icetill recursion trick), and Chocobo lets you play lands off the top of your library, Oracle-style. Doubling Season doubles the tokens themselves. Roaming Throne (name Elemental) is the standout: it doubles both of Omnath's triggers, death ping included, so it's the one that pushes the Perilous Forays loop to 6-per-death plus a second entering token.
Protect Omnath, not the tokens. Tokens are replaceable and are worth more dying (death ping) than living. Omnath is the engine and the payoff — Heroic Intervention, Lightning Greaves, and Deflecting Swat are for it. Deflecting Swat is free with a commander out and can also redirect an opponent's removal or a key trigger.
Avenger of Zendikar + landfall makes a plant per land, then grows the whole team on each subsequent land — a parallel go-wide payoff that doesn't need Omnath, and overlaps with Doubling Season / Ancient Greenwarden.
Combos
The combo web — 12 lines, shared pieces highlighted
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
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
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
Perilous Forays + Omnath, Locus of Rage + Lotus Cobra near-infinite damageNeeds floating · You control an additional creature
Perilous Forays + Omnath, Locus of Rage + Tireless Provisioner near-infinite damageNeeds floating · You control an additional creature
Kodama of the East Tree + Ghost Town + Tireless Provisioner + Fabled Passage infinite Food tokensNeeds Ghost Town in hand
Kodama of the East Tree + Ghost Town + Tireless Provisioner + Wooded Foothills infinite Food tokensNeeds Ghost Town in hand
Kodama of the East Tree + Ghost Town + Fabled Passage + Omnath, Locus of Rage infinite colorless manaNeeds Ghost Town in hand
Kodama of the East Tree + Ghost Town + Omnath, Locus of Rage + Wooded Foothills infinite colorless manaNeeds Ghost Town in hand
Perilous Forays + Omnath, Locus of Rage + Amulet of Vigor near-infinite damageNeeds floating · You control at least one additional creature
Kodama of the East Tree + Ghost Town + Tireless Provisioner + Prismatic Vista infinite Food tokensNeeds Ghost Town in hand
Kodama of the East Tree + Ghost Town + Omnath, Locus of Rage + Prismatic Vista infinite colorless manaNeeds Ghost Town in hand
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 battlefield — Where 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.
- With Omnath out, activate Perilous Forays: pay , sacrifice a 5/5 Elemental.
- The Elemental dying triggers Omnath → 3 damage to any target.
- Forays resolves → search for a land with a basic land type, put it in tapped.
- That land entering triggers Lotus Cobra (add one mana of any color — refunds your ) and Omnath (make a new 5/5 Elemental).
- 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.
- 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:
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.
- Splendid Reclamation returns all land cards from your graveyard to the battlefield tapped at once — each is a Mountain entering (3 from Valakut) and triggers Omnath (a 5/5). Stock the yard first with fetchlands, Harrow / Roiling Regrowth / Crop Rotation, or Scapeshift's own sacrifices. Lumra, Bellow of the Woods is the same effect on a creature (mill 4, return all lands) — and Green Sun's Zenith / Finale of Devastation / Worldly Tutor can find it, turning any tutor into this kill.
- Scapeshift sacrifices any number of your lands and fetches that many back tapped — the batch entering all at once each triggers Valakut (the ruling confirms simultaneous Mountains each trigger, counting the others). Point the Valakut damage at faces.
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.
- With Omnath and Kodama out, play Gruul Turf from hand.
- Gruul Turf's ETB returns a land to hand — return Gruul Turf itself. Its entering also triggers Omnath → make a 5/5 Elemental.
- 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).
- 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.
- Crack the fetchland. The land it finds enters → Kodama triggers, and Omnath (or Provisioner) triggers too.
- Resolve Kodama: put Ghost Town (mana value 0) from your hand onto the battlefield.
- Tap Ghost Town for , then pay to return it to your hand.
- Resolve the Omnath token (or Provisioner's Treasure) — that permanent entering triggers Kodama again → put Ghost Town back onto the battlefield.
- 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
- Valakut does nothing without Prismatic Omen or Dryad of the Ilysian Grove. This is the most
expensive mistake available to you. The deck runs 14 actual Mountains (10 basics plus Taiga,
Stomping Ground, Cinder Glade, and Commercial District) out of 38 lands, and Valakut itself is
not a Mountain — it's a plain Land, so it never counts toward its own requirement. Unenabled, it
needs you to have drawn five of those fourteen and to be putting a sixth Mountain into play, and
it only ever triggers off Mountains. With Prismatic Omen or Dryad down, every land you
control is a Mountain, so any land entering is 3 damage and the five-other check is satisfied by
any five lands. That is the entire difference between a dead land and a kill.
- Don't count Valakut damage toward lethal until the enabler has resolved. Planning a Scapeshift or Splendid Reclamation around Valakut with no Omen or Dryad in play is the classic way to sacrifice your board and deal nothing.
- Know which damage source your lethal is coming from. Valakut's trigger has an intervening "if" checked both when it triggers and again when it resolves, so if Omen or Dryad leaves in response, your lands stop being Mountains and every pending Valakut trigger does nothing. Dryad is the fragile enabler — an Enchantment Creature, so spot removal and board wipes take it. That matters when the Valakut damage is your kill; it does not mean Dryad and Blasphemous Act are at odds. When the wipe is your line, the damage is coming from Omnath and the dying Elementals, not from Valakut, and Dryad doesn't need to survive the turn. Just don't be counting on both at once.
- Yavimaya, Cradle of Growth is not an enabler. It makes every land a Forest, not a Mountain. It looks like it should work and it does nothing for Valakut.
- The Ghost Town loop only runs on someone else's turn. Ghost Town's bounce reads "Activate only if it's not your turn." Every version of the Kodama + Ghost Town combo therefore has to be executed during an opponent's turn — if you try to assemble it on your own, the engine simply won't turn over. Set it up on your turn, go off in an opponent's upkeep.
- Don't aim Endurance at yourself while you still want your graveyard. Self-targeting shuffles your yard into your library, lands and all. Doing it while holding Splendid Reclamation, or with Lumra still to come, throws away the exact lands those cards were going to reanimate. Self-target to reload after you've cashed the graveyard in — and remember the other mode exists: pointed at an opponent it's instant-speed graveyard hate.
- Chocobo and Greenwarden don't double your dealers. They only double abilities triggered by a land entering. Warstorm Surge, Where Ancients Tread, and Terror of the Peaks all trigger on a creature entering, so those triggers are never doubled directly. What you get instead is twice as many tokens, and the extra tokens are what produce the extra damage — so when you're counting lethal, double the token count first and then multiply by your dealers, rather than doubling the final damage number.
- Never hold a second dealer back as redundant. Terror of the Peaks, Warstorm Surge, Where Ancients Tread, and Purphoros don't overlap or replace one another — they're four separate triggers off the same creature entering. The second one you resolve is worth as much as the first, and a single 5/5 arriving with several out pays each of them at once. If you have two in hand and the mana, play both.