Omnath, Locus of Creation

At a glance

  • Commander: Omnath, Locus of Creation
  • Colors: WURG
  • Archetype: Temur/Bant landfall ramp-aggro
  • Power tier: mid-high

Cards

Commander

Omnath, Locus of Creation Legendary Creature — Elemental

When Omnath enters, draw a card. Landfall — Whenever a land you control enters, you gain 4 life if this is the first time this ability has resolved this turn. If it’s the second time, add . If it’s the third time, Omnath deals 4 damage to each opponent and each planeswalker you don’t control.

(Printed text confirmed via CLI; the scout paraphrase was accurate. commander_oracle_ok = true.)

Each turn cycle, Omnath wants you to play three or more lands: land 1 = +4 life, land 2 = a full WURG of mana (re-cast or pump), land 3 = 4 damage to each opponent. In a 4-player pod that third landfall is 12 damage across the table every single turn it fires. The whole deck is built to reliably hit the second and third land drop.

Gameplan

Mid-high “landfall value engine.” Ramp out cheap mana, deploy fetch/extra-land effects so multiple lands enter per turn, land Omnath, and turn every land drop into life, mana, and a 4-damage table-wide ping. Landfall beaters chip in alongside the Omnath ping; the deck closes with the repeated 4-to-each ping plus an X-burst finisher.

This is incremental inevitability, not a single combo. Even without Omnath on board the deck plays a clean Temur-Bant ramp-value game: dig with cantrips, ramp into card advantage, hold up interaction.

Key synergies

  • Double-landfall ramp — Harrow, Springbloom Druid, and Khalni Heart Expedition each put two lands onto the battlefield at once. With Omnath out, one spell can flip first→second→third landfall in a single resolution: gain 4, make WURG, ping for 4. Cultivate/Kodama’s Reach put one land into play (a landfall trigger) and bank the second in hand for next turn’s drop.
  • Karoo / bounce lands (Azorius Chancery, Boros Garrison, Gruul Turf, Selesnya Sanctuary, Simic Growth Chamber, Izzet Boilerworks) return a land and re-play it — extra landfall triggers across turns and excellent WURG fixing on two-color pips.
  • Fetch lands (Evolving Wilds, Terramorphic Expanse, Bant Panorama, Naya Panorama) trigger landfall when they enter AND again when the fetched basic enters — two triggers per card, and they thin/fix.
  • Landfall payoffs — Grazing Gladehart and Kazandu Nectarpot turn every land into extra life; Snapping Gnarlid, Plated Geopede, Territorial Scythecat/Baloth, Valakut Predator, Spitfire Lagac, Makindi Sliderunner grow or ping; Steppe Lynx / Akoum Hellhound / Fledgling Griffin become evasive beaters. Adventuring Gear + Explorer’s Scope reward each drop too.
  • Mana floor — the from second landfall refunds a re-cast Omnath or fuels an end-step Fireball/Rolling Thunder.

Role breakdown (with counts)

  • Lands: 37 — incl. 4 fetch lands (Evolving Wilds, Terramorphic Expanse, Bant Panorama, Naya Panorama) and 6 karoos that double as fixing.
  • Ramp / mana acceleration: 11 — Sakura-Tribe Elder, Harrow, Rampant Growth, Nature’s Lore, Farseek, Cultivate, Kodama’s Reach, Springbloom Druid, Khalni Heart Expedition, Arcane Signet, Wayfarer’s Bauble. (Plus mana-positive value creatures Coiling Oracle, Llanowar Visionary, Sylvan Ranger, Civic Wayfinder, Borderland Ranger, Yavimaya Elder, Mind Stone, Commander’s Sphere — closer to ~19 total acceleration/fixing sources.)
  • Card advantage / draw: 11 — Coiling Oracle, Llanowar Visionary, Divination, Compulsive Research, Deep Analysis, Preordain, Ponder, Brainstorm, Mulldrifter, Yavimaya Elder, Inspiration. (Abundant Growth, Mind Stone, Commander’s Sphere add cantrip/late draw.)
  • Spot removal / interaction: 11 — Lightning Bolt, Galvanic Blast, Skred, Lightning Strike, Lava Coil, Abrade, Roil Eruption, Disperse, Into the Roil, Blink of an Eye, Counterspell. (Plus exile-enchantments Journey to Nowhere & Oblivion Ring.)
  • Mass / pseudo-wipe: 2 — Rolling Thunder and Fireball. Commons WURG has almost no true board wipe, so these flexible X-spells double as multi-creature sweeps OR reach to close. The Omnath ping (4 to each opponent per turn) is the real “inevitability” substitute, backed by the heavy spot-removal + counterspell suite.

Manabase / fixing note

37 lands, ~19 fixing sources for a four-color deck with no common quad-land:

  • Any-color: Command Tower, Path of Ancestry, Crumbling Vestige, Shimmering Grotto, Rupture Spire, Transguild Promenade, Crystal Grotto, plus rocks Arcane Signet, Prophetic Prism, Commander’s Sphere.
  • Two-color duals/karoos/gates: the six karoos + Tranquil Cove, Wind-Scarred Crag, Rugged Highlands, Thornwood Falls, Tranquil Expanse, Meandering River, Blossoming Sands, Selesnya Guildgate, Simic Guildgate — most also gain 1 life or retrigger landfall.
  • Green fetch-ramp is the backbone: Nature’s Lore/Farseek/Cultivate/Kodama’s Reach grab any basics, Harrow/Springbloom fetch two. Green is the heaviest color (most ramp pips); basics skew Forest/Island.

Note: many entered-tapped duals are a small speed tax, but they’re fine here — Omnath doesn’t care whether a land is tapped, only that it entered.

Pilot notes

  • Sequence land drops to maximize Omnath: if you have a fetch land and a regular land, play the regular land first (first landfall = life), then crack/play effects to reach the second and third trigger. Hold double-land spells (Harrow, Springbloom, Khalni) for the turn Omnath is on board to jump straight to the 4-damage ping.
  • The second-landfall is free value — bank it for an end-of-turn cantrip, an instant-speed Harrow, or to re-cast Omnath after a wipe.
  • Don’t overcommit into open mana; you have Counterspell + bounce to protect the engine. Omnath is your most important permanent — recast it cheaply with the landfall mana if it dies.
  • Against go-wide, lean on Rolling Thunder (divide damage) and the every-turn 4-to-each ping rather than chump blocking.

Weaknesses

  • No true board wipe. A wide aggressive board or a resolved fattie can outrace the chip damage; you mitigate with 11 pieces of spot removal + 2 X-spells, but a Wrath would be a luxury the color pool can’t supply.
  • Tapland tax. A meaningful fraction of lands enter tapped, so the curve plays a half-turn slower than the mana count suggests.
  • Omnath-reliant ceiling. The deck still grinds value without him, but the “win” plan (the 4-to-each ping) needs Omnath sticking. Heavy removal-on-the-commander metas will slow the clock.
  • Singleton commons means individual effects are low-impact; the deck wins on density and repetition, not raw card power.

Win condition

Stick Omnath, hit your second and third land drop every turn (12 damage to the table per cycle) while landfall beaters and X-burst (Fireball / Rolling Thunder) finish — incremental, repeatable damage rather than one big payoff.

Decklist

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