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By: Adam_the_Mentat, THE WOTC TOOK MY BABY AWAY
Aug 13 2015 11:00am
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Omnath & Kruphix, sitting inna tree. R - A - M - P - I - N - G.


Greetings once gain fellow Commander-lovers!

Hot on the heels of dropping an article loaded with three Commander/Soldiers decks, I have a two-deck article where, once again, both commanders share a theme: Mana Pools don't empty, yo.

Omnath came first, and brought the monogreen self-Upwelling. Kruphix is part of Theros' pantheon, and rocks a colorless non-draining mana pool.

Omnath is a beast. A monster. He's a boogeyman, and to be feared. He's a very successful deck if both built correctly, and piloted accordingly. Kruphix has, seemingly, a lot more stuff you can do with him to abuse or Johnny up his excess mana.

Omnath has the added ability of the green mana pumping him, making things like Soul's Majesty that much more viable, while Kruphix isn't limited to green mana, but turns all mana into colorless sitting there to be abused by artifacts like Tower of Eons, or maybe Eldrazi, if you have a penchant for that sorta thing.

Both are intense Commanders that require a lot of concentration and net you a fair to decent amount of concedes. Also Omnath looks like a giant Green Lantern construct, while Kruphix is a dead, spot-on spittin' image copy of Marvel Comic's Eternity.

Anywho, Imma start off the article chicanery with Omnath.

Omnath, the "flickering heart," is a divine manifestation of the ferocious mana of Zendikar, an elemental being that can be found in some incarnation in many creation myths of the plane. Despite the uncertainty of Omnath's actual existence, a real site on a high mesa of Ondu has been dubbed the "Prison of Omnath". The site is safeguarded by a binding circle of strange globular swamp-growths, stone hedrons, and animal bones. The circle creates an eerie sensation in those who approach it, deterring them from approaching the circle's center, where a huge pit leads deep into the ground. Those who have gotten too close have died to the destructive surges of power that lash out from the circle. Religious pilgrims from across Zendikar travel to the Prison of Omnath on a twice-yearly basis to perform the "Ritual of Lights", a ceremony designed to protect the world from the release of Omnath.


Omnath_Locus_of_Mana.jpg
Priest_of_Titania.jpg
Vernal Bloom

Creatures 
Duplicant 
Veteran Explorer 
Citanul Woodreaders 
Elvish Archdruid 
Elvish Mystic 
Fyndhorn Elves 
Karametra's Acolyte 
Llanowar Elves 
Norwood Priestess 
Seedguide Ash 
Yavimaya Elder 
Azusa, Lost but Seeking 
Oracle of Mul Daya 
Genesis Hydra 
Genesis 
Woodfall Primus 
Eternal Witness 
Solemn Simulacrum 
Priest of Titania 
Titania, Protector of Argoth
Terastodon 
Lifeblood Hydra 

Other Spells
Garruk Wildspeaker 
Garruk, Caller of Beasts 
Karn Liberated 
All Is Dust 
Praetor's Counsel 
Desert Twister 
Beast Within 

Other Spells Cont'd
Rancor 
Sol Ring 
Mana Crypt 
Unstable Obelisk 
Spine of Ish Sah 
Argentum Armor 
Brittle Effigy 
Mana Reflection 
Gauntlet of Power 
Caged Sun 
Vernal Bloom 
Coercive Portal 
Staff of Nin 
Harmonize 
Lightning Greaves 
Swiftfoot Boots 
Whispersilk Cloak 
Sylvan Tutor 
1 Doubling Cube
Worldly Tutor 
Crop Rotation 
Genesis Wave 
Nissa, Worldwaker 
Freyalise, Llanowar's Fury  
Skyshroud Claim 
Rites of Flourishing 
Sylvan Library 
Garruk, Primal Hunter 
Ugin, the Spirit Dragon 
Hunter's Prowess 
Soul's Majesty 
Song of the Dryads 
1 The Great Aurora

Lands 
Strip Mine 
Encroaching Wastes 
Ghost Quarter 
Nykthos, Shrine to Nyx 
Gaea's Cradle 
Mikokoro, Center of the Sea 
Okina, Temple to the Grandfathers 
Yavimaya Hollow 
Homeward Path 
Evolving Wilds 
Terramorphic Expanse 
Thawing Glaciers 
Deserted Temple 
Opal Palace 
Ancient Tomb 
15 Forest 
Thespian's Stage 
Vesuva 
Maze of Ith 
Sapseep Forest 
Tectonic Edge
Oran-Rief, the Vastwood
Myriad Landscape 



Omnath is equal parts mana ramping and huge spells-- or it should be. It should also have the ability to quickly deal with your opponent by pumping itself via green mana and smacking face.

Mana Ramping:

Elves: Llanowar, Fyndhorn, Elvish Mystic, Elvish Archdruid, Priest of Titania, Oracle of Mul Daya & Freyalise makes token ones. Veteran Explorer, Yavimaya Elder, Karametra's Acolyte, Seedguide Ash, Solemn Simulacrum. You can argue that Titania brings you back a land, so she ramps, and that Eternal Witness could snag you back a land too. Genesis Wave and The Great Aurora can also net you a lot of lands, but the latter is very conditional. Gauntlet of Power, Caged Sun, and Vernal Bloom double mana from forests. Mana Reflection doubles everything. Sol Ring and Mana Crypt go in every EDH/Commander deck. Azusa, Doubling Cube, Rites of Flourishing, Nissa, Skyshroud Claim, Crop Rotation. There's a lot of ramp in here.

Planeswalkers:

Nissa and Garruk numero uno for ramping, or getting out a creature if you need one (either via land-maker or token). Ugin and Karn because obvious. Freyalise for ramping, tokens, removal and card draw. Garruk number two, the primal one, is for tokens, and card drawing. Caller of Beasts helps deck sift and slap out a fattie.

Card Drawing:

Hunter's Prowess, Soul's Majesty, Garruk, Primal Hunter, Freyalise, Harmonize, Coercive Portal, Staff of Nin, Sylvan Library, Citanul Woodreaders, Mikokoro, Rites of Flourishing.

Answers:

Duplicant, Beast Within, Desert Twister, Spine of Ish Sah, Unstable Obelisk, Brittle Effigy, Freyalise, Ugin, Karn, All is Dust, Argentum Armor, Terastodon, Song of the Dryads.

The Rest:

Titania: a lot of land-sifting spells, plus people want to hose your cradle.
Greaves, Boots, Cloak: keeping Omnath around. The cloak gives unblockability too.
Rancor: because of course.
Genesis to recur creatures, Genesis Hydra to score something fun.
Norwood Priestess drops a fattie, and hate encompasses her. Also, elf.

The Great Aurora is an amazing card, and I'm always happy to cast it. If you ramp out enough land and extra tokens, then you are in a far better position than your opponent. You float mana with Omanth, cast this , and, even if you hose Omnath into your library you can usually score a great setup, with mana floating to cast new threats.

The Great Aurora

Omnath is an Atomic Bomb of a Commander, and can do some crazy stuff fairly quickly. 

This shot shows a great board position, and a G-Wave for 17. Note that I can G-wave for 17 on Turn 6. If you look at my battlefield, you'll see Vernal Bloom and Mana Reflection. On the initial draw, I only had two land, and the Bloom and Reflection and the Mana Crypt you see. Turn 1 I dropped a forest and the crypt, and ironically, Azusa, with no extra lands to dump. All the lands you see on the board beyond the initial two forests I drew into. Turn 2, I dropped the second forest, and the Bloom and then turn three I dropped the Tectonic Edge I drew into, then tapped the two forests who made two green mana thanks to the Bloom, and the crypt, to put out a Mana Reflection on turn three. I then tapped my Edge for 2 colorless to play the greaves, still during turn three. It exploded from there. This screenshot was taken after casting the G-Wave for 17 which caused my opponent to concede.

Please read this in Dr. Zoidberg's voice: "What, another Turn 6?" This beautiful bit' o' screenshot shows a Rancory 13/13 Omnath, which had scored me ten cards with Garruk, Primal Hunter's -3 ability when Omnath was 10/10 previously in the turn. In this game, I got out an Omnath on turn one and a Gauntlet of Power on turn three, thanks to my Mana Crypt action. My opponent conceded due to an overwhelming mana/board presence coupled with an angry Omnath going in for lethal Commander damage the next turn.

It's like I have some sort of mathematical serial killer obsession with doing things the same number. This, is, again, turn 6. This, is, again, a G-Wave for 17. Mind-boggling. Once my opponent got out his (Force Field), I knew I had to play this deck more along the lines of the up-coming-Kruphix deck, because it didn't matter if Omnath was 13/13, since he only did 1 point of damage anyway-- so, I just used Omnath like a way-better-green-mana-battery and stored mana with him, for big spells. My opponent politely explained the concession was due to an Ugin & Karn duo, akin to facing an onslaught from Batman and Superman, being plopped on the board on turn 6. I understood whole-heartedly. I snapped this pic after the convo, having closed the convo and the "you won" box, so the disconnect box down there is not indicative of a rage-quit.

Well, well, well, wouldja look at that? It's turn friggin' 6! Like a clingy ex-lover who won't let you go. I took various sweet screen shots while deck testing Omnath, and only now, dear readers, while I am compiling the Play-Testing section, did I see there were all turn six. Wow. Anyway.  Look at my board. Look at my devotion. MY opponent conceded because I had Nykthos, a Deserted Temple and a Vesuva'd second Deserted Temple. Next turn I could ultimate Freyalise, load my hand back up, and have tons of mana to do whatever I wanted. As soon as I tapped my second Temple targeting the Shrine to Nyx, concession.

I played this deck twenty times before writing this article. I won 17 of those times. That's a rate of 88% wins to 12% loss, though I know I have only small numbers to work with. I lost to a Nekusar opponent who cast Wheel of Fortune alongside a Notion Thief; a person playing Kytheon who just beat me down with white weenies, and the-new-Nissa, who was piloted by a WOTC employee, which was quicker than any deck I've ever faced, ever.


Kruphix is the eldest of the gods. The enigmatic god has dominion over the potential, the distant, and the unseen. Thus, he is seen as an oracle of dreams. He also governs navigation, mystery, and the cycles of time and is the keeper of mysteries that no others are meant to learn. The reclusive Kruphix speaks rarely and counts few worshippers. He often takes no real form but appears only as a Nyx-filled space in the sky. The temple of Kruphix is built over a cataract at the very edge of the world.


Kruphix_God_of_Horizons.jpg
Tezzeret_the_Seeker.jpg
Mage_Ring_Responder_f.jpg

Creatures 
Azusa, Lost but Seeking 
Oracle of Mul Daya 
Progenitor Mimic 
Eternal Witness 
Verdeloth the Ancient 
Karametra's Acolyte 
Karn, Silver Golem 
Giant Adephage 
Genesis Hydra 
Avenger of Zendikar 
Grazing Gladehart 
Lotus Cobra 
Rampaging Baloths 
Meloku the Clouded Mirror
Uyo, Silent Prophet 
Patron of the Moon 
Sporemound 
Clever Impersonator 
Prophet of Kruphix 
Duplicant 
Titania, Protector of Argoth
Consecrated Sphinx 
Seedborn Muse 
1 Mage-Ring Responder
Wurmcoil Engine 
Solemn Simulacrum 

Planeswalkers

Ugin, the Spirit Dragon 
Tezzeret the Seeker 
Freyalise, Llanowar's Fury 
Nissa, Worldwaker
1 Karn Liberated 
 

Other Spells 
Burgeoning 
Doubling Cube 
Gemstone Array 
Well of Ideas 
Rite of Replication 
Mana Reflection 
Gilded Lotus 
Thran Dynamo 
Sol Ring 
Mana Crypt 
Mana Vault 
Voltaic Key 
Primal Surge 
Genesis Wave 
Skyshroud Claim 
Seek the Horizon 
1 Nissa's Pilgrimage
Khalni Heart Expedition 
Curse of the Swine 
Desert Twister 
All Is Dust 
Soothsaying 
Staff of Nin 
Coercive Portal 
Tower of Fortunes 
Leyline of Anticipation 
Vedalken Orrery 
Spine of Ish Sah 
Argentum Armor 
Mana Drain 
1 The Great Aurora
1 Zendikar's Roil

Lands 
Temple of Mystery 
Tectonic Edge 
Breeding Pool 
Tropical Island 
Mishra's Workshop 
Encroaching Wastes 
Ghost Quarter 
Strip Mine 
Vesuva 
Thespian's Stage 
Evolving Wilds 
Terramorphic Expanse 
Wooded Foothills 
Windswept Heath 
Mikokoro, Center of the Sea 
Forest 
Island 
Halimar Depths 
Ancient Tomb 
Command Tower 
Myriad Landscape 

 

 


This deck doesn't have to worry about Omnath's wont to be a big fattie, so it can focus entirely on casting big spells. It also keeps around any ol' mana, turning it to colorless, so you can load this thing up with colorless mana producers alongside your colored lands to store up a ton of colorless. Kruphix also adds in the whole Reliquary Tower thing, begging you to play draw spells. Hey do you know how we can make sure to turn all that colorless mana into colored mana, should we need it, or in response to Kruphix potentially getting hosed? Gemstone Array.

Here's another fun tidbit: Kruphix keeps around Mishra's Factory mana in its pool too. That mana still has to be used only to cast artifacts, but it's nice to know you can tap it on one turn, save the mana, and then tap it again the next turn and cast a Wurmcoil Engine

This deck has Five themes to it, which, as Magic players, you should be able to break down the deck contents into, and see that they all bleed into each other. First we have Mana-ramping, in the form of creatures, spells and most-assuredly, artifacts. Seek the Horizon makes the cut because alongside these spells, you have stuff like Burgeoning or Azusa and because your handsize is not an issue. Secondly, you've got a card-drawing category, to take advantage of Kruphix's second ability, and because drawing a lot of cards can be done a lot easier with extra mana, so stuff like Well of Ideas and Tower of Fortunes is in here. Thirdly, you've got landfall, to tie into drawing land and playing extra lands. A subtheme of this is cards from Kamigawa's Moonfolk that allow retuning of lands for an effect, only to have someone like Azusa or Patron of the Moon get them back out for more landfall. Fourthly, you've got an Artifact theme, that exploits these mana-ramp artifacts, and also utilizes the fact that artifacts are colorless, and Kruphix has a lot of colorless mana floating about. This theme incorporates untapping artifacts, so I can put in Tezz and Voltaic Key to be able to untap things like Gilded Lotus or Tower of Fortunes. Also, it untaps Mage-Ring Responder, which leads us to our fifth portion of the deck, big ol' Timmy and Johnny spells, what ams fun. Together, they form Captain Planet-- er, um, Kruphix.

Big ol' Timmy/Johnny spells are stuff like G-Wave, G-Wave Jr. the Hydra, the Great Aurora, the Responder, Rite of Replication, Verdeloth, the Adephage, Primal Surge, The aforementioned Patron of the Moon-- just some fun stuff you cast and, well, have fun with.

Both Vedalken Orrery and the Leyline are in here in order to be able to cast anything at any time with the excess mana this deck produces. 

Karn, Silver Golem is in here to turn all these big ol' artifacts, like Argentum Armor (if need be) or the Orrery or the Gilded Lotus, etc, into creatures for more silly fun.

This deck also comes with a package of the usual types of removal, from Duplicant to the Spine to the Trifecta of colorless removal spells.


While Kruphix didn't perform as well as Omnath in terms of sheer smashing wins, it's certainly fun to play, fun to pilot, and could be made extremely more heinous if you ditched some of the themes I expounded upon earlier for more brutal stuff. The way I feel about it is, if I wanna be brutal, I'll load up Omnath, if I wanna have zany over-the-top fun, I'll rock some Kruphix.

This is just an example of a sweet board position with a sweet hand. The Tezzeret on the field can untap both my mana artifacts to net me ten mana right there, with five other mana available as well. I wound up taking out the Khalni Gem for the Great Aurora, but I could have easily been in a similar/better position if I had out a Lotus as well. The next turn after this I put out the Gladehart, and genesis waved for ten, and waved into 6 lands, for 12 life, and eventually won.

Look at this lopsided win. Man do I love untapping Forest-Island duals with Nissa.

This picture just sets up my next picture---

Look! look at how many grabs I got from that Primal Surge and those EtB triggers! And the Burgeoning allowing me to drop more lands for more landfall for bigger Plant tokens, and like, all the other stuff there. I mean really, it's insane. My opponent obviously conceded after one more round. Remember, I have spells like Seek the Horizon in here, so to pull 23 cards with the Surge is impressive.


Thanks for joining me again, and abusing mana pools what that don't empty.

Did I miss anything you would've included? Lemme know in the comments below, or maybe shoot me a message in Twitter: @CmdrJohnnyBoosh.

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Yes! I made this with my Wacom Intous 4 Tablet, and Photoshop.