Hey folks! Included in the post below is the complete list of upgrades made to the deck, as well as my additional upgrade suggestions for your convenience. Also, be sure to let me know in the comments in you agree / disagree with my upgrade suggestions, if there are any inclusions you thing I missed, and what commanders from Modern Horizons 3 you' like to see me build in the future! ----------------------------- Tribal - Lords --------------------------- Replication Technique >>> Timber Protector Fog Bank >>> Lord of the Unreal Propaganda >>> Scion of Oona Jyoti, Moag Ancient >>> Hakbal of the Surging Soul Elvish Rejuvenator >>> Elvish Archdruid Oblivion Stone >>> Feline Sovereign Vivien Reid >>> Baru, Wurmspeaker --------------------------- Tribal - Payoffs --------------------------- Satyr Wayfinder >>> Harabaz Druid Poison Dart Frog >>> Priest of Titania Treasure Cruise >>> Azami, Lady of Scrolls Seer’s Sundial >>> Sea Gate Loremaster Rampant Frogantula >>> Cyclone Summoner Evacuation >>> Whelming Wave --------------------------- Lands - Extra Land Drops --------------------------- Skullwinder >>> Azusa, Lost but Seeking Harmonize >>> Case of the Locked Hothouse Acidic Slime >>> Oracle of Mul Daya Hydra Broodmaster >>> Bonny Pall, Clearcutter --------------------------- Lands - Lands Matter --------------------------- Hidden Nursery >>> Crop Rotation Summary Dismissal >>> Omenpath Journey --------------------------- Lands - Utility Lands --------------------------- Desert of the Mindful >>> Baldur's Gate Desert of the Indomitable >>> Urza's Cave --------------------------- Core - Removal --------------------------- Thornwood Falls >>> Reality Shift Quandrix Campus >>> Resculpt --------------------------- Core - Draw --------------------------- Hidden Cataract >>> Pull from Tomorrow --------------------------- Additional Upgrades --------------------------- Bonny Pall, Clearcutter >>> Spawning Kraken Pull from Tomorrow >>> Nadu, Winged Wisdom Cyclone Summoner >>> Aesi, Tyrant of Gyre Strait Lumbering Falls >>> Field of the Dead
5 місяців тому+7
Very good grazzet! I was waiting for your upgrade to modify my deck, Thanks! I'm going to use this build now on Saturday! Have a good week!
Yeah, that's the first thing that came to my mind too when this commander was spoiled. Honestly I was surprised that the deck went all in on lands rather than taking advantage of both aspects of Omo's kit, but hopefully this upgrade fixes that issue (if you consider it to be an issue in the first place that is).
As a new player, thanks for the upgrade list, gonna be picking up these cards! I like the theme hahe having a heavier creature emphasis along with the land based win cons. Definitely makes the deck more well-rounded and versatile.
I can’t wait for the Graveyard Overdrive upgrade video. I personally added 25 cards including battles, an mdfc land, mill, wheel discard and draw effects and more lhurgoyfs
I think my final tally ended up being 17 new cards with a more self mill focused direction - so we'll just have to wait and see how much overall we have!
Thanks Grazzet! Never played a land focused deck before so this should be interesting. I'm thinking this might be something that Spelunking might come in handy to make our tapped lands enter untapped if you happen to draw it? Besides that, appreciate your work! 🙏
Happy to hear you enjoyed it and I agree that Spelunking would make a good inclusion - this build as a large amount of lands that come into play tapped, so being able to speed them up is always going to be appreciated (and that fact that it cantrips & can potentially get us an extra land drop on top of that is also very nice upside). It sadly didn't make it into this version of the build due to budget contrants, but I could easily see the argument for swapping one of our extra land drop sources for it or just upping the budget a bit to include it. Great suggestion!
That would certainly make here better but the always on everything counters is probably overkill. The ability to blow up peoples lands is already frowned upon in our format, so a lot of players only have at most 1 piece of land spot removal (if that) - and making counters work whether on not she's on the field would make interacting with those lands far too difficult for the average deck. There's not a whole lot you can do against a Cloud Post that's tapping for 6+ mana on its own when your not running land removal or haven't drawn into the 1 piece you do have.
@@GrazzetMTG Fair point on the land power level comment.. Still, it's annoying that Omo will just die to removal a couple of times and potentially make the deck synergies irrelevant
I really like your upgrade videos, escpecially this one. I have two questions for you: Why did hour of promise remain in the deck, cause of the land search effect? And the second question: Why did desert warfare remain in the deck?
Omenpath Journey is a super scary card, if it gets removed, you lose the best 5 lands in your deck, and will never see them(( And if you were looking for the best ramp lands in your deck, like Cloudpost or Urza land, or win Condition lands, like Dark Depths and say, Thespian's Stage, or maybe you put in your deck Maze's End, and found it with Omenpath Journey as well - you lose them and probably the game)
Yeah, but if it doesn't then you'll be guaranteed to get your the 5 best lands into play - making it a high risk / high reward style card that (at least in my opinion) is worth the risk... at least until you get blown out by a Beast Within, Generous Gift, etc and question why you ever put it in the deck in the first place.
Thanks for your work ! I'd have tried to go slivers road with a bunch of lords you mentionned in your list, especially Azami. I'd add Intruder alarm or Murkfiend Liege because of the tapping ability of many of the creatures you have, and i'd find a way to put Maze of Ith as a huge add to the list especially regarding Omo ability. My 2 cents !
Thank you for enjoying it! Untapping effects for our creatures would certainly be solid inclusions to get us double the mileage out of our tap effects, particular our ramp since we have a handful of instant speed ways to spend it & Maze of Ith is a solid utility land too since we can use it both defensively to blank out opponents biggest creature or offensively as a way to remove Omo from combat after she swings to spread her counters and keep her safe (while she allows to tap for mana when we need it to). Great suggestion!
Happy to heat you enjoy my content! I really wouldn't blame you for swapping an artifact out for some green land ramp, especially since we're a lands deck, though I would personally add a dual or 2 with the forest basic land type first so that we can hit something with it other than basics.
@@GrazzetMTG Yeah man, I consistently go to your videos for any upgrades for my decks. Whenever I play green I sub signets out for two mana land ramp spells. My playgroup always plays artifact boardwipes. Anyways, thanks for the hard work, I appreciate you Grazzet
Good question! The 1st pair of everything counters are free as she ETB's, so no problems there. And then as a low cost 1/5 she should be able to safely swing in for a few turns before enough blockers come up that can actually take her down to spread more counter. After that, that's where our lords come in - which will pump Omo's stats and provide here with keywords that will allow her to more easily survive combat. That said, if you want to add some additional sources of evasion you can certainly do so - especially if you know you group ends up with a lot of stalled baordstate.
Omo is certainly a interesting commander - you never quite know what to expect when she hits the game table since she can be built in SO MANY different ways.
@@GrazzetMTG my friends gf bought it recently and she's been clapping his commanders ever since and it's not even upgraded! She also got the eldrazi one, not tested yet
@@GrazzetMTG I love your upgrade videos. Since I am crap at deckbuilding, I upgraded Sidar and Pantlaza precons with your suggestions and have been super happy with how the decks improved. I am waiting for the Goyf deck upgrade as I remember the times when Goyfs, Liliana's, and Bobs were running rampant in my LGS and I bought it out of nostalgia =) Please consider including Bob, Lilli and Tarmogoyf in your upgrades :D That would be a flavor win!
Wonder if ill bother buying any of these or wait for the group hug bloomborough deck. Could probabaly also buy the last merfolk precon if i want simic i guess? (When it eventually lowers in price)
These are pricey precons (especially the Eldrazi one, but all of them are a bit above average in price), so if budget is a concern - I would say skipping these may be warranted. The Explorers of The Deep precon is a really strong option our of the box and some sellers have it for under $40 before tax and shipping so, if you considering it, it is still be a good option.
Well that sure is a spicy mix of both tribal-esque mechanics on Omo... OwO? Horrid jokes aside, amazing video as always! Next up... goyfgoyfgoyfgoyfgoyfgoyf! Goyf yeah!!! Day 1018 of waiting for the face reveal... yeah, my vote remains with THE UNDERTAKERRRR!!! god I hope someone proxies a cowboy hat onto Coram for that joke alone
Happy to hear you enjoyed it and you comedic stylings are always appreciated! The final build of Graveyard Overdrive is done and, let me tell you, it has less Goyf then I expected... But you'll see why soon enough. And regarding Coram, we can probably find the hat and jacket equipment for him as proxies of something (Helm of Champions and Whispersilk Cloak maybe for a more voltron build?) but I may have to include a motorcycle too for the American Badass version, or an over the top edgy cloak for his Ministry of Darkness phase if we're going full gimmick. Also fling, and a creature altered to be Mike Foley/Mankind.
Not a fan of this upgrade, and going this route feels like a trap. The deck at its core is a ramp deck. Leveraging loci and Urza lands to play large haymakers. Going this direction makes the deck too fragile. Since the tribal stuff needs Omo out constantly to do anything. Whereas in the ramp version you only need her long enough to deploy the big threats. Which is far more realistic.
While I can see you point, I personally feel that flat out ignoring half of a commanders kit is doing a disservice to the commander. Simic has no shortage of lands/big mana commanders that can get gigantic threats arguable more efficiently than Omo - but there is no such commander can allow us cheery pick the best tribal synergies for us to take advantage of. That said, if you want to keep her all in on lands and use here as a ramp/big mana style commander - feel free. She can certainly get the job done with the insane amount of mana she can generate us.
I agree but as the previous one say you need to be careful to not overr use this theme like in my version I use Earthshaker Dreadmaw Cresting Mosasaurus But also put there some x spell for all that ramp also go for the cloning theme with some big nob leagndry
I feel like Omo operating passively helps with this. Rather than a commander that needs to be the bruiser, as long as you can get her back in play, you can swing big on the turn she comes back with the synergies, rather than waiting on summoning sickness to wear off for a bruiser or tap effect commander. Her getting removed is still a risk, but I think the strategy is two-pronged, ramp and synergy.
Omo is extremely cheap. If your board is going to get wiped, it honestly doesn’t matter if she’s on the field or not. She is able to give any creature any lord effect you want. It’s like a reusable mask wood nexus. She ramps quite a bit. Her impact is quite a lot while she’s on the field, and is quite powerful while she’s on the field. Lord effects also act as evasion as well, which helps protect her.
Dude what? That’s the stupidest thing I’ve ever heard. If you want to ramp, just play another simic commander since there’s a lot in these colors that do that… you play Omo to use the abilities, if you want to ramp with her you can, but you’d be better off using another commander that can benefit that.
Hey folks! Included in the post below is the complete list of upgrades made to the deck, as well as my additional upgrade suggestions for your convenience. Also, be sure to let me know in the comments in you agree / disagree with my upgrade suggestions, if there are any inclusions you thing I missed, and what commanders from Modern Horizons 3 you' like to see me build in the future!
-----------------------------
Tribal - Lords
---------------------------
Replication Technique >>> Timber Protector
Fog Bank >>> Lord of the Unreal
Propaganda >>> Scion of Oona
Jyoti, Moag Ancient >>> Hakbal of the Surging Soul
Elvish Rejuvenator >>> Elvish Archdruid
Oblivion Stone >>> Feline Sovereign
Vivien Reid >>> Baru, Wurmspeaker
---------------------------
Tribal - Payoffs
---------------------------
Satyr Wayfinder >>> Harabaz Druid
Poison Dart Frog >>> Priest of Titania
Treasure Cruise >>> Azami, Lady of Scrolls
Seer’s Sundial >>> Sea Gate Loremaster
Rampant Frogantula >>> Cyclone Summoner
Evacuation >>> Whelming Wave
---------------------------
Lands - Extra Land Drops
---------------------------
Skullwinder >>> Azusa, Lost but Seeking
Harmonize >>> Case of the Locked Hothouse
Acidic Slime >>> Oracle of Mul Daya
Hydra Broodmaster >>> Bonny Pall, Clearcutter
---------------------------
Lands - Lands Matter
---------------------------
Hidden Nursery >>> Crop Rotation
Summary Dismissal >>> Omenpath Journey
---------------------------
Lands - Utility Lands
---------------------------
Desert of the Mindful >>> Baldur's Gate
Desert of the Indomitable >>> Urza's Cave
---------------------------
Core - Removal
---------------------------
Thornwood Falls >>> Reality Shift
Quandrix Campus >>> Resculpt
---------------------------
Core - Draw
---------------------------
Hidden Cataract >>> Pull from Tomorrow
---------------------------
Additional Upgrades
---------------------------
Bonny Pall, Clearcutter >>> Spawning Kraken
Pull from Tomorrow >>> Nadu, Winged Wisdom
Cyclone Summoner >>> Aesi, Tyrant of Gyre Strait
Lumbering Falls >>> Field of the Dead
Very good grazzet!
I was waiting for your upgrade to modify my deck,
Thanks!
I'm going to use this build now on Saturday!
Have a good week!
Glad you enjoyed it and hope it works well for you!
I was looking forward to this upgrade guide! Always excited to hear your thoughts.
Hope it was worth the wait and that you found it informative!
Out of all the upgrade channels, this one is the best in my opinion
Glad you thinks so, especially because there are a lot of talented deck builders out there!
I've been very excited on working on this and now with some changes.
Pretty much took this to the direction I also took it, solid upgrades overall. Thanks for the video as always!
Glad you enjoyed it and you know what they say - great minds think alike!
This was what I was hoping to see, tribal tribal!!
Yeah, that's the first thing that came to my mind too when this commander was spoiled. Honestly I was surprised that the deck went all in on lands rather than taking advantage of both aspects of Omo's kit, but hopefully this upgrade fixes that issue (if you consider it to be an issue in the first place that is).
Another great build!!! This decks upgrade has moved up my list after seeing this video.
Glad to hear you enjoyed it!
As a new player, thanks for the upgrade list, gonna be picking up these cards!
I like the theme hahe having a heavier creature emphasis along with the land based win cons. Definitely makes the deck more well-rounded and versatile.
A Grazzet posting day is a good day
Glad you think so!
I can’t wait for the Graveyard Overdrive upgrade video.
I personally added 25 cards including battles, an mdfc land, mill, wheel discard and draw effects and more lhurgoyfs
I think my final tally ended up being 17 new cards with a more self mill focused direction - so we'll just have to wait and see how much overall we have!
@@GrazzetMTG well most Lhurgoyfs care about all graveyards so group mill seems more beneficial
Thanks Grazzet! Never played a land focused deck before so this should be interesting.
I'm thinking this might be something that Spelunking might come in handy to make our tapped lands enter untapped if you happen to draw it?
Besides that, appreciate your work! 🙏
Happy to hear you enjoyed it and I agree that Spelunking would make a good inclusion - this build as a large amount of lands that come into play tapped, so being able to speed them up is always going to be appreciated (and that fact that it cantrips & can potentially get us an extra land drop on top of that is also very nice upside). It sadly didn't make it into this version of the build due to budget contrants, but I could easily see the argument for swapping one of our extra land drop sources for it or just upping the budget a bit to include it.
Great suggestion!
Omo should have Changeling, and everythign counters should work even without Omo on the field!
That would certainly make here better but the always on everything counters is probably overkill. The ability to blow up peoples lands is already frowned upon in our format, so a lot of players only have at most 1 piece of land spot removal (if that) - and making counters work whether on not she's on the field would make interacting with those lands far too difficult for the average deck.
There's not a whole lot you can do against a Cloud Post that's tapping for 6+ mana on its own when your not running land removal or haven't drawn into the 1 piece you do have.
@@GrazzetMTG Fair point on the land power level comment.. Still, it's annoying that Omo will just die to removal a couple of times and potentially make the deck synergies irrelevant
This is a nice upgrade for the deck. Another addition to consider is the land Maze's end.
This is a really fun idea. Its like a mystery bag sliver deck.
I really like your upgrade videos, escpecially this one. I have two questions for you: Why did hour of promise remain in the deck, cause of the land search effect? And the second question: Why did desert warfare remain in the deck?
0:29 I'm guessing you're upgrading the Graveyard precon next, but I'm ready to be surprised. (Just having fun haha, love the content!)
That would be..... A fair assumption.....
Jokes aside, glad to hear you enjoy the content!
Omenpath Journey is a super scary card, if it gets removed, you lose the best 5 lands in your deck, and will never see them(( And if you were looking for the best ramp lands in your deck, like Cloudpost or Urza land, or win Condition lands, like Dark Depths and say, Thespian's Stage, or maybe you put in your deck Maze's End, and found it with Omenpath Journey as well - you lose them and probably the game)
Yeah, but if it doesn't then you'll be guaranteed to get your the 5 best lands into play - making it a high risk / high reward style card that (at least in my opinion) is worth the risk... at least until you get blown out by a Beast Within, Generous Gift, etc and question why you ever put it in the deck in the first place.
Thanks for your work !
I'd have tried to go slivers road with a bunch of lords you mentionned in your list, especially Azami. I'd add Intruder alarm or Murkfiend Liege because of the tapping ability of many of the creatures you have, and i'd find a way to put Maze of Ith as a huge add to the list especially regarding Omo ability.
My 2 cents !
Thank you for enjoying it!
Untapping effects for our creatures would certainly be solid inclusions to get us double the mileage out of our tap effects, particular our ramp since we have a handful of instant speed ways to spend it & Maze of Ith is a solid utility land too since we can use it both defensively to blank out opponents biggest creature or offensively as a way to remove Omo from combat after she swings to spread her counters and keep her safe (while she allows to tap for mana when we need it to). Great suggestion!
xolatoyac untaps creatures and lands with counters at end step
Love your channel! No one is asking but I would change the arcane signet for a nature's lore.
Happy to heat you enjoy my content! I really wouldn't blame you for swapping an artifact out for some green land ramp, especially since we're a lands deck, though I would personally add a dual or 2 with the forest basic land type first so that we can hit something with it other than basics.
@@GrazzetMTG Yeah man, I consistently go to your videos for any upgrades for my decks.
Whenever I play green I sub signets out for two mana land ramp spells. My playgroup always plays artifact boardwipes.
Anyways, thanks for the hard work, I appreciate you Grazzet
It's been a month
Do you have any new upgrade to this deck
Because tricky terrain is my first deck so i wanna know which best card to add.
Wouldn’t elvish archdruid also see the lands as “elf lands”?
How are we going the get her triggered ability to happen though? She needs to swing, so shouldn't there be some dedicated evasion given to her?
Good question! The 1st pair of everything counters are free as she ETB's, so no problems there. And then as a low cost 1/5 she should be able to safely swing in for a few turns before enough blockers come up that can actually take her down to spread more counter. After that, that's where our lords come in - which will pump Omo's stats and provide here with keywords that will allow her to more easily survive combat.
That said, if you want to add some additional sources of evasion you can certainly do so - especially if you know you group ends up with a lot of stalled baordstate.
Would tricky terrain + reap the tide precon work well together 😮
T'was also waiting for your take on the upgrade
Hope you didn't have to wait too long (trying to knock these out as fast as I can)!
tricky terrain is a nutty commander to play against
Omo is certainly a interesting commander - you never quite know what to expect when she hits the game table since she can be built in SO MANY different ways.
@@GrazzetMTG my friends gf bought it recently and she's been clapping his commanders ever since and it's not even upgraded! She also got the eldrazi one, not tested yet
precon season seems to never end these days :D
Tell me about it.... But at least you folks seem to be enjoying the content if the metrics are anything to go by.
@@GrazzetMTG I love your upgrade videos. Since I am crap at deckbuilding, I upgraded Sidar and Pantlaza precons with your suggestions and have been super happy with how the decks improved. I am waiting for the Goyf deck upgrade as I remember the times when Goyfs, Liliana's, and Bobs were running rampant in my LGS and I bought it out of nostalgia =) Please consider including Bob, Lilli and Tarmogoyf in your upgrades :D That would be a flavor win!
Wonder if ill bother buying any of these or wait for the group hug bloomborough deck.
Could probabaly also buy the last merfolk precon if i want simic i guess? (When it eventually lowers in price)
These are pricey precons (especially the Eldrazi one, but all of them are a bit above average in price), so if budget is a concern - I would say skipping these may be warranted. The Explorers of The Deep precon is a really strong option our of the box and some sellers have it for under $40 before tax and shipping so, if you considering it, it is still be a good option.
Our god has gifted us with more content 🙌
I am but a man. But a man who shall bestow his deck building knowledge onto the world so that you all can learn from it!
Comment if we like this content? Done! 😂
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Well that sure is a spicy mix of both tribal-esque mechanics on Omo... OwO?
Horrid jokes aside, amazing video as always!
Next up... goyfgoyfgoyfgoyfgoyfgoyf! Goyf yeah!!!
Day 1018 of waiting for the face reveal... yeah, my vote remains with THE UNDERTAKERRRR!!! god I hope someone proxies a cowboy hat onto Coram for that joke alone
Happy to hear you enjoyed it and you comedic stylings are always appreciated!
The final build of Graveyard Overdrive is done and, let me tell you, it has less Goyf then I expected... But you'll see why soon enough.
And regarding Coram, we can probably find the hat and jacket equipment for him as proxies of something (Helm of Champions and Whispersilk Cloak maybe for a more voltron build?) but I may have to include a motorcycle too for the American Badass version, or an over the top edgy cloak for his Ministry of Darkness phase if we're going full gimmick. Also fling, and a creature altered to be Mike Foley/Mankind.
Not a fan of this upgrade, and going this route feels like a trap. The deck at its core is a ramp deck. Leveraging loci and Urza lands to play large haymakers. Going this direction makes the deck too fragile. Since the tribal stuff needs Omo out constantly to do anything. Whereas in the ramp version you only need her long enough to deploy the big threats. Which is far more realistic.
While I can see you point, I personally feel that flat out ignoring half of a commanders kit is doing a disservice to the commander. Simic has no shortage of lands/big mana commanders that can get gigantic threats arguable more efficiently than Omo - but there is no such commander can allow us cheery pick the best tribal synergies for us to take advantage of.
That said, if you want to keep her all in on lands and use here as a ramp/big mana style commander - feel free. She can certainly get the job done with the insane amount of mana she can generate us.
I agree but as the previous one say you need to be careful to not overr use this theme like in my version I use
Earthshaker Dreadmaw
Cresting Mosasaurus
But also put there some x spell for all that ramp also go for the cloning theme with some big nob leagndry
I feel like Omo operating passively helps with this. Rather than a commander that needs to be the bruiser, as long as you can get her back in play, you can swing big on the turn she comes back with the synergies, rather than waiting on summoning sickness to wear off for a bruiser or tap effect commander. Her getting removed is still a risk, but I think the strategy is two-pronged, ramp and synergy.
Omo is extremely cheap. If your board is going to get wiped, it honestly doesn’t matter if she’s on the field or not. She is able to give any creature any lord effect you want. It’s like a reusable mask wood nexus.
She ramps quite a bit. Her impact is quite a lot while she’s on the field, and is quite powerful while she’s on the field. Lord effects also act as evasion as well, which helps protect her.
Dude what? That’s the stupidest thing I’ve ever heard. If you want to ramp, just play another simic commander since there’s a lot in these colors that do that… you play Omo to use the abilities, if you want to ramp with her you can, but you’d be better off using another commander that can benefit that.
great upgrade but honestly the robot voice is agonizing after 30 seconds