GBG
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Commander
Size: 100Est cost: $5957.07Salt sum: 64.42
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{"ops":[{"attributes":{"bold":true},"insert":"ABOUT THE DECK"},{"insert":"\nVesuvian Mirage is a combo deck at heart that leverages the everything counter Omo provides to facilitate a win via Maze's end. For this, the deck relies on the strengths of Simic (great ramp and great card advantage).\nRamping hard and ramping good is the key to the game. Bringing Omo out as soon as possible enables the tron-lands and loci, generating a great deal of mana, which can be dumped into furthering our advantage and looking for our win-cons.\n\n"},{"attributes":{"bold":true},"insert":"ITS HISTORY"},{"insert":"\nEver since I made my first CEDH deck, kudos to @necro and his delightful Pacific Poly deck, I have always wanted to make a Simic deck that has the same spiritual connection to his craft. Why Simic? Well, it is known that the color combination is one of the most disliked among the community, so it was a good place to start crafting without restrictions, as who would be able to hate a deck which is already meant to be high-power to begin with. Looking at all the options available, nothing really caught my eye until the end of May 2024. That day, the precon from MH3 Tricky Terrain was revealed, and I fell head over heels for Omo, not so much for its lords-trival theme, but for what the profile of a land matters deck could do.\nI have to admit, the deckbuilding was one of, if not my very first, brew; considering how most of the decks with Omo at the head was so lords focus I had to disect multiple land matters decks across the spectrum of mono-green and Simic to come to what exactly was ringing on my heart.\nEventually, the deck took form on its own, wanting to make Maze's end more consistent, and ended up making me look for blink or clone effects to replicate Omo's triggers. Doing so made me realize that blinking my permanents was not ideal, as most of them would not benefit from strong ETBs. But clones? There was the jam, Vesuva being known for its cloning abilities, cemented the decision, the deck will abuse clone effects, but most importantly, clone effects that allowed me to copy legendary spells and creatures. Being aware that the deck could generate insane amounts of mana in such a small number of turns demanded having effective mana-sinks to take even further advantage of the nature of the color pair, Thrasios, Staff of Domination, both Finales, Dopplegang, and Aggresive Biomancy became the most obvious recipients of said role.\nEventually, the synergy grew naturally between all the different tools and my disposal and it has become one of my favorite decks to this day.\n\n"},{"attributes":{"bold":true},"insert":"OMO's PROS"},{"insert":"\nOmo becoming the 4th Simic commander with the most amount of decks is a testament in and of itself. Of course that there is an argument about her having less than 10k decks when other popular precons had surpassed it without much of an issue. Of course, it isn't as good as Kinnan in the sense that the latter provides both ramp and a payoff, but Omo's strength comes from synergies between the lands on the deck. \nThe versatility of its build and its unique experience set Omo apart from any other already optimized cEDH Simic option. And, people are not quite used to what they can expect from her, the surprise factor is indeed also something to keep into account.\n\n"},{"attributes":{"bold":true},"insert":"OMO's CONS"},{"insert":"\nAs everyone that had played Omo before can tell, it is extremely Commander-centric, the whole idea is to have everything counters online in order to guarantee our plan. Hence, the removal of our commander is an ever-present situation that we have to expect. Though this was in mind at the moment of conceiving the deck, as most people know how dependent Omo's decks are on her queen, especially because of the Lords tribal archetype. Without Omo, those decks literally fall apart immediately, as the creatures that form them will lose all their cohesion as soon as our commander gets removed.\nThis land-focus approach, though still vulenrable, is way more forgiven, as we can easily look for the lands we need early to keep our engines on, even if Omo leaves the battlefield, or even better, if only one of our army of Omos dies as we can copy it to oblivion with our build.\n\n"},{"attributes":{"bold":true},"insert":"WINCONS"},{"insert":"\nThe game plan revolves around 3 win conditions: Maze's end, Thassa's Oracle and Clones.\n\n"},{"attributes":{"bold":true},"insert":"The End of the Maze:"},{"insert":"\nThis one is fairly straightforward, get 9-10 lands down with different names, being them gates or just put the everything counters on them. Usually, this will come from casting Reshape the Earth, followed up Sword of Feast and Famine, Magus of the Candelabra, or Seedborn Muse activation.\n\n"},{"attributes":{"bold":true},"insert":"In case of emergency, pull the Thoracle:"},{"insert":"\nThe good old bread and butter, draw yourself out (or almost out) and cast Thassa's Oracle. We have different ways to achieve this:\n1. Activating over and over our Staff of Domination.\n2. Activating over and over our Thrasios, Triton Hero.\n3. Casting Finale of Revelation for X = the cards on our deck.\n4. Casting Drown in Dreams for X = the cards on our deck (or half of it if we use mana from Sunken Palace activated ability, this can also be used to mill every other opponent)\n5. Combo with Unctus, Grand Metatect and Aphetto Alchemist.\n\n"},{"attributes":{"bold":true},"insert":"The Clones' War:"},{"insert":"\nAnother angle we have is taking advantage of our Non-Legendary clones / Mirror Box, as we have multiple ways to take advantage of it, like:\n1. Have Dark Depths on the field (or graveyard)\n2. Copy Dark Depths by using Mirage Mirror, Copy Land, or Thespian Stage (we can also use Echoing Depths if Dark Depths is in the graveyard)\n3. Once we have our Marit Lage out, we can copy it with a plethora of spells like Helm of the Host, Auton Soldier, Irenicus's Vile Duplication, Aggresive Biomancy, and Dopplegang.\nTalking about Doppelgang, we can also use it to copy ANY permanent, including mana rocks, lands, and more. If one of the targets is Eternal Witness, we can keep bringing back Doppelgang to our hand together with any combo piece we have in the graveyard, and copy more mana-producing permanents to recast over and over again Doppelgang until we are in a board state that wins us the game.\n\n"},{"attributes":{"bold":true},"insert":"On how to generate infinite mana, cast big spells, and make enemies"},{"insert":"\nThere are a handful of ways to achieve our Simic degeneracy\n1. Tron-lands/Loci + Magus of the Cadelabra + Staff of Domination (by the nature of said lands, we will always be mana positive) \n2. Hullbreaker Horror + Sol Ring + Lotus Petal/Mox Amber (the classic angle of Hullbreaker horror bouncing back Sol Ring after it taps for 2 colorless mana, with Lotus this will give us infinite colorless mana, but with Mox Amber, we can also make infinite colored mana too)\n3. Seedborn Muse + Kruphix, God of Horizons (by no means infinite or effective, BUT, still a nice way to dunk all our untap mana before each endstep, so that we can have an enormous turn once the turns had come all over back to us)\n\n"},{"attributes":{"bold":true},"insert":"Everything counters for every creature"},{"insert":"\nOmo's counters can also be used as a fun diplomacy tool, especially for tribal decks (and even more so with slivers), but putting counters on our opponents' creatures can make it so that Peer Pressure and Whelming Wave can be more selective on what we get.\n\n"},{"attributes":{"bold":true},"insert":"WHAT IS NEXT?"},{"insert":"\nCurrently I am debating on pushing the deck to the last changes to make it a rather Bracket 5 deck. Hence, 0-1 mana ramp to pop Omo out in turn 2 is under extreme consideration.\nAs with any other ongoing project, any input is welcome. And appreciate all the views and comments that you would like to share.\n\nThanks for reading this far, and I hope you come across your own flavour of Omo, and that you are able to enjoy this one I can call my own.\n\n"}]}
Commander
Omo, Queen of Vesuva
Whenever Omo enters or attacks, put an everything counter on each of up to one target land and up to one target creature.
Each land with an everything counter on it is every land type in addition to its other types.
Each nonland creature with an everything counter on it is every creature type.
Each land with an everything counter on it is every land type in addition to its other types.
Each nonland creature with an everything counter on it is every creature type.
Legendary Creature - Shapeshifter Noble

Commander
(CTRL to add secondary)
Blink
Thassa, Deep-Dwelling
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
: Tap another target creature.
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
: Tap another target creature.
Legendary Creature Enchantment - God

Blink
(CTRL to add secondary)
Copy
Auton Soldier
You may have this creature enter as a copy of any creature on the battlefield, except it isn't legendary, is an artifact in addition to its other types, and has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature Artifact - Soldier Alien

Copy
(CTRL to add secondary)
Draw
Hakbal of the Surging Soul
At the beginning of combat on your turn, each Merfolk creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the exploring creature, then put the card back or put it into your graveyard.)
Whenever Hakbal attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card.
Whenever Hakbal attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card.
Legendary Creature - Scout Merfolk

Unctus, Grand Metatect
Other blue creatures you control have "Whenever this creature becomes tapped, draw a card, then discard a card."
Other artifact creatures you control get +1/+1.
: Until end of turn, target creature you control becomes a blue artifact in addition to its other colors and types. Activate only as a sorcery. ( can be paid with either or 2 life.)
Other artifact creatures you control get +1/+1.
: Until end of turn, target creature you control becomes a blue artifact in addition to its other colors and types. Activate only as a sorcery. ( can be paid with either or 2 life.)
Legendary Creature Artifact - Vedalken Phyrexian

Draw
(CTRL to add secondary)
Finisher
Thassa's Oracle
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Creature - Wizard Merfolk

Finisher
(CTRL to add secondary)
Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Ramp
Uro, Titan of Nature's Wrath
When Uro enters, sacrifice it unless it escaped.
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Elder Giant

Ramp
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Tokens
Springheart Nantuko
Bestow
Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
Creature Enchantment - Monk Insect

Tokens
(CTRL to add secondary)
Maybeboard
Maybeboard
(CTRL to add secondary)
Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"ABOUT THE DECK"},{"insert":"\nVesuvian Mirage is a combo deck at heart that leverages the everything counter Omo provides to facilitate a win via Maze's end. For this, the deck relies on the strengths of Simic (great ramp and great card advantage).\nRamping hard and ramping good is the key to the game. Bringing Omo out as soon as possible enables the tron-lands and loci, generating a great deal of mana, which can be dumped into furthering our advantage and looking for our win-cons.\n\n"},{"attributes":{"bold":true},"insert":"ITS HISTORY"},{"insert":"\nEver since I made my first CEDH deck, kudos to @necro and his delightful Pacific Poly deck, I have always wanted to make a Simic deck that has the same spiritual connection to his craft. Why Simic? Well, it is known that the color combination is one of the most disliked among the community, so it was a good place to start crafting without restrictions, as who would be able to hate a deck which is already meant to be high-power to begin with. Looking at all the options available, nothing really caught my eye until the end of May 2024. That day, the precon from MH3 Tricky Terrain was revealed, and I fell head over heels for Omo, not so much for its lords-trival theme, but for what the profile of a land matters deck could do.\nI have to admit, the deckbuilding was one of, if not my very first, brew; considering how most of the decks with Omo at the head was so lords focus I had to disect multiple land matters decks across the spectrum of mono-green and Simic to come to what exactly was ringing on my heart.\nEventually, the deck took form on its own, wanting to make Maze's end more consistent, and ended up making me look for blink or clone effects to replicate Omo's triggers. Doing so made me realize that blinking my permanents was not ideal, as most of them would not benefit from strong ETBs. But clones? There was the jam, Vesuva being known for its cloning abilities, cemented the decision, the deck will abuse clone effects, but most importantly, clone effects that allowed me to copy legendary spells and creatures. Being aware that the deck could generate insane amounts of mana in such a small number of turns demanded having effective mana-sinks to take even further advantage of the nature of the color pair, Thrasios, Staff of Domination, both Finales, Dopplegang, and Aggresive Biomancy became the most obvious recipients of said role.\nEventually, the synergy grew naturally between all the different tools and my disposal and it has become one of my favorite decks to this day.\n\n"},{"attributes":{"bold":true},"insert":"OMO's PROS"},{"insert":"\nOmo becoming the 4th Simic commander with the most amount of decks is a testament in and of itself. Of course that there is an argument about her having less than 10k decks when other popular precons had surpassed it without much of an issue. Of course, it isn't as good as Kinnan in the sense that the latter provides both ramp and a payoff, but Omo's strength comes from synergies between the lands on the deck. \nThe versatility of its build and its unique experience set Omo apart from any other already optimized cEDH Simic option. And, people are not quite used to what they can expect from her, the surprise factor is indeed also something to keep into account.\n\n"},{"attributes":{"bold":true},"insert":"OMO's CONS"},{"insert":"\nAs everyone that had played Omo before can tell, it is extremely Commander-centric, the whole idea is to have everything counters online in order to guarantee our plan. Hence, the removal of our commander is an ever-present situation that we have to expect. Though this was in mind at the moment of conceiving the deck, as most people know how dependent Omo's decks are on her queen, especially because of the Lords tribal archetype. Without Omo, those decks literally fall apart immediately, as the creatures that form them will lose all their cohesion as soon as our commander gets removed.\nThis land-focus approach, though still vulenrable, is way more forgiven, as we can easily look for the lands we need early to keep our engines on, even if Omo leaves the battlefield, or even better, if only one of our army of Omos dies as we can copy it to oblivion with our build.\n\n"},{"attributes":{"bold":true},"insert":"WINCONS"},{"insert":"\nThe game plan revolves around 3 win conditions: Maze's end, Thassa's Oracle and Clones.\n\n"},{"attributes":{"bold":true},"insert":"The End of the Maze:"},{"insert":"\nThis one is fairly straightforward, get 9-10 lands down with different names, being them gates or just put the everything counters on them. Usually, this will come from casting Reshape the Earth, followed up Sword of Feast and Famine, Magus of the Candelabra, or Seedborn Muse activation.\n\n"},{"attributes":{"bold":true},"insert":"In case of emergency, pull the Thoracle:"},{"insert":"\nThe good old bread and butter, draw yourself out (or almost out) and cast Thassa's Oracle. We have different ways to achieve this:\n1. Activating over and over our Staff of Domination.\n2. Activating over and over our Thrasios, Triton Hero.\n3. Casting Finale of Revelation for X = the cards on our deck.\n4. Casting Drown in Dreams for X = the cards on our deck (or half of it if we use mana from Sunken Palace activated ability, this can also be used to mill every other opponent)\n5. Combo with Unctus, Grand Metatect and Aphetto Alchemist.\n\n"},{"attributes":{"bold":true},"insert":"The Clones' War:"},{"insert":"\nAnother angle we have is taking advantage of our Non-Legendary clones / Mirror Box, as we have multiple ways to take advantage of it, like:\n1. Have Dark Depths on the field (or graveyard)\n2. Copy Dark Depths by using Mirage Mirror, Copy Land, or Thespian Stage (we can also use Echoing Depths if Dark Depths is in the graveyard)\n3. Once we have our Marit Lage out, we can copy it with a plethora of spells like Helm of the Host, Auton Soldier, Irenicus's Vile Duplication, Aggresive Biomancy, and Dopplegang.\nTalking about Doppelgang, we can also use it to copy ANY permanent, including mana rocks, lands, and more. If one of the targets is Eternal Witness, we can keep bringing back Doppelgang to our hand together with any combo piece we have in the graveyard, and copy more mana-producing permanents to recast over and over again Doppelgang until we are in a board state that wins us the game.\n\n"},{"attributes":{"bold":true},"insert":"On how to generate infinite mana, cast big spells, and make enemies"},{"insert":"\nThere are a handful of ways to achieve our Simic degeneracy\n1. Tron-lands/Loci + Magus of the Cadelabra + Staff of Domination (by the nature of said lands, we will always be mana positive) \n2. Hullbreaker Horror + Sol Ring + Lotus Petal/Mox Amber (the classic angle of Hullbreaker horror bouncing back Sol Ring after it taps for 2 colorless mana, with Lotus this will give us infinite colorless mana, but with Mox Amber, we can also make infinite colored mana too)\n3. Seedborn Muse + Kruphix, God of Horizons (by no means infinite or effective, BUT, still a nice way to dunk all our untap mana before each endstep, so that we can have an enormous turn once the turns had come all over back to us)\n\n"},{"attributes":{"bold":true},"insert":"Everything counters for every creature"},{"insert":"\nOmo's counters can also be used as a fun diplomacy tool, especially for tribal decks (and even more so with slivers), but putting counters on our opponents' creatures can make it so that Peer Pressure and Whelming Wave can be more selective on what we get.\n\n"},{"attributes":{"bold":true},"insert":"WHAT IS NEXT?"},{"insert":"\nCurrently I am debating on pushing the deck to the last changes to make it a rather Bracket 5 deck. Hence, 0-1 mana ramp to pop Omo out in turn 2 is under extreme consideration.\nAs with any other ongoing project, any input is welcome. And appreciate all the views and comments that you would like to share.\n\nThanks for reading this far, and I hope you come across your own flavour of Omo, and that you are able to enjoy this one I can call my own.\n\n"}]}





































































































