









Overview:
This Omnath, Locus of All deck is a Gates-matter control/combo build leveraging Gates for mana fixing, card advantage, and win conditions. Omnath serves as a value engine and mana accelerator, converting unused mana and potentially generating explosive colored mana when revealing multicolored spells. The primary win conditions are Crackling Perimeter damage, Basilisk Gate-boosted combat, and copying high-impact Ultimatums/Charms. Copy effects like Double Vision and Swarm Intelligence amplify spell value. Gates provide resilience through land-based synergies but suffer from inherent slowness.
Primer:
Core Strategy Execution:
- Early Setup (Turns 1-4): Play taplands/Gates, deploy Gate tutors (Gatecreeper Vine, District Guide, Sylvan Scrying), and ramp (Growth Spiral, Explore, Circuitous Route). Prioritize finding Gond Gate to untap Gates.
- Engine Deployment (Turns 4-7): Resolve critical value pieces: Guild Summit for card draw, Mana Cannons for removal, Nine-Fingers Keene for Gate tutoring. Cast Omnath to refill mana and dig for key spells. Use untappers (Greenside Watcher, Blossom Dryad) to activate Gates repeatedly.
- Win Condition Execution (Turns 8+):
- Perimeter Burn: Activate Crackling Perimeter repeatedly with untapped Gates (enabled by Gond Gate/untappers) to burn opponents.
- Combat: Pump a creature with Basilisk Gate (power = Gate count) for lethal commander damage or general attacks.
- Spell Copying: Resolve massive copied Ultimatums (Inspired Ultimatum, Cruel Ultimatum, Villainous Wealth) or Charms for overwhelming value/life swings.
Mulligan Priorities:
- Keep hands with 3+ lands including at least 1 Gate tutor (e.g., Gatecreeper Vine) or ramp (Growth Spiral).
- Prioritize hands containing Gond Gate, Guild Summit, or early Gate untappers.
- Avoid hands lacking land drops or Gates synergy before turn 4.
Key Tips:
- Sequence Lands Carefully: Play Gond Gate before other Gates to bypass their "enters tapped" clause.
- Copy Selectively: Use Double Vision/Swarm Intelligence on high-impact spells like Villainous Wealth or Inspired Ultimatum for game-winning value.
- Protect Engines: Shield Guild Summit and Nine-Fingers Keene with counterspells (Obscura Charm, Dromar's Charm) or recursion (Moritte of the Frost copying Summit).
- Leverage Omnath: Hold multicolored spells with 3+ colored pips (e.g., Ultimatums) to guarantee Omnath triggers for mana acceleration.
Weaknesses:
Critical
- Extremely slow setup due to heavy tapland reliance (22 Gates/cycles enter tapped), delaying key plays until mid-late game.
- Crippled by land destruction/stax (Blood Moon, Back to Basics, Confounding Conundrum), as Gates are the core engine.
- Fragile against fast aggro; lacks early blockers and cheap interaction to stabilize.
Moderate
- Vulnerable to artifact/enchantment hate targeting Guild Summit, Mana Cannons, or copy enchantments.
- Graveyard hate disrupts The Necrobloom land recursion and Maestros Confluence retrieval.
- Inconsistent mana fixing despite Gates; struggles to cast demanding spells (e.g., Violent Ultimatum) on curve.
Minor
- Susceptible to counterspells on pivotal Ultimatums or copy triggers, though some protection exists (Void Rend).
- Limited board wipes beyond Gates Ablaze/Iridian Maelstrom, making wide boards problematic.
Most Important Cards:
- Gond Gate (Untaps all Gates, enabling instant-speed Perimeter activations)
- Guild Summit (Primary card draw engine scaling with Gates)
- Crackling Perimeter (Primary win condition via direct damage)
- Basilisk Gate (Secondary win condition via creature pump)
- Nine-Fingers Keene (Gate tutor and potential card advantage)
- Omnath, Locus of All (Mana refill, card advantage engine)
- Double Vision/Swarm Intelligence (Value multipliers for game-winning spells)
- Villainous Wealth/Inspired Ultimatum (High-impact copied win conditions)
- Circuitous Route (Key Gate/land ramp)
- Mana Cannons (Scaling removal tied to multicolor spells)
Attribute Ratings:
Speed: 4/10
- Wins typically occur around turns 10-12 due to heavy tapland reliance and high-cost win conditions. Fastest wins require perfect draws and unimpeded setup.
Resilience: 5/10
- Recovers slowly from setbacks via land-based consistency but folds to targeted land hate. Some recursion (Maestros Confluence, Obscura Charm) and protection (charms) exist but are limited.
Consistency: 6/10
- Abundant Gate tutors (Open the Gates, Hour of Promise, Navigation Orb) and card draw (Guild Summit) ensure Gate assembly, but finding specific win enablers (copy effects) can be inconsistent.
Interaction: 6/10
- Versatile instant-speed answers via Charms (e.g., Sultai Charm, Abzan Charm) and Void Rend, but lacks early-game counterspells/removal to handle fast threats.
Rating Justification:
This deck operates at a casual pace, leveraging Gates for incremental value but struggling with speed due to taplands and high-cost win conditions. While resilient against conventional removal, it critically falters against land hate and fast aggression. Its combat/simple-combo wins align with T10-12 benchmarks.
Power level: 4.0 - 4.5
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