Omnath, Locus of the Void

Omnath, Locus of the Void

Color Identity

C

Details

Mana Value

7

Popularity

#2,490

of 3,466 commanders · via EDHREC

Card Text

Legendary Creature — Elemental

Omnath gets +1/+1 for each unspent mana you have.

If you would lose unspent mana, that mana becomes colorless instead.

Landfall — Whenever a land you control enters, add {C}{C}.

6/6

Playstyle

Midrange · Late-game · Minimal interaction · Wins by combo

Aggression
2 of 5
Speed
1 of 5
Interaction
1 of 5
Combat
3 of 5
Engine
4 of 5
Complexity
4 of 5

Card Price

$13.95TCGPlayer
€4.02CardMarket
as of 2026-10-02

Strategy Guides

Ramp Strategy Guide

Ramp decks are for players who want to spend the early game accelerating so later turns happen ahead of schedule. This strategy wants to build more mana than the table, using mana ramp EDH staples, extra land drops, dorks, and rocks, to win through earlier threats, large spells, or a resource lead opponents must answer. Ramp is different from Landfall because acceleration is the point, and different from Big Mana because it is the engine rather than the payoff. The best ramp commanders reward extra mana sources while still giving you something meaningful to cast.

Learn more about ramp strategies

Artifacts Strategy Guide

Artifact decks are for players who want cheap permanents, mana rocks, and utility pieces to become one connected engine. This strategy wants to build artifact count and mana density, using artifact commanders, cost reducers, Treasure, recursion, and untap effects, to win through construct armies, loops, or artifact payoffs. Unlike Equipment, it cares about every artifact rather than just weapons, and unlike Ramp it turns the mana rocks themselves into the engine instead of only casting bigger spells. The best artifact decks EDH players build reward careful sequencing because each small piece can convert the next piece into more mana or cards.

Learn more about artifacts strategies

Voltron Strategy Guide

Voltron decks are for players who want the game to revolve around one protected attacker and the timing of each combat step. This strategy wants to build one creature, usually a commander, using equipment and auras for power, evasion, and protection, to win through 21 commander damage on each opponent. Unlike Tokens or Aggro, Voltron does not spread pressure across many bodies, and unlike broad Equipment decks the gear is focused on one threat rather than a wider artifact engine. The best Voltron commanders make commander damage decks feel like a resource puzzle: suit up, connect, protect the threat, then rebuild if the table answers it.

Learn more about voltron strategies

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