Bo1 Alchemy Four-Color Omnith Deck Guide: The Horror of the Arena Is Back • Alchemy • MTG Arena Zone

2021-12-14 11:39:20 By : Ms. Jessie Wang

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Hello everyone! Alchemy is in full swing, and I and many others are frantically trying decks to explore new meta-games. I know I mentioned it in the previous article, but I have always liked Alchemy because it has a lot of things that look good.

However, one aspect of Alchemy that is underestimated is that it allows you to use cards that are not strong enough for normal games by enhancing them or, as the only exception, by weakening the cards to make them legal again. What card am I referring to? Omnath, the trajectory of creation.

If you have never encountered this kind of unpleasantness in a standard or historical game, then you are in luck. Omnath is not legal for a particularly long period of time (giving or taking a month), but it absolutely dominates everything during its tenure. It replaced itself, it gained a lot of life, it tilted, it was a brick wall, and sometimes you just randomly deal 4 damage to opponents and their walkers.

Omnath only did a lot of obscene things in 4 time-consuming, and with Fabled Passage and Evolving Wilds to help trigger Landfall, this absolute threat was broken in half and was imprisoned for his sins. Omnath has been silent for a while, but with the release of Alchemy, Wizards decided to try Omnath again, albeit with some changes.

A little more mana and losing the draw trigger card is incredibly cruel to weaken the card to pass. Now you need more mana to start this action, and you may lose it due to triggers on the stack. I like to weaken Omnith and legalize it again, but this seems shocking. Nevertheless, this is such a polarized card, I had to use it to make it, because maybe the nerf is not as harsh as it looks. Without knowing any other alchemy spoilers, this is what I came up with.

This is difficult to do because I don't have too many lists for reference, but there are enough parts that are similar, I think I can have something close to decent. In any case, the alchemy passed, I tried some decks that looked obviously good, and then I heard Omnut call my name, just begging me to give it another chance.

Curiosity has overcome me, I need to know where Omnith is standing. I look forward to a card that is almost too weak for alchemy, and it has more gimmicks than anything else. After a few games, I came to my conclusion. Is this Omnith much worse than the original design? Absolutely, it's terrible in comparison... and it still feels terrible.

Omnath is born with such a powerful design, even with this level of nerf, it still feels incredible! This is the absolute house against aggressive decks, and it's still easy to set explosive turns, just like in the past. What's interesting is that 5 mana is also related to my opponent's inability to hit with Skyclave Apparition many times!

I know I have to adjust to get the deck closer to 60 degrees, and I think I have reached it.

Usually at this point I will start talking about curves, but in fact I will quickly touch the mana base. In my first version, I completely slaughtered the mana base. Red resources are too many, but blue and white resources are insufficient. I used resources and even found that we can only play 25 real lands, but considering that we have 6 MDFCs and 4 ramp spells, this should be more than enough. Of course, I am still willing to try to use mana, because it is almost impossible to have a perfect configuration, but it is definitely closer.

Nevertheless, our curve starts with 2 fees. Lotus Cobra was in the initial version of Omnith, and it is still broken here. This slope, this restoration, this applies to all the land we put down. The second fool is Tangled Florahedron, which does not have a fixed color, but has the versatility to become a ground, which is very valuable in a deck with 12 landing cards. Finally, we let the lonely Murasa Rootgrazer guard the fortress. Rootgrazer has always been a reliable but harmless supplement because it can help speed up early and then provide more landing triggers later. In theory, I want to play more games, but if I can help, I don't want to dig deep into the high-end or more land, but if you really like it, you can shave off a Spikefield to get an extra copy.

Next we have our only 3 drops, the holiday road. Now I know that most players are talking about Settle the Wilds, I also like this card, but I think Path is still better. First, although it does tend to be fringe, single greens are important to double greens. Second, and more importantly, Path has flashback, but Settle does not. I found that even in the late game, drawing the path is not that bad, because it can achieve super swing turns when Omnith or Felidar Retreat is out. Settle the Wilds assumes that 4 or 5 drops can be found, when it does so it is really strong, but when you already own land 5, it is much worse than the path. If you prefer Settle, you can choose it, but I think Path is the right choice.

Now from the early game, we have entered the 4 drops of the deck. Felidar Retreat was another (mostly) part of the old Omnith build, and it now feels equally powerful. Since we have many ways to hit our land and drop it, it is easy to flood the entire chessboard with 2/2 seconds, and then suddenly there is a huge threat of combat power to become bigger. Yasharn, Implacable Earth is another good choice, because it is only a 4/4, can find more places for us, and can randomly go crazy against sacrificial decks.

The newly added deck is Moonveil Regent, which usually doesn't make sense in a deck with such a high curve, unless you think it is a triggered ability. When you cast a spell, you can discard your hand and draw a card for each color of the spell. This means you can bend Moonveil Regent into Omnith and draw four cards from the trigger. In addition, if Moonveil dies there is an Omnith on the ship, you can deal 4 points of damage as you wish. Since its synergy with Omnith is very good, I think it is worth including.

Moving up again, we have two five-pointers. Obviously, we are playing Omnith, just like the old deck, this list is fully considered. In other words, one of the best cards currently paired with Omnith is Wrenn and Seven. Wrenn And Seven is disgusting in this deck because all the abilities work well with this deck. The plus sign can find more places, the 0 number can provide a large number of landing triggers, and the minus sign will create a huge threat and ultimately win the game. You can't find a better synergy card than this.

I will be the first to admit that the curve is quite high, in fact the average is 3.7! Why play with such a high curve? For the last card on the list, Storm the Festival. Not including this in my first list was a big oversight, and I corrected this oversight after a test. Considering that we have a lot of good hits, Storm is very strong overall, but when it can be good to get two lands, you know you have a winner.

Overall, this deck is great for me, because it has traversed many other medium and slow decks in the game against aggressive decks, after all, Omnith is crazy to them!

Definitely should consider removing spells that can be hit from the Storm Festival. Now I don't think the deck needs them, but if you face a lot of hatred and feel you need help, I will play some circles.

It feels bad that there are no learning cards on the deck, especially when the environmental science and mascot exhibits are so good, but I don’t know what to cut to make room. If there is a configuration that can support it, I will play it 100% in this deck.

Similar to Circle and Portable Hole, Brutal Cathar is an easy-to-cast removal spell that you can strike from Storm. I will use it cautiously because it allows your opponent to remove better, but we already have a lot of juicy targets, so maybe this is good.

This deck almost certainly doesn't have enough blue to play this, nor can it stay open most of the time, but it is so good that it should be mentioned anyway.

Abrade has been removed from the original list, but Circle is definitely better.

Considering that 2 mana points can help repair the color, which is not bad, but having to attack and lose the treasure afterwards is not a good thing.

This may be better than Spikefield Hazard because it is very powerful in the late game, but it is difficult to cast in the middle of the game.

I don't hate it because it is a color fixer, but not helping Landfall is far from ideal. Maybe better than Murasa Rootgrazer.

Better than Magda and Brazen Outlaw, but still not very good.

An interesting choice because this can provide a double login trigger, but I think the holiday road is better.

Robert "DoggertQBones" Lee is the content manager of MTGAZone and a senior arena player. He owns a top 8 GP and created popular prototypes such as UB 8 Shark, UB Yorion and GW Company in Historic. In addition to magic, his passion is writing and coaching! Join our community on Twitch and Discord.

I wanted to play a 6 and 7 drops to make Settle the Wilds better, but then I realized that you can't even choose the foundation you get, and it's not optional! Therefore, if I already have 5 plots, I cannot refuse to find a plot for Wrenn or Omnith, and if you need red or blue resources, you are unlikely to get it. So yes, the fact that it can't reliably repair your mana makes it completely devoid of choice in this four-color deck.

Some other considerations: The key to the archive is very good for Omnith (I replaced Murasa Rootgrazer with one), Bala Ged Sanctuary may be better than Spikefield Hazard (I was almost eliminated because my opponent has been playing a chessboard to wipe a game), I might want a location for a Hydra lair because you have such a large amount of land.

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