Overview

Tricky Terrain is built around a simple premise with extraordinary depth: make every land every land type, then collect all the payoffs. Omo's everything counter converts a single land into a Plains, Island, Swamp, Mountain, Forest, Gate, Locus, Desert, Cave, and every other land subtype in the game simultaneously. A single Omo trigger enables Basilisk Gate (counts Gates), activates the Cloudpost chain (Locus), generates Tron mana (Urza's Mine/Tower/Power Plant), and triggers Desert-matters effects, all from one land with one counter on it.

The deck also contains one of the most powerful two-card combos in Commander, built directly into the precon: Dark Depths plus Thespian's Stage. Stage copies Dark Depths, the copy has no ice counters and immediately sacrifices itself to create a 20/20 indestructible flying Marit Lage token. This combo functions entirely without Omo and can win games on turn three or four before the rest of the deck has assembled anything.

The alternate commander, Jyoti, Moag Ancient, creates Forest Dryad land creature tokens when it enters. It is mechanically interesting but largely incompatible with the precon as built, which only contains a handful of creature-land payoffs. Omo is the clear lead commander.

Key Cards

Dark Depths
Combo Piece · Win Condition
Half of the deck's built-in combo. Paired with Thespian's Stage, Stage copies Dark Depths and the copy immediately creates a 20/20 indestructible flying Marit Lage token. With Omo making any land every type, a single everything counter also satisfies Thespian's Stage's activation requirement without needing a second copy of a specific land.
Dryad of the Ilysian Grove
Second Omo · Ramp
Grants all your lands every basic land type and lets you play an additional land each turn. A second Omo effect that requires no attacking, and the extra land drop stacks directly with the deck's ramp suite. With Dryad in play, every land in your deck simultaneously satisfies every basic-type payoff without spending any counter budget.
Tatyova, Benthic Druid
Card Draw · Landfall Payoff
Draws a card and gains 1 life every time a land enters under your control. In a deck making land drops aggressively, Tatyova turns the ramp plan into a card-draw engine that keeps hands full throughout the game. Combined with Uro and the deck's other landfall payoffs, she ensures the deck never runs out of gas in long games.
Avenger of Zendikar
Board Builder · Landfall Finisher
Creates a Plant token for each land you control when it enters, then pumps those tokens with each subsequent land drop. In a deck that routinely controls ten or more lands by the time Avenger appears, this creates an immediate army of Plants and then turns every future land into a free pump spell for the entire board.

Playing the Deck

The early game is straightforward ramp. The deck contains Hour of Promise, Expedition Map, Sylvan Scrying, Elvish Rejuvenator, and Satyr Wayfinder as your primary land tutors. Prioritise finding Dark Depths and Thespian's Stage if the table looks like a fast game; otherwise focus on ramping to six or seven mana to deploy your large threats.

Once Omo is in play and attacking, spread everything counters deliberately. Your first counters should go to lands that unlock the most payoffs: a basic Forest with a counter becomes a Gate (activating Basilisk Gate), a Locus (chaining Cloudpost and Glimmerpost), and Tron pieces simultaneously. A single Urza's Mine with a counter already provides all three Tron types, meaning two lands can generate seven or more mana when Magus of the Candelabra is available to untap them.

The late game closes through multiple routes. Scute Swarm becomes exponential once you reach six lands and continue making drops, creating a board of identical Swarms that is nearly impossible to remove cleanly. Avenger of Zendikar enters with a Plants army and then grows it with every subsequent land. Apex Devastator cascades four times on resolution and refills your hand while dumping threats into play. And the Dark Depths combo remains available as a clean instant-speed kill throughout the game.

Strengths & Weaknesses

Strengths: Omo enables synergies that simply do not exist in any other commander. Activating Gate payoffs, Locus chains, Tron mana, and Desert effects from a single card and a single counter is genuinely unique. The Dark Depths combo is one of the most powerful win conditions that can appear in any precon, requiring only two specific lands and no other pieces. The reprint value is strong: Uro, Avenger of Zendikar, Ramunap Excavator, Apex Devastator, and Dark Depths itself are all excellent individual cards. Mana Reflection and Magus of the Candelabra can generate obscene amounts of mana once the Locus and Tron synergies are assembled.

Weaknesses: The deck is heavily reliant on Omo being in play and attacking to generate its primary advantage. Without Omo, many of the land-type payoffs are dormant. The Desert and Cave subthemes are underdeveloped in the stock list, with more payoffs than enablers. The ramp package, while present, is lighter than dedicated ramp decks and can leave the deck feeling slow in the early turns. The deck also struggles to close quickly, relying on large threats that often need a full turn to set up before attacking.

Verdict
Tricky Terrain is the most intellectually interesting precon of the four MH3 decks. Omo's everything counter is a design that rewards deep knowledge of Magic's land type history: players who know what Gates, Loci, Deserts, and Urza's lands do will extract enormous value from a single counter that casual players might overlook. The Dark Depths combo gives the deck a clean and powerful game-winning line at any point in the game. If you enjoy puzzle-like gameplay, exploiting obscure rules interactions, and making your lands do things opponents do not expect, Omo is one of the most rewarding commanders in recent memory.

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Full Decklist

All 100 cards from the out-of-the-box Tricky Terrain precon, enriched with current prices. Click any card to expand it.

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