Omo, Queen of Vesuva

Omo, Queen of Vesuva

{2}{G/U}

A Simic shapeshifter commander that turns your key land and creature into “everything” as it enters and attacks, enabling flexible tribal and land-type payoffs.

Public decks: 0Bracket: Varies
Omo, Queen of Vesuva

Overview

  • Omo triggers on ETB and on attack, letting you steadily add everything counters to a land and/or a creature over time.
  • Everything-counter lands become all land types, which can unlock domain-style effects, land-type checks, and flexible mana patterns if your deck cares about types.
  • Everything-counter creatures become all creature types, supporting tribal-cross-synergies and letting one threat count for multiple typal payoffs.
  • Typical games revolve around keeping Omo on board, attacking safely to re-trigger, and choosing the best land/creature each turn to “upgrade.”
  • Because the effect is incremental, the deck often plays like value-midrange that pivots into a synergy finish once your board is set.

Common lines

  • Cast Omo, immediately mark a key land and/or creature with an everything counter, then plan to attack to repeat the effect.
  • Prioritize placing counters on permanents that are hard to replace or easy to protect, since repeated triggers are where Omo’s advantage comes from.
  • Use the creature-type flexibility to turn a single attacker or engine creature into the right “tribe” for whatever payoff you draw.
  • Use the land-type flexibility to turn one land into the land-type glue your deck needs, then keep attacking to expand the package.

Strengths

  • Repeatable value engine from the command zone that scales with combat steps.
  • Highly flexible: the same commander supports both land-type and creature-type synergies.
  • Low color requirements (Simic) tend to make it easy to protect and recast Omo as needed.
  • Can adapt to different tables by choosing different counter targets each game.

Weaknesses

  • Relies on Omo sticking and safely attacking; removal or fog effects can slow the plan significantly.
  • Incremental advantage can be too slow if the table is racing with fast combo.
  • Targeting means you can get set back by spot removal on the marked creature or land disruption on the marked land.
  • If your deck’s payoffs are narrow, you can draw the wrong half (type enablers without payoffs, or vice versa).

Rule zero notes

  • How quickly your list can convert everything counters into a deterministic win (if at all).
  • Whether your build is primarily typal synergy, land-type synergy, or a split plan.
  • How combat-focused the deck is (Omo wants to attack) versus a more defensive value plan.
  • Any unusually high density of protection/countermagic intended to keep Omo on board.

Matchups

Best into

  • Creature-heavy midrange pods where combat steps happen and you can attack to accrue triggers.
  • Longer, value-oriented tables where incremental setup is rewarded.
  • Decks that don’t pressure commanders heavily, letting Omo remain on board.

Struggles against

  • Fast combo tables that end games before repeated attack triggers matter.
  • High-removal pods that routinely clear commanders or punish attacking.
  • Land-hate or land-denial strategies if your plan leans on upgrading a specific land.

Recent public decks

No public decks are available yet.

FAQ

Do I have to attack with Omo to get value?
You get one trigger on entering, but the commander really shines when you can attack repeatedly to keep placing everything counters.
Should I usually put the counter on a land or a creature?
It depends on what your hand is doing; lands support land-type payoffs and mana flexibility, while creatures support typal payoffs and combat pressure.
Is this a tribal commander?
It can be, but it’s more accurate to say Omo enables typal synergies by making one creature count as every creature type rather than committing you to a single tribe.
How does the deck typically close games?
Most builds will try to turn the accumulated type flexibility into a big advantage—either overwhelming combat damage or a synergy-based finish once the board is established.
What should I protect first: Omo or the counter targets?
Usually Omo, because the repeated triggers are the engine; if Omo is stable, you can rebuild or re-mark targets over time.

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