Found in EDH/commander tournament near my house and want to try but I don't know how to structure my deck. Still torn on which commanders to use but my best idea is {omnath, locus of mana}. My questions are what goals and strategies do you use? Is it better to use your commander as utility, main source of damage, or a piece of a combo? I know the rules so don't worry about posting those. Thanks in advance for any help and I'll add the other commanders I'm thinking about when I get my break.
Edit: commander list
{omnath, locus of mana} mana ramp and beat down using hydras and {scute mob}
{Olivia volderan} vampire tribal deck
{jor kadeen, the prevailer} for metal craft and equip
{sen triplets} for pure artifacts
It really depends on your play style and your deck. I have many decks for commander, some of them the commander is a vital combatant ({Uril the Miststalker} or {Dakkon Blackblade}), a vital utility ({Jhoira of the Ghitu}), or even a utility I don't often cast ({Karador, Ghost Chieftain}). The key is to build your deck around how you like to play, and find a commander that fits your colors/play style the best.
I'd like to hear which commanders you are considering and why! All of here would be happy to offer insights.
If you do go with Onmath, you will obviously want a lot of mana ramp. I also recommend {Triumph of Ferocity} for card draw and {Rancor} or other sources of trample to give Om-Nom. {Asceticism} will be vital in keeping it alive, along with {Lightning Greaves}, {Swiftfoot Boots}, and {Whispersilk Cloak}. Another great card to consider with Onmath decks is {Upwelling} - seems redundant at 1st glance, but in reality it protects you. If Onmath dies, you keep all of that stored mana! It's all saved for you and still there when you next bring Onmath back out.
I treat my Commander as a "nice bonus". Being able to have a card you can cast whenever, it's a known commodity. Some use it for any number of reasons. Best advice is dont let your commander dictate how you play. There are plenty of tuck effects ({Spell Crumble}, {Terminus}) and you may not ever get to play it.
Another thing is Tutors. A big deck of singleton cards, in a game like magic, finding answers is a must. A tutor is anything that finds you a card. With finding answers I like cards with flexibility. Charms, the Commands ({Austere Command}, {Cryptic Command}, ect.) anything that can change the board to suit your current needs and goals.
If you have ramp, tutors and options you'll build a successful deck in no time.
I agree with the above. You deck shouldn't hinge on you commander or you are going to be in a wild of hurt against blue deck or white decks. You deck souls have synergy with itself AND you comander so that it works without the commander in play but just is better when it is. I play {Vela the Night-Clad} as mine. Intimidate is great and so is the other ability but my deck can kill without it.
My roommate gave me some great advice. If you are playing a group game aim to be second best. Reason being if you are the weakest you are an easy target and being the straight out f the gate best is the quickest way to loose. But as second best it let's u build a good board state without looking threatening. That way when the first player gets dealt with you are right there.
What you want to do is play efficient creatures mostly goodstuff which costs between three and five mana but either move life totals with evasion of have good abilities, a few(6-8) fatties to beating face and two alternate win conditions that you can sneak in with when things go sour. Once you have that then add in ways to up consistancy (tutors, card draw, control magic, board wipes [atleast 3]) then just test and make alterations as needed
Thanks a lot guys, clearly I was thinking about this the wrong way. As far as strategies I enjoy playing... I tend to play more combo decks or tribals. For instance {shape anew} into a {blightsteel} was one of my favorites and I used to use a "bouncing" spirit deck that abused "whenever spirit or arcane enter the field do...." So the one piece advise that's standing out is that commanders need to be complementing to the deck but not a staple. That would mean me rocking omnath could be a doubled edged sword without specific cards to help him?