![]() |
|
|
#1 |
|
Common Mage
Join Date: Jun 2011
Posts: 33
|
UNDER CONSTRUCTION; this is only a first draft, so if you feel I'm missing anything, let me know.
These are basically my musings on Warp World and the cards that interact well with it. Do what you will with it. Why Warp World? It's fun? I'm a Johnny, through and through. I absolutely adore playing cards that feel combotastic and Warp World has that combo-like feel without being totally degenerate. Besides being fun, it can be good, so there's that to consider as well. How Warp World The idea is quite simple: cast warp world. You may want to try and recur Warp World near-infinitely, or at least a whole lot (as a Johnny, I highly approve of this). Each successive cast advances your board position while hopefully your opponents lose position. ETB effects should make your field explode in size while dropping their field to near-nothingness. Even against the fury of such overwhelming power as Relentless Rats (Warp World+30 Relentless Rats can be problematic), having a thousand creatures on your field should give you the victory. Building for Warp World Warp World decks traditionally run very few non-permanents so as to gain maximum position from each Warp. Things that aren't permanents either tutor for cards to make more permanents, copy permanents, or copy Warp World itself. Besides that, there are two ways to build for Warp World. The first is to run a good, solid tri-color deck with heavy beats that happens to have a Warp World and creatures+enchantments that can take advantage of it. In this case, a Warp World is just a type of win-con like scenario. The second is to build around Warp World. Cards that recur and copy Warp World are necessary in large numbers. In that case, the deck plays like a combo deck. Sit back, defend, and wait for 15-20 permanents to build up. Against another infinite creature/something combo deck, Warp World right away. Burying someone's Ghave, Guru of Spores or Animar, Soul of Elements is crippling. Token Spawns
Spoiler:
Destroy Targets
Spoiler:
Other Good Stuff (w/ Warp World)
Spoiler:
Copy/Recur Warp World
Spoiler:
Tutoring for Warp World/Card Draw
Spoiler:
Alternative win-cons
Spoiler:
Other
Spoiler:
Under construction section
Spoiler:
So the biggest deck decision you can make, besides whether Warp World is the fulcrum of your deck (combo) or just one possible good card (aggro) in an arsenal of beaters, are deck colors. ![]() ![]() : Allows for black tutors to hunt for Warp World or whatever else you want, but lacks blue's ability to recur the wonderous WW a thousand billion times. These are either combo-based or fog-esque running enchantments like Grave Pact.Suitable generals: Xira Arien, Sek'Kuar, Deathkeeper, Adun Oakenshield ![]() ![]() : Gives access to Roil Elemental, Izzet Chronarch, and many, many others but it has the issue of lacking black tutors. These play more like a combo than an aggro.Suitable generals: Intet, the Dreamer, Riku of Two Reflections ![]() ![]() : Grixis colors are good in every respect except 1- you're loosing green. Green is a spectacular color in EDH. In exchange for the loss of ramp, you're rewarded with some of the best control in the game. The draw and tutoring of blue and black with the damage of red.Suitable generals: Thraximundar, Tetsuo Umezawa, Sedris, the Traitor King ![]() ![]() : Naya gives access to the white token makers, some powerful recursion effects, and the standard green and white arsenal of colors. It seriously lacks card draw for Warp World, however, and lacks in general draw advantage. In a combo-based deck, that's pretty important. That said, I personally lack experience playing Naya Warp World decks. Let me know if you come up with anything.Suitable generals: Hazezon Tamar ![]() ![]() ![]() ![]() : 5c gives you the best of all both BRG and URG, plus nice little fellows like Sun Titan, Cloudgoat Ranger, Emeria Angel, etc. The big issue here is mana: repeatedly casting a card with a converted mana cost of 8 and RRR in its cost can become problematic.Suitable generals: Sliver Queen, Maelstrom Archangel (if your playgroup allows it, very similar to Intet) Example Decks (not made by me) Riku: deck 1, deck 2 Intet: deck 1 Xira Arien: deck 1 Sliver Queen: deck 1 Last edited by mgrinshpon; 07-26-2011 at 05:32 PM. Reason: Fixing stuff, adding stuff |
|
|
|
|
|
#3 |
|
Archmage Overlord
Join Date: Mar 2010
Posts: 1,540
![]() |
If you have a lot of enters the battlefield triggers that can benefit from warp worlding like four times in a row, Hive Mind is great.
__________________
I hate angels. Commander: Anowon, the Ruin Sage Bosh, Iron Golem![]() Experiment Kraj![]() ![]() Karador, Ghost Chieftain![]() ![]() Riku of Two Reflections
|
|
|
|
|
|
#4 | |
|
Common Mage
Join Date: Jun 2011
Posts: 33
|
Yeah, Choubaza, your deck is basically the thing that turned me on to Warp World. Gotta give credit where credit is due.
Quote:
|
|
|
|
|
|
|
#5 |
|
Ascended Mage
Join Date: Feb 2011
Location: Bordeaux
Posts: 222
![]() |
Sure hive mind is hilarious but it is also very dangerous, if the table suspects something they will gang on you, and with hive mind out it can become dirty very quick.
__________________
Commander/EDH
Spoiler:
|
|
|
|
|
|
#6 |
|
Ascended Mage
Join Date: Oct 2008
Posts: 292
|
Thanks for linking to my Xira deck. I really should update that with all the new goodies MBS and NPH brought.
One thing you might note is that Warp World can be very effective even if you're not built strictly to abuse it. For instance, I run it in my Hazezon Tamar deck as a way to gain massive board position over everyone else, but I have no way to tutor for it and only Eternal Witness to bring it back. I find people are much less annoyed by Warp World when you're not trying to cast it multiple times per game. |
|
|
|
|
|
#7 |
|
Archmage Overlord
Join Date: Mar 2010
Posts: 1,540
![]() |
How is that not still hilarious? I think that's hilarious.
__________________
I hate angels. Commander: Anowon, the Ruin Sage Bosh, Iron Golem![]() Experiment Kraj![]() ![]() Karador, Ghost Chieftain![]() ![]() Riku of Two Reflections
|
|
|
|
|
|
#8 |
|
Ascended Mage
Join Date: Feb 2011
Location: Bordeaux
Posts: 222
![]() |
You're right it can be hilarious, dangerous and dirty at the same time.
More seriously, i'll stick to more conventional ways of copying warp world: Riku, fork, reiterate and wild ricochet. EDIT: In the OP under token spawn, doubling zone wants to be doubling season
__________________
Commander/EDH
Spoiler:
Last edited by Choubaza; 07-06-2011 at 07:20 PM. |
|
|
|
|
|
#9 | |
|
Common Mage
Join Date: Jun 2011
Posts: 33
|
For Hive Mind, I've noticed that in a deck with such few spells it can be problematic. I like controlling what spells get cast and Hive Mind prevents that level of control. YMMV.
Quote:
|
|
|
|
|
|
|
#10 |
|
Death Cloud Group Bear Hug
|
So I added both Warp World and Genesis Wave to my Riku semi pre-con deck. I was able to cast Warp World on turn 4 after a turn 3 Collective Voyage where I had 11 permanents on the field. I manage to get Nuckavlee to get Warp World back in my hand. I had to cast it again since an opponent Damnation the field. The 2nd one netted me both Terastodon and Intet, the Dreamer. I proceed to win the match with Intet!
|
|
|
|
![]() |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
|
|