MTG Salvation Forums  
Home Articles Magic 2014 Spoiler (74/249) Radar Forums Blogs Wiki Chat About Register Now!

Go Back   MTG Salvation Forums > The Game > Commander (EDH) > Multiplayer Commander Decklists

Reply
 
Thread Tools
Old 07-06-2011, 09:41 AM   #1
mgrinshpon
Common Mage
 
mgrinshpon's Avatar
 
Join Date: Jun 2011
Posts: 33
Default Warp World

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:

Colorless
Precursor Golem
Myr Battlesphere
Batterskull: Germs count as tokens and Batterskull is really, really good. Similarly, you can use Bonehoard if your playgroup uses many Wrath effects.

White
Captain of the Watch
Cloudgoat Ranger
Emeria Angel
Knight-Captain of Eos
Sun Titan

Black
Bitterblossom
Grave Titan

Red
Emrakul's Hatcher: Both this and Kozilek's Predator create both tokens for WW, plus some ramp if needed.
Siege-Gang Commander: 4 cards in one, plus some pingers if need be.
Goblin Marshal
Chancellor of the Forge: Careful arrangement of the stack so that this card's ability resolves last after a Warp World can result in some truly back-breaking token amounts, or copy this with Riku.
Kiki-Jiki, Mirror Breaker: Token generator (copy Chancellor or Myr Battlesphere or something) or a win-con with Pestermite. The latter is easily tutorable with Tooth and Nail.

Green
Awaking Zone: Without question a "stall" card. Put it out, appear non-threatening, and chump block where required.
Doubling Season: Every Warp World should have one. Remember that ETB (enter battlefield) abilities trigger after cards have been placed so this will work with Warp World.
Kozilek's Predator: Mana ramp or tokens or chump blocks, your choice.
Avenger of Zendikar
Rampaging Baloths: Remember that landfall triggers on Warp World. Warping 10 land this nets you a lot of creatures.
Deranged Hermit

Selesnya
Rhys the Redeemed: Pretty weak in my opinion, unless you're running some haste cards.


Destroy Targets
Spoiler:

Colorless
Duplicant: Card advantage- kill opposing creatures. This destroys Eldrazi, for instance.

White
Elesh Norn, Grand Cenobite: I'm putting it as a destroy because of the -2/-2. This can drop numerous tribal decks to size like Slivers or any other number of creatures. The +2/+2 doesn't hurt either.

Blue
Phyrexian Ingestor

Black
Big Game Hunter: The madness is used surprisingly often, especially with Survival of the Fittest.
Fleshbag Marauder

Red
Inferno Titan
Bogardan Hellkite
Tuktuk Scrapper

Green
Acidic Slime
Woodfall Primus
Indrik Stomphowler
Terastadon

Selesnya
Aura Shards: Probably the best EDH card in these colors. If you're running GWR, you have no reason not to take this.


Other Good Stuff (w/ Warp World)
Spoiler:

Colorless
Solemn Simulcarum: Ramp!
Boseiju, Who Shelters All: Prevent Warp World from being countered by that ass playing Zur or Teferi.
Eldrazi Monument: With all the tokens you can generate, saccing is not an issue. Excellent card.

Blue
Roil Elemental: This or the card below when well-timed in a Warp World is a win-con.
Gather Specimens
Jin-Gitaxias, Core Auger: Because post-warp, you weren't unstoppable enough as it is. Combine with Reliquary Tower.

Black
Ob-Nixilis the Fallen: If you can drop enough warp worlds again and again, Ob-Nixilis can win the game from just life drain.

Red
Urabrask the Hidden: No blocks. None at all.

Green
Lotus Cobra: It's either early game ramp, extra mana to float on a Warp, or whatever your heart desires. If I have this guy, I'm rarely unhappy to see him.
Primeval Titan
Ondu Giant
Farhaven Elf
Wood Elves
Regal Force
Vorinclex, Voice of Hunger: Sure it's double mana ability is cute but what really makes it effective is the land untapping for opponents ability. In a few turns, you should bury everyone in advantage and creatures without people able to make a response, provided you stick with Vorinclex on a Warp. Otherwise, if you're recurring a Warp, you can add in some other sorceries, instants, and what have you or float some mana for the next Warp.

Gruul
Fires of Yavimaya

Selesnya
Juniper Order Ranger: This can quickly get absurd with Chancellor of the Forge or anything that puts a LOT of tokens into play which should be almost everything. Likewise, with Awakening Zone, you get 1/2 Eldrazi Spawn and one massive Juniper Order Ranger.

Jund
Madrush Cyclops


Copy/Recur Warp World
Spoiler:

Blue
Mnemonic Wall
Call to Mind
Hive Mind: Instantly become a target with this incredibly dirty enchantment! This can and probably will completely destabilize a game and in decks as spell-light as these, it may not be a good idea. Think carefully here.

Red
Fork
Reiterate
Wild Ricochet
Anarchist

Green
Eternal Witness
Restock
Riftsweeper

Gruul
Wort, the Raidmother

Izzet
Nucklavee
Izzet Chronarch

Jund
Charnelhoard Wurm


Intet, the Dreamer
Riku of Two Reflections: this card opens up a lot of other possibilities like copying Vigor for near-indestructible creatures or doubling ramp spells like Kodama's Reach. The sky's the limit, but running a Riku throws you thoroughly out of "casual" range.


Tutoring for Warp World/Card Draw
Spoiler:

Colorless
Sensei's Divining Top

Blue
Mystical Tutor: I cannot begin to say how good this is with Intet. Use this, attack with Intet, pay the cost, and Warp World is out for 2UU.
Personal Tutor

Black
Demonic Tutor
Imperial Seal
Vampiric Tutor
Phyrexian Arena
Graveborn Muse
Liliana Vess
Rune-Scarred Demon
Grim Tutor

Red
Gamble

Green
Greater Good
Sylvan Library
Harmonize


Alternative win-cons
Spoiler:

Blue
Mass Polymorph: Warp World's little brother.

Green
Tooth and Nail: into Avenger of Zendikar+Primeval Titan or Kiki-Jiki+Pestermite results in a win. It's rare that a deck falls into these colors.
Genesis Wave: Game over.


Other
Spoiler:

Colorless
Akroma's Memorial
Kozilek, Butcher of Truth/Ulamog the Infinite Gyre: useful for recycling graveyards into decks. Also, really, really powerful. The Annihilator gives overwhelming board advantage if you already have a few thousand more creatures and lands than your opponents.
Sword of Fire and Ice/Sword of Feast and Famine/Sword of Light and Shadow

Blue
Rite of Replication: for use with things like Chancellor of the Forge, Avenger of Zendikar, or something else absurd.

Red
Kher Keep: Skullclampable token generator

Green
Mana Reflection
Beastmaster Ascension
Survival of the Fittest


Under construction section
Spoiler:

Colorless
White
Blue
Black
Red
Green

Azorius
Dimir
Rakdos
Gruul
Selesnya
Orzhov
Boros
Izzet
Simic
Golgari

Esper
Bant
Naya
Grixis
Jund






Penta


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
mgrinshpon is offline         0

 
Reply With Quote
Old 07-06-2011, 11:08 AM   #2
Choubaza
Ascended Mage
 
Choubaza's Avatar
 
Join Date: Feb 2011
Location: Bordeaux
Posts: 222

France

Default

Good work and thanks for linking to my thread. Warp world decks are very fun to play and i'm glad to see more people building one.
Choubaza is offline         0

 
Reply With Quote
Old 07-06-2011, 11:09 AM   #3
penguinofhonor
Archmage Overlord
 
penguinofhonor's Avatar
 
Join Date: Mar 2010
Posts: 1,540

United States

Default

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:
b Anowon, the Ruin Sage
r Bosh, Iron Golem
gu Experiment Kraj
bgw Karador, Ghost Chieftain
urg Riku of Two Reflections
penguinofhonor is offline         0

 
Reply With Quote
Old 07-06-2011, 11:15 AM   #4
mgrinshpon
Common Mage
 
mgrinshpon's Avatar
 
Join Date: Jun 2011
Posts: 33
Default

Yeah, Choubaza, your deck is basically the thing that turned me on to Warp World. Gotta give credit where credit is due.

Quote:
Originally Posted by penguinofhonor View Post
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'll give it a shot tonight in OCTGN. It looks hilarious.
mgrinshpon is offline         0

 
Reply With Quote
Old 07-06-2011, 11:17 AM   #5
Choubaza
Ascended Mage
 
Choubaza's Avatar
 
Join Date: Feb 2011
Location: Bordeaux
Posts: 222

France

Default

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.
Choubaza is offline         0

 
Reply With Quote
Old 07-06-2011, 11:47 AM   #6
LittlestMorte
Ascended Mage
 
LittlestMorte's Avatar
 
Join Date: Oct 2008
Posts: 292
Default

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.
LittlestMorte is offline         0

 
Reply With Quote
Old 07-06-2011, 03:12 PM   #7
penguinofhonor
Archmage Overlord
 
penguinofhonor's Avatar
 
Join Date: Mar 2010
Posts: 1,540

United States

Default

Quote:
Originally Posted by Choubaza View Post
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.
How is that not still hilarious? I think that's hilarious.
__________________
I hate angels.

Commander:
b Anowon, the Ruin Sage
r Bosh, Iron Golem
gu Experiment Kraj
bgw Karador, Ghost Chieftain
urg Riku of Two Reflections
penguinofhonor is offline         0

 
Reply With Quote
Old 07-06-2011, 07:15 PM   #8
Choubaza
Ascended Mage
 
Choubaza's Avatar
 
Join Date: Feb 2011
Location: Bordeaux
Posts: 222

France

Default

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

Last edited by Choubaza; 07-06-2011 at 07:20 PM.
Choubaza is offline         0

 
Reply With Quote
Old 07-06-2011, 07:58 PM   #9
mgrinshpon
Common Mage
 
mgrinshpon's Avatar
 
Join Date: Jun 2011
Posts: 33
Default

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:
Originally Posted by Choubaza View Post
EDIT: In the OP under token spawn, doubling zone wants to be doubling season
Thanks for the fix. Also added some Naya stuff and Sliver Queen to 5c generals. Harmonic Sliver+Mana Echoes+Sliver Queen is nasty.
mgrinshpon is offline         0

 
Reply With Quote
Old 07-08-2011, 07:40 AM   #10
bfellow
Death Cloud Group Bear Hug
 
bfellow's Avatar
 
Join Date: Apr 2011
Posts: 2,762
Blog Entries: 1

United States

Default

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!
bfellow is offline         0

 
Reply With Quote
Old 07-08-2011, 02:40 PM   #11
mgrinshpon
Common Mage
 
mgrinshpon's Avatar
 
Join Date: Jun 2011
Posts: 33
Default

More stuff added. If anyone has any links to Warp World decks they want to give me, lemme know. I'll be more than happy to include them.
mgrinshpon is offline         0

 
Reply With Quote
Old 07-26-2011, 05:30 PM   #12
mgrinshpon
Common Mage
 
mgrinshpon's Avatar
 
Join Date: Jun 2011
Posts: 33
Default

Added Grixis generals list, Rune-Scarred Demon.

Unrelated, but I am pumped for Innistrad. Hopefully there will be some spectacular ETB cards out there.

Last edited by mgrinshpon; 07-26-2011 at 05:34 PM.
mgrinshpon is offline         0

 
Reply With Quote
Reply



Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:15 AM.


vBulletin, Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.