Guys I am going to suggest something close to blasphemy.
The removal of black and ob, nixilix compeatly.
it will keep us with four colours UWRG, I am thinking of putting hellkites back in and use some of the eldrazy titans for the big guys. We will have alof of more token makers in the new set (avenger the Ramp game comander and seige gang comander) so we will be warping with an already high permament count.
Remoal of the deamon will stop the instkill off the warp but it will allow us to have a bit more stable base I belive.
(On a somewhat related note I live in an apartment with very thin walls and the internet meme "Surprise buttsecks!!" isn't just on the internet anymore. Man that girl sounded pissed off.)
Currently playing Standard
:symr::symu::symg::symw:Mid-range:symr::symu::symg::symw: Modern
:symu::symb::symw::symr:AdNauseam:symu::symb::symw::symr:
Guys I am going to suggest something close to blasphemy.
The removal of black and ob, nixilix compeatly.
it will keep us with four colours UWRG, I am thinking of putting hellkites back in and use some of the eldrazy titans for the big guys. We will have alof of more token makers in the new set (avenger the Ramp game comander and seige gang comander) so we will be warping with an already high permament count.
Remoal of the deamon will stop the instkill off the warp but it will allow us to have a bit more stable base I belive.
We basically all pseudo-agreed on the wave to drop black and Ob. Come join the fun sir, and you can see what We've been thinking. Need an Invite?
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Quote from FutureDrafter »
Like I spend all this effort to come back in time, but like everyones like "take better pictures" like time travel isnt hard enough.
I hate when people change their avatar's. That's how I identify most people, not by names.
(On a somewhat related note I live in an apartment with very thin walls and the internet meme "Surprise buttsecks!!" isn't just on the internet anymore. Man that girl sounded pissed off.)
Currently playing Standard
:symr::symu::symg::symw:Mid-range:symr::symu::symg::symw: Modern
:symu::symb::symw::symr:AdNauseam:symu::symb::symw::symr:
Actually, that's not the case even today. I just recently found out what happens with tokens in Warp: the tokens still technically get shuffled into your library, and still technically exist when you reveal for your Warp -- however, because the text of Warp World specifies that you reveal cards, they're not eligible to be revealed as part of the resolution. The shortcut people always take is to just remove the tokens from the game pre-emptively, since it comes out to the same thing in the end.
The rule you're thinking of is probably the rule that states that if a token leaves the battlefield, any effects that instruct you to put it back (like Momentary Blink) are to be ignored. The token will stay in whatever zone it's in and will get cleaned up by SBEs the next time someone would get priority.
Actually what I meant is that by using a SPELL that gives us tokens... we won't reveal it post warp and clear a bunch of tokens for another bunch of tokens. I'd rather flop into an Eldrazi titan than a 0/1!
Actually what I meant is that by using a SPELL that gives us tokens... we won't reveal it post warp and clear a bunch of tokens for another bunch of tokens. I'd rather flop into an Eldrazi titan than a 0/1!
Um. I'd postulate that it's infinitely preferable to run something like Emrakul's Hatcher over Corpsehatch, especially if you're going for a multi-Warp build. The former will net you three extra permanents (even if they are only 0/1s), while the latter will put you down a permanent if you reveal it off a Warp. Seems like a no-brainer to me.
EDIT:
What is the wave?
Google Wave is a pseudo real-time discussion system that supports archiving of all discussion and nice threading. BoomChild has offered invites to those wishing to take part in our discussion there. PM him for more information.
Second, I've been doing some Orb work and it seems like there are quite a few come into battlefield effects, granted few of them may involve putting permanents into play but any card that can effect the game state when it enters play could be useful in Warp World.
Third, is admonition angel a good 3 of for the deck? it seems like with Siege-gang and other CitP cards you could pull off some shenigans. or just remove all your opponents permanents..
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"One Day Reason and Sanity will rule the World....."
"Unfortunately that day will be the day after all us Homo Sapiens explode in fiery balls of death from a Thermonuclear Hell..."
What's your Google Wave address so we can add you?
Second, I've been doing some Orb work and it seems like there are quite a few come into battlefield effects, granted few of them may involve putting permanents into play but any card that can effect the game state when it enters play could be useful in Warp World.
Third, is admonition angel a good 3 of for the deck? it seems like with Siege-gang and other CitP cards you could pull off some shenigans. or just remove all your opponents permanents..
I'm not terribly enthused with Admonition Angel for a couple of reasons. One, the WWW in the cost makes it quite hard to cast pre-Warp without seriously screwing with your manabase. Two, any permanents you exile with the Angel come right back when you Warp, so removing potent threats with the angel can be a lose-lose proposition.
What's your Google Wave address so we can add you?
I'm not terribly enthused with Admonition Angel for a couple of reasons. One, the WWW in the cost makes it quite hard to cast pre-Warp without seriously screwing with your manabase. Two, any permanents you exile with the Angel come right back when you Warp, so removing potent threats with the angel can be a lose-lose proposition.
He's right. Supporting a mana base that NEEDS green opening hand to ramp, triple red to cast warp world and triple white to cast the angel is nigh impossible. Ontop of that, she's sort of a winmore card. There are cards that will win us the game, rather than just exile a few permanents.
Also, I would be interested to learn if you've found any specifics, or if these Enter the battlefield abilities may just be tied to the eldrazi, which seems to be the case.
I've found there are THREE references to "basic" that don't apply to the basic lands, which could hint at a possible Farhaven Elf type card.
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Quote from FutureDrafter »
Like I spend all this effort to come back in time, but like everyones like "take better pictures" like time travel isnt hard enough.
I hate when people change their avatar's. That's how I identify most people, not by names.
Talking about Admonition Angel, how do the exiled permanents interact with Warp World? Do they all just get shuffled in, or are there more interesting shenanigans?
eg I've exiled 3 creatures with AA, then I WW. Do they:
1. Get shuffled in with everything else, but not count for the permanent count;
2. No get shuffled in, and come into play AFTER WW resolves
?
Talking about Admonition Angel, how do the exiled permanents interact with Warp World? Do they all just get shuffled in, or are there more interesting shenanigans?
eg I've exiled 3 creatures with AA, then I WW. Do they:
1. Get shuffled in with everything else, but not count for the permanent count;
2. No get shuffled in, and come into play AFTER WW resolves
?
Number 2. They come into play after WW has completely finished resolving.
Number 2. They come into play after WW has completely finished resolving.
Thanks for the quick response! So technically, you can exile your favourite creatures (eg Madrush Cyclops) with your own Angel to make sure that they're available post-Warp, yes?
And since it happens after WW resolves, they won't interact so well with other ETB triggers eg Landfall, is that right?
Pity AA's casting cost is so prohibitive for this. Could be handy in some situations.
Wow, coandco I'm glad to see Warp World discussion hasn't died.
Well to be honest I haven't tried including any of the Worldwake cards into my deck list but I intend to very soon and hopefully everyone can give me some advice.
This is my current deck list, it is always either 3-1 or 4-0 in my local FNM (usually against RDW, vampires, jund, bant). It's a University-held FNM so the quality of decks/players may not be as high as going to the most popular store in town but they're still decent nonetheless.
Lavaclaw Reaches: Lots of manas? Chaaaaarge! Seriously, late game + cleared board - open for business.
Raging Ravine: A more dependable manland that can grow overtime. However, the problem with both man lands is you'd probably want to use your mana for other important ramp spells / to cast fatties. And even if you opt to use the manland instead, you won't have that stable blocker that can protect you and prolong the game for your warp. It's more offensive than defensive. I would rather use the mana for other things. And by the time, I've cast all my spells and can use the manlands, the board may be at too much of a standstill for me to want to attack with the manlands.
Everflowing Chalice: Looks interesting, can I multikicker off cascade? I do believe so just need confirmation.
Avenger of Zendikar: Looks like a beast, I can't wait to get my hands on this bad boy
Garruk Wildspeaker: I've tested it before pre worldwake in our previous WarpWorld thread. Although the few times I drew it, I wished I could've drawn or searched for Warp World instead (see Liliana) or deal with a threat promptly i.e. Vampire Nocturnus, something Garruk may not be able to deal with when flying (see Chandra). But I'll give it a try again.
Lavaclaw Reaches - I'd give this the thumbs-down. In my experience, cleared boards don't happen too often, as we just don't have the removal to accomplish it.
Raging Ravine - This card is mostly good in the Control matchup, especially in concert with Trace of Abundance. U/W control literally has no single-card means of dealing with a Traced Ravine, and it grows each turn to eat their faces. In other matchups, it's a bit meh.
Everflowing Chalice - I run a few in my build just as 2-mana accelerants. They can be (multi)kicked off of BBE; however, if you tap out to cast your BBE, you're going to be a sad panda.
Avenger of Zendikar - This guy is, bar none, my absolute favorite card from Worldwake for this deck. He's a toolbox that does everything you want -- instantly clutters up the ground, makes tons of permanents, provides a great win condition off of a Warp, and all for only 7CMC. Highly, highly recommend him. I run 3.
EDIT: Also, I really dislike Liliana Vess now specifically because of all the decks running around with Jace, the Mind Sculptor. Oh whee, I drew a Vess while I'm under lockdown... that does me precisely no good, since they'll just send the searched card to the bottom before I can draw it.
This list has been showing a ton of promise, I have gone 4-0 with it for the last three weeks. What I like so much about it is its ability post board to turn into a completely different deck.
Comments, questions, and critics are welcome.
"Well, it's sort of orangey-yellow and dimpled on the outside, wet and squidgy in the middle. It's got pips inside, too. Oh, and some people have half a one for breakfast."
Just to fold some of the Wave discussion back into the thread here, BoomChild took the following Warp list to a 1k event with 60 players and top 4'd with it:
Against pretty much every deck, you should be playing this list as though you were playing Spread 'Em. Shut off their removal colors with your seas package. I found that this deck played out very well as a Spread 'Em would, except your clock is immensely quicker. Against any mono-color deck you will take some early beats, but once you can hit their mana, it is fairly easy to stabalize with BBE, Siege-Gang, and Avenger. Only warp if you are in trouble of losing the board position.
UW control, you want to keep them off their White mana the entire game if possible. Don't worry about the blue they get, they aren't going to kill you with that. Sideboard in every spell that is a threat. They will run out of counters and you will be able to stick a giant threat. Just play it cool and don't screw up
Quote from BoomChild »
Mind Control is for when you play against any of the decks that play either Iona or Baneslayer, or Sphinx 6/6 . You just take their creature. It's also good during warping because they have big threats, and you can just yank them away after board. I won the quarterfinals against UW control due to the fact that I warped, screwed his land base, then took his Baneslayer when he tapped out to play it. I am actually thinking of swapping the Ruinblasters for Dragon Claws because the Mono-Red matchup is kinda terrible if you don't wreck their mana early.
Spread 'em is a deck where they try to keep you off a fundimental color that your deck requires. It is a concept that was brought to light to attack Jund's shaky mana-base and win with a big creature in the form of Baneslayer, Jace 2.0, or quick beats with Bloodbraid Elf. Everything in that deck between 3-4 mana cascades into a spreading seas or convincing mirage.
In my deck, Turns 2-5 are spent either keeping them off a color, or accelling into BBE on turn 3 hopefully. In my match against an acutal Spread 'Em deck, the only relevent spell he cast in the match was a Jace 2.0 because I was able to keep him completely off G/R/W mana.
Mind Control is absurd against decks like Polymorph and UW Control becasue they will tap out to stick a huge threat with the hopes of defending it next turn. Taking that threat will generally force them to Wrath the board, which gives you card advantage. Playing out only 1 threat at a time and making them deal with it is a clutch aspect of the Ramping we pull off so well. Avenger of Zendikar is Lethal if they don't deal with it immediately. Siege-Gang is effectively a 3-4 turn clock depending on their life total. Hellkite EoT to make them tap out to main phase a Warp World is an amazing play.
I'm completely reinvigorated with this deck now that I have been able to find the weakness in the meta that we can gainfully exploit. I will be heading to the Midwest Masters tournament with this list in hopes of qualifing for a 10k tournament at Gencon this year. Wish me luck, and I hope you all find good luck with the new list.
Originally posted by Deimosfobos
BTW... what a silly question, I guess I should go to Ux control forum and ask: How come Mana Leak has a place in Ux control?
hahaha wow man....you seriously just made my night. I can not WAIT to test this out! Good luck in your tournament!
you think momentous fall will fit this deck when its released?
No, Momentous fall requires you to sacrifice a creature and I don't run many that would be beneficial to sacrifice. Siege Gang is only a 2/2 and I never want to lose an Avenger.
I'm actually planning on running something similar (albiet a little jankier) its just U/R. The first half of the game it plays like a control deck, spreading, bouncing, burning. Then I drop Selective Memory to take out everything that isnt a permanent (I take out chalices too), then I drop Warp World, and mill with Hedron Crab.
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About Mindslaver rulings:
Quote from ebcubs03 »
so if i am that player do i get to sleep with his girlfriend ?
so i haven't tested out your deck or anything yet, but when you sideboard in things like O ring and mind control, you take out the spread em game plan?
and i can imagine cascading into a BoP being kinda terrible, guess its either a)not so bad, or b) does not happen often?
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Originally posted by Deimosfobos
BTW... what a silly question, I guess I should go to Ux control forum and ask: How come Mana Leak has a place in Ux control?
Maybe this is where I'm going wrong. My warp deck has always been a straight RG ramp into the warp as soon as possible. The problem is the mass jund removal. I'm thinking I will have to replace some of the ramp with the spreading deck plan, seeing as the four fetches I have in the deck are the blue variants.
Now I have to find another deck for my Cobra's. xP
so i haven't tested out your deck or anything yet, but when you sideboard in things like O ring and mind control, you take out the spread em game plan?
and i can imagine cascading into a BoP being kinda terrible, guess its either a)not so bad, or b) does not happen often?
No. Keep the mana disruption plan in unless it's irrelevant.
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Quote from FutureDrafter »
Like I spend all this effort to come back in time, but like everyones like "take better pictures" like time travel isnt hard enough.
I hate when people change their avatar's. That's how I identify most people, not by names.
OK....so then what are you taking out? Warp World? Divination? BoP? I understand that its going to depend on what kind of deck your up against, but I'm curious.
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Originally posted by Deimosfobos
BTW... what a silly question, I guess I should go to Ux control forum and ask: How come Mana Leak has a place in Ux control?
card explanations
mnemonic wall : lets you go infinite with your warp world who doesn't want that?
emrakul's hatcher: i look at this card this way its 4 permanents and it also helps with ramping for warp world.
kozilek's pedator: kinda like the hatcher but a green version.
overgrown battlement : oh man is this card awesome,it provides ramp and helps stall if needed.
mul daya channelers : a good card either way in this deck.
birds of paradise : one costed mana ramp,helps with the only blue card and all of the red cards.
warp world : the combo peice,puts everything in your favor.
seige gang comando : a better version of hatcher.
mad rush cyclops : gives your dudes haste,i dont want to wait a turn to win.
magmaw : i like this guy,if they thought hemmorage or meddling mage warpworld you can put those little eldrazi tokens to some good use.
bogardan hellkite : just good,like boom said you can make them tap out with a eot with this dude and if you infinite off with warp world then its 5 in the face or to their dudes each time.
avenger of zendikar : he comes in with the lands so he sees them come into play ten 10/11's?sign me up.
khalni garden: adds to the perm count,anouther plant for avenger,adds ammo for magmaw,or a chump block.
misty rain forest : can fetch that single blue for the mnemonic wall and helps for the first turn birds.
island : just one just in case.
forest and mountian : i dont need to explain these two.
terramorphic expanse : no tri-land that makes g/u/r so this will have to do.
crag: i dont need to explain this one too.
scalding tarn : seems pretty good.
any advice?i played around with warpworld back with lor/shard type 2 after seeing boomchilds list take top 8,i know the rdw match up is tough so for the side i was thinking of dragons claw and pelakka wurms.
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The removal of black and ob, nixilix compeatly.
it will keep us with four colours UWRG, I am thinking of putting hellkites back in and use some of the eldrazy titans for the big guys. We will have alof of more token makers in the new set (avenger the Ramp game comander and seige gang comander) so we will be warping with an already high permament count.
Remoal of the deamon will stop the instkill off the warp but it will allow us to have a bit more stable base I belive.
Currently playing
Standard
:symr::symu::symg::symw:Mid-range:symr::symu::symg::symw:
Modern
:symu::symb::symw::symr:AdNauseam:symu::symb::symw::symr:
We basically all pseudo-agreed on the wave to drop black and Ob. Come join the fun sir, and you can see what We've been thinking. Need an Invite?
I hate when people change their avatar's. That's how I identify most people, not by names.
What is the wave?
Currently playing
Standard
:symr::symu::symg::symw:Mid-range:symr::symu::symg::symw:
Modern
:symu::symb::symw::symr:AdNauseam:symu::symb::symw::symr:
Actually what I meant is that by using a SPELL that gives us tokens... we won't reveal it post warp and clear a bunch of tokens for another bunch of tokens. I'd rather flop into an Eldrazi titan than a 0/1!
Um. I'd postulate that it's infinitely preferable to run something like Emrakul's Hatcher over Corpsehatch, especially if you're going for a multi-Warp build. The former will net you three extra permanents (even if they are only 0/1s), while the latter will put you down a permanent if you reveal it off a Warp. Seems like a no-brainer to me.
EDIT:
Google Wave is a pseudo real-time discussion system that supports archiving of all discussion and nice threading. BoomChild has offered invites to those wishing to take part in our discussion there. PM him for more information.
Second, I've been doing some Orb work and it seems like there are quite a few come into battlefield effects, granted few of them may involve putting permanents into play but any card that can effect the game state when it enters play could be useful in Warp World.
Third, is admonition angel a good 3 of for the deck? it seems like with Siege-gang and other CitP cards you could pull off some shenigans. or just remove all your opponents permanents..
"One Day Reason and Sanity will rule the World....."
"Unfortunately that day will be the day after all us Homo Sapiens explode in fiery balls of death from a Thermonuclear Hell..."
I need a new avvie and sig banner...
What's your Google Wave address so we can add you?
I'm not terribly enthused with Admonition Angel for a couple of reasons. One, the WWW in the cost makes it quite hard to cast pre-Warp without seriously screwing with your manabase. Two, any permanents you exile with the Angel come right back when you Warp, so removing potent threats with the angel can be a lose-lose proposition.
He's right. Supporting a mana base that NEEDS green opening hand to ramp, triple red to cast warp world and triple white to cast the angel is nigh impossible. Ontop of that, she's sort of a winmore card. There are cards that will win us the game, rather than just exile a few permanents.
Also, I would be interested to learn if you've found any specifics, or if these Enter the battlefield abilities may just be tied to the eldrazi, which seems to be the case.
I've found there are THREE references to "basic" that don't apply to the basic lands, which could hint at a possible Farhaven Elf type card.
I hate when people change their avatar's. That's how I identify most people, not by names.
eg I've exiled 3 creatures with AA, then I WW. Do they:
1. Get shuffled in with everything else, but not count for the permanent count;
2. No get shuffled in, and come into play AFTER WW resolves
?
Number 2. They come into play after WW has completely finished resolving.
It seems to be working okay (other than being trounced by my RDW deck and sometimes not drawing into a Warp World), but still needs some work.
What do you guys think of it?
4 Forest
4 Khalni Garden
4 Rootbound Crag
12 Mountain
4 Siege-Gang Commander
4 Emrakul's Hatcher
4 Mnemonic Wall
4 Overgrown Battlement
4 Lotus Cobra
4 Bloodbraid Elf
4 Elvish Visionary
4 Trace of Abundance
4 Warp World
Thanks for the quick response! So technically, you can exile your favourite creatures (eg Madrush Cyclops) with your own Angel to make sure that they're available post-Warp, yes?
And since it happens after WW resolves, they won't interact so well with other ETB triggers eg Landfall, is that right?
Pity AA's casting cost is so prohibitive for this. Could be handy in some situations.
Well to be honest I haven't tried including any of the Worldwake cards into my deck list but I intend to very soon and hopefully everyone can give me some advice.
This is my current deck list, it is always either 3-1 or 4-0 in my local FNM (usually against RDW, vampires, jund, bant). It's a University-held FNM so the quality of decks/players may not be as high as going to the most popular store in town but they're still decent nonetheless.
4x Rampant Growth
4x Trace of Abundance
4x Borderland Ranger
4x Bloodbraid Elf
Big bodies
3x Ob Nixilis, the Fallen
1x Rampaging Baloths
3x Broodmate dragons
4x Siege-Gang Commander
4x Sprouting Thrinax
2x Chandra Nalaar
1x Liliana Vess
Core
3x Warp world
Lands
4x Verdant Catacombs
3x Arid Mesa
8x Forest
5x Mountain
2x Swamp
2x Rootbound Crag
Now I want to test out a few cards:
Lavaclaw Reaches: Lots of manas? Chaaaaarge! Seriously, late game + cleared board - open for business.
Raging Ravine: A more dependable manland that can grow overtime. However, the problem with both man lands is you'd probably want to use your mana for other important ramp spells / to cast fatties. And even if you opt to use the manland instead, you won't have that stable blocker that can protect you and prolong the game for your warp. It's more offensive than defensive. I would rather use the mana for other things. And by the time, I've cast all my spells and can use the manlands, the board may be at too much of a standstill for me to want to attack with the manlands.
Everflowing Chalice: Looks interesting, can I multikicker off cascade? I do believe so just need confirmation.
Avenger of Zendikar: Looks like a beast, I can't wait to get my hands on this bad boy
Garruk Wildspeaker: I've tested it before pre worldwake in our previous WarpWorld thread. Although the few times I drew it, I wished I could've drawn or searched for Warp World instead (see Liliana) or deal with a threat promptly i.e. Vampire Nocturnus, something Garruk may not be able to deal with when flying (see Chandra). But I'll give it a try again.
So far my projected deck list post World wake:
4x Rampant Growth
4x Trace of Abundance
2x Borderland Ranger
3x Everflowing Chalice
3x Bloodbraid Elf
Big bodies
3x Ob Nixilis, the Fallen
2x Broodmate dragons
4x Siege-Gang Commander
4x Sprouting Thrinax
2x Avenger of Zendikar
2x Chandra Nalaar
1x Liliana Vess
Core
3x Warp world
Lands
4x Verdant Catacombs
3x Arid Mesa
8x Forest
5x Mountain
2x Swamp
1x Lavaclaw Reaches
1x Rootbound Crag
Let me know what you would change for my new version of Warp World.
Quick Worldwake card summaries:
Lavaclaw Reaches - I'd give this the thumbs-down. In my experience, cleared boards don't happen too often, as we just don't have the removal to accomplish it.
Raging Ravine - This card is mostly good in the Control matchup, especially in concert with Trace of Abundance. U/W control literally has no single-card means of dealing with a Traced Ravine, and it grows each turn to eat their faces. In other matchups, it's a bit meh.
Everflowing Chalice - I run a few in my build just as 2-mana accelerants. They can be (multi)kicked off of BBE; however, if you tap out to cast your BBE, you're going to be a sad panda.
Avenger of Zendikar - This guy is, bar none, my absolute favorite card from Worldwake for this deck. He's a toolbox that does everything you want -- instantly clutters up the ground, makes tons of permanents, provides a great win condition off of a Warp, and all for only 7CMC. Highly, highly recommend him. I run 3.
EDIT: Also, I really dislike Liliana Vess now specifically because of all the decks running around with Jace, the Mind Sculptor. Oh whee, I drew a Vess while I'm under lockdown... that does me precisely no good, since they'll just send the searched card to the bottom before I can draw it.
4x Arid Mesa
2x Raging Ravine
6x Mountains
8x Forests
3x Plains
Creatures:
4x Elvish Visionary
4x Pilgrims Eye
4x Bloodbraid Elf
3x Wall of Reverence
4x Siege-Gang Commander
3x Rampaging Baloths
4x Bogardan Hellkite
1x Iona, Shield of Emeria
4x Trace of Abundance
2x Everflowing Chalice
4x Warp World
2x Pithing Needle
3x Summoning Trap
4x Oblivion Ring
2x Journey to Nowhere
4x Wooly Thoctar
This list has been showing a ton of promise, I have gone 4-0 with it for the last three weeks. What I like so much about it is its ability post board to turn into a completely different deck.
Comments, questions, and critics are welcome.
1 Bogardan Hellkite
3 Avenger of Zendikar
3 Divination
4 Siege-Gang Commander
4 Acidic Slime
4 Bloodbraid Elf
4 Birds of Paradise
4 Trace of Abundance
4 Warp World
4 Convincing Mirage
4 Spreading Seas
10 Forest
7 Mountain
4 Scalding Tarn
1 Island
4 Goblin Ruinblaster
3 Thought Hemorrhage
4 Oblivion Ring
2 Bogardan Hellkite
2 Mind Control
you think momentous fall will fit this deck when its released?
No, Momentous fall requires you to sacrifice a creature and I don't run many that would be beneficial to sacrifice. Siege Gang is only a 2/2 and I never want to lose an Avenger.
About Mindslaver rulings:
and i can imagine cascading into a BoP being kinda terrible, guess its either a)not so bad, or b) does not happen often?
Now I have to find another deck for my Cobra's. xP
No. Keep the mana disruption plan in unless it's irrelevant.
I hate when people change their avatar's. That's how I identify most people, not by names.
4 emrakul's hatcher
4 kozilek's pedator
4 overgrown battlement
4 mul daya channelers
4 birds of paradise
4 warp world
4 seige gang comando
1 mad rush cyclops
1 magmaw
1 bogardan hellkite
1 avenger of zendikar
4 khalni garden
4 misty rain forest
1 island
4 forest
4 mountian
3 terramorphic expanse
3 root bound crag
1 scalding tarn
card explanations
mnemonic wall : lets you go infinite with your warp world who doesn't want that?
emrakul's hatcher: i look at this card this way its 4 permanents and it also helps with ramping for warp world.
kozilek's pedator: kinda like the hatcher but a green version.
overgrown battlement : oh man is this card awesome,it provides ramp and helps stall if needed.
mul daya channelers : a good card either way in this deck.
birds of paradise : one costed mana ramp,helps with the only blue card and all of the red cards.
warp world : the combo peice,puts everything in your favor.
seige gang comando : a better version of hatcher.
mad rush cyclops : gives your dudes haste,i dont want to wait a turn to win.
magmaw : i like this guy,if they thought hemmorage or meddling mage warpworld you can put those little eldrazi tokens to some good use.
bogardan hellkite : just good,like boom said you can make them tap out with a eot with this dude and if you infinite off with warp world then its 5 in the face or to their dudes each time.
avenger of zendikar : he comes in with the lands so he sees them come into play ten 10/11's?sign me up.
khalni garden: adds to the perm count,anouther plant for avenger,adds ammo for magmaw,or a chump block.
misty rain forest : can fetch that single blue for the mnemonic wall and helps for the first turn birds.
island : just one just in case.
forest and mountian : i dont need to explain these two.
terramorphic expanse : no tri-land that makes g/u/r so this will have to do.
crag: i dont need to explain this one too.
scalding tarn : seems pretty good.
any advice?i played around with warpworld back with lor/shard type 2 after seeing boomchilds list take top 8,i know the rdw match up is tough so for the side i was thinking of dragons claw and pelakka wurms.