I really like the combination of Overgrown Battlement and Wall of Omens in a Warp World deck. You get solid mana acceleration, card draw when Warping or cantrips into the first Warp, plus blockers to buy time. Along with Kozilek's Predator and possibly Mnemonic Wall, Warp World's picking up some nice cards.
Holy crap holy crap holy crap. Two new cards spoiled:
Ondu Giant
3G
Creature
2/4
When it comes into play, rampant growth.
Awakening Zone
2G
Enchantment
At the beginning of your upkeep, put a spawn token into play.
I'd say that both of them are exceedingly good candidates for inclusion in Warp. Slightly more expensive Farhaven Elf and a Bitterblossom that accelerates you? Yes please...
Holy crap holy crap holy crap. Two new cards spoiled:
Ondu Giant
3G
Creature
2/4
When it comes into play, rampant growth.
Awakening Zone
2G
Enchantment
At the beginning of your upkeep, put a spawn token into play.
I'd say that both of them are exceedingly good candidates for inclusion in Warp. Slightly more expensive Farhaven Elf and a Bitterblossom that accelerates you? Yes please...
Growth Spasm
Sorcery
Search your library for a basic land card and put it into play tapped. Then shuffle your library.
Put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add 1 to your mana pool."
Nest Invader
Creature - Eldrazi Drone
When Nest Invader enters the battlefield, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add 1 to your mana pool."
2/2
Yeeeeeeees please!!!
Private Mod Note
():
Rollback Post to RevisionRollBack
"For every complex problem there is an answer that is clear, simple, and wrong."
- H. L. Mencken
Holy crap holy crap holy crap. Two new cards spoiled:
Ondu Giant
3G
Creature
2/4
When it comes into play, rampant growth.
Awakening Zone
2G
Enchantment
At the beginning of your upkeep, put a spawn token into play.
I'd say that both of them are exceedingly good candidates for inclusion in Warp. Slightly more expensive Farhaven Elf and a Bitterblossom that accelerates you? Yes please...
I do love the new enchantment Ramp me up and grant me tokens, YES please. The giant on the other hand..I am not such a big fan I think he will cost to much for what he does, I would much rather play BBE in to a trace or a land disruption spell.
(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:
I do love the new enchantment Ramp me up and grant me tokens, YES please. The giant on the other hand..I am not such a big fan I think he will cost to much for what he does, I would much rather play BBE in to a trace or a land disruption spell.
In my proxy testing so far, the giant is *amazing*. Quite frankly, I like him better than BBE. Here are my reasons:
1. Ondu Giant serves the same purpose as BBE -- getting a body on the field while still accelerating you. While the body isn't hasty, it *is* a 2/4, meaning it can chump BBE and Sprouting Thrinax all day long without breaking a sweat. This is mostly superior BBE's 3/2 hasty stats, since 2 toughness means it generally blocks once at most.
2. Ondu Giant is more reliable in the form of acceleration it gives you, and that form is always land-based, and thus relatively hard to disrupt. Also, land-based acceleration makes cards like Ob Nixilis and Avenger of Zendikar happy. The more lands you have by the time you reach 7 mana, the more potent your Avengers are.
3. Because Ondu Giant lacks Cascade, you'll never have the problem where you topdeck into one lategame and then cascade past all of the business spells you've been waiting for. I've had this happen to me several times with BBE, and it's quite unpleasant to know that you could have won if you hadn't cast your BBE.
4. Ondu Giant has an easier casting cost at 3G instead of 2RG. Minor nitpick, but it's still an advantage.
The only real downside I see to Ondu Giant is that it's a single spell instead of two, making it easier to counter both the creature and the acceleration... though with the number of decks that run Double Negative nowadays, even that's less of an issue.
(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:
Warp world just seems to look better and better as they release rise of the eldrazi cards. I just hope to see a fertile ground-esque card and then ill be jizz in my pants happy. That and a mulldrifter like card. i miss warping and drawing like 10 cards. it felt like my own version of a cruel ultimatum, except most of the time it was waaaaay in my favor.
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First tournament top 8 11/4/12 at the SCG IQ in Santa Cruz!
Oh, Warp World DOES do all that currently. Warp world is actually competitive currently, just not popular yet. Let's just say I know someone that made it good before at a PTQ and has made it good again (he's actually in a Midwest Master's tournament as we speak) :).
Warp world just seems to look better and better as they release rise of the eldrazi cards. I just hope to see a fertile ground-esque card and then ill be jizz in my pants happy. That and a mulldrifter like card. i miss warping and drawing like 10 cards. it felt like my own version of a cruel ultimatum, except most of the time it was waaaaay in my favor.
Unfortunately, we know that there won't be a Fertile Ground-type land enchant in the set, due to Orb hits (specifically, the word "adds" doesn't show up). Still, it's possible we'll get another any-color mana source, which would help a *lot*.
Quote from lenny89 »
Oh, Warp World DOES do all that currently. Warp world is actually competitive currently, just not popular yet. Let's just say I know someone that made it good before at a PTQ and has made it good again (he's actually in a Midwest Master's tournament as we speak) .
Wow so many cards in Eldrazi I want to test in the Warp World deck.
I'm not sure what this Google Wave discussion is but can I be added to it? I have a google wave account so I may not need an invite, just need to know how to join the discussion.
Wow so many cards in Eldrazi I want to test in the Warp World deck.
I'm not sure what this Google Wave discussion is but can I be added to it? I have a google wave account so I may not need an invite, just need to know how to join the discussion.
I will only be playing one eldrazi main deck Spawnsire of Ulamog with one of each titan in the SB. muti-warp you can save up alot of mana and when you get 20+ extra mana have some fun and cast your bombs.
(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:
I have four of those in my list, but it's not a replacement for Fertile Ground. It doesn't fix color, add a mana the turn it comes out, or work the turn you Warp.
Yeah, I just noticed he already revealed his list via the 1k at Pastimes. He told me to keep it on the down low prior to that :p. His brother also made the top 8, too, but with a jund list.
The deck itself was pretty impressive. I've been play testing against Warp 'Em (his name for the deck) for a few weeks with my U/W control deck (link on my sig). It helped him in the final rounds at the 1k, catching other U/W decks off-guard as they would wait to counter warp world instead of the main threats. Warp 'Em had some promising results at our FNMs, placing in the top almost consistently.
At first, spreading seas was just a gimmick to replace good old mulldrifter, but eventually convincing mirage was added for the land denial warp world package. The inclusion of divination was actually inspired from my old version of u/w control because he used to have obelisks as cascades and wanted to prevent a lot of top-decking when necessary. Now, bloodbraid elf has a wide array of tools ranging from land disruption, card advantage, and mana acceleration. Warp 'Em has actually inspired me to mainboard spreading seas over divination as its two for one and low-cost gain was effective.
As for future testing, Boomer and I have experimented with overgrown battlement and mnemonic wall, only with moderate success. Walls, in general, were not as effective as the land disruption package because most decks will be able to cut through with the high power/low cost creatures roaming around. If you deny your opponent their resources, their ability to cast color-intensive creatures is severely hindered. One idea I thought of for sideboard or maybe a 1-of main deck is a roiling elemental (aim for red with land disruption). This is one of the few decks that can abuse that kind of card. Warp world already can deny land/mana resources, and being able to steal your opponent's entire creature team can be devastating.
Well, have fun experimenting with the deck! Warp 'Em is a fun deck, and I can't wait to see what Boomer has cooked up this week :D.
In my proxy testing so far, the giant is *amazing*. Quite frankly, I like him better than BBE.
3. Because Ondu Giant lacks Cascade, you'll never have the problem where you topdeck into one lategame and then cascade past all of the business spells you've been waiting for. I've had this happen to me several times with BBE, and it's quite unpleasant to know that you could have won if you hadn't cast your BBE.
All your points were good except this one. Unless you are manipulating the top of your deck this is a really bad way to think when playing. You had no idea what was on top of your deck until you played blood braid elf, for all you know it could of also been a bunch of stuff you didn't need. At worst it gives your opponent some information on whats not in your hand. As soon as you play bloodbraid elf what you don't hit is irrelevant, if it was the good play at the time it was the good play.
All your points were good except this one. Unless you are manipulating the top of your deck this is a really bad way to think when playing. You had no idea what was on top of your deck until you played blood braid elf, for all you know it could of also been a bunch of stuff you didn't need. At worst it gives your opponent some information on whats not in your hand. As soon as you play bloodbraid elf what you don't hit is irrelevant, if it was the good play at the time it was the good play.
I agree that's not the way I should think, but it's inevitably the way I do think. If I'm topdecking land after acceleration after land, it feels like complete crap when I play a BBE and then realize that I could have won (or at least pulled off something interesting) had I not played it.
At any rate, I'm still running the single-Warp non-Spread version, so it's entirely possible that I'm just a stick-in-the-mud who doesn't keep up with the times
I agree that's not the way I should think, but it's inevitably the way I do think. If I'm topdecking land after acceleration after land, it feels like complete crap when I play a BBE and then realize that I could have won (or at least pulled off something interesting) had I not played it.
At any rate, I'm still running the single-Warp non-Spread version, so it's entirely possible that I'm just a stick-in-the-mud who doesn't keep up with the times
Okay I'll give you your porch swing.
I haven't looked much into warp-world, but it seems to be a lot more fun with the new cards spoiled.
I sort of like the idea of Warp World with a secondary combo (post ROE)--that is Warp World+Bear Umbra/Hellkite Charger.
I guess I'd need to tinker, but having Warp World and the "you're dead" combo (which you can warp into) seems pretty good, and both require roughly the same shell.
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Be they worthy or just plain riff-raff, my warhead shall punish all without distinction. -Rip Van Winkle
All your points were good except this one. Unless you are manipulating the top of your deck this is a really bad way to think when playing. You had no idea what was on top of your deck until you played blood braid elf, for all you know it could of also been a bunch of stuff you didn't need. At worst it gives your opponent some information on whats not in your hand. As soon as you play bloodbraid elf what you don't hit is irrelevant, if it was the good play at the time it was the good play.
He is right, only having one BBE to cascade with does cascade past all of the boss spells. When you cascade you need to find a spell with a CMC of less then 4 off the top of your deck, We all know this. But when you do this all of youe bigger spells go to the bottom to your deck (again everyone knows this) Now what happens when you have to cascade 10 cards to get to the one trace of abundance or Growth.. all of the cards that you cascaded past go to the bottom of the deck. Since everything is at the bottom you have a much less chance of drawing anything that could help you. This effect is minimized when you run fetch lands but only untill your next cascade spell.
(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:
He is right, only having one BBE to cascade with does cascade past all of the boss spells. When you cascade you need to find a spell with a CMC of less then 4 off the top of your deck, We all know this. But when you do this all of youe bigger spells go to the bottom to your deck (again everyone knows this) Now what happens when you have to cascade 10 cards to get to the one trace of abundance or Growth.. all of the cards that you cascaded past go to the bottom of the deck. Since everything is at the bottom you have a much less chance of drawing anything that could help you. This effect is minimized when you run fetch lands but only untill your next cascade spell.
I don't feel like going into something that has been explained thousands of times before, but please know that you are completely wrong on this. This is like the fetch lands as deck thinning argument, but with even less merit.
I don't feel like going into something that has been explained thousands of times before, but please know that you are completely wrong on this. This is like the fetch lands as deck thinning argument, but with even less merit.
I have honestly never seen that argument before, please explain to me how does cascading past all of the bigger spells not put them on the bottom, I do understand that it is compeatly random and the cascade target can be the next card on top or it could be 10 cards down. The cascade still grants you one extra spell but at the cost of having a higher concentration of bigger spells at the botom of your deck. and with out shuffling effects you will most likely never see in teh game.
(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:
Just curious. Has anyone pre-tested Madrush Cyclops with the eldrazi guys already? Combined with Artisan of Kozilek you can be sure it hits the field post-warp That is: if it has already hit the bin ofc, making it no problem to cast it pre-warp and letting it die. Also Kozilek himself seems like a really nice post-warp guy, but hardcasting them both will be tough I guess. Haven't tested ROE yet, but I assume it's fast with all the mana guys?
Jund Warp World so far seems like a decent choice. From the new set green has the enchantment that produces token, red has guys that instantly produce tokens as if you were using SGC, black has pawn of ulamog.
Anyways, madrush cyclops with anihilatoranyone?
Also: I'd like a wave invite. Curious what the warp 'em thing that was discussed a couple pages back is as well.
(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:
Tested this, but it seems extremely weak vs decks like Naya (Lightsaber and Boss) and RDW. Jund is doable if you get enough seas / mirages in hand, but else you're doomed as well. Anything with lotus cobra out-tempo's you by a factor of 100 and the sb seems a bit weak. If you still have to side in extra land removal when you have 12 md then idk if this is the proper deck to play as a WW-variant. I found divination to be very weak. For a WW deck, wouldn't visionairy do the same? It might not give you 2 cards, but it does give you 1 permanent and it actually hits off WW.
Practical use aside, I do agree this is a cool way to play WW and it's definately a lot of fun :D.
This is acctualy one of my favorite lists since WWR (warp world revolution) I played sever match ups against naya and I didnt feel that it was such a hard match up I was able to get out an early SGC and just keep the mana producers down to a minimun so they are not able to power out any big threats..if you want post SB put in the o-rings so that you can kill the creatures a bit faster.
(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:
Current achievements
1 PTQ top 8
Top 16 of a SCGclasic
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Ondu Giant
3G
Creature
2/4
When it comes into play, rampant growth.
Awakening Zone
2G
Enchantment
At the beginning of your upkeep, put a spawn token into play.
I'd say that both of them are exceedingly good candidates for inclusion in Warp. Slightly more expensive Farhaven Elf and a Bitterblossom that accelerates you? Yes please...
Growth Spasm
Sorcery
Search your library for a basic land card and put it into play tapped. Then shuffle your library.
Put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add 1 to your mana pool."
Nest Invader
Creature - Eldrazi Drone
When Nest Invader enters the battlefield, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add 1 to your mana pool."
2/2
Yeeeeeeees please!!!
- H. L. Mencken
French Duel Commander
WBR Kaalia of the Vast WBR
RUG Maelstrom Wanderer RUG
Currently playing
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:symu::symb::symw::symr:AdNauseam:symu::symb::symw::symr:
In my proxy testing so far, the giant is *amazing*. Quite frankly, I like him better than BBE. Here are my reasons:
1. Ondu Giant serves the same purpose as BBE -- getting a body on the field while still accelerating you. While the body isn't hasty, it *is* a 2/4, meaning it can chump BBE and Sprouting Thrinax all day long without breaking a sweat. This is mostly superior BBE's 3/2 hasty stats, since 2 toughness means it generally blocks once at most.
2. Ondu Giant is more reliable in the form of acceleration it gives you, and that form is always land-based, and thus relatively hard to disrupt. Also, land-based acceleration makes cards like Ob Nixilis and Avenger of Zendikar happy. The more lands you have by the time you reach 7 mana, the more potent your Avengers are.
3. Because Ondu Giant lacks Cascade, you'll never have the problem where you topdeck into one lategame and then cascade past all of the business spells you've been waiting for. I've had this happen to me several times with BBE, and it's quite unpleasant to know that you could have won if you hadn't cast your BBE.
4. Ondu Giant has an easier casting cost at 3G instead of 2RG. Minor nitpick, but it's still an advantage.
The only real downside I see to Ondu Giant is that it's a single spell instead of two, making it easier to counter both the creature and the acceleration... though with the number of decks that run Double Negative nowadays, even that's less of an issue.
Currently playing
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:symr::symu::symg::symw:Mid-range:symr::symu::symg::symw:
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My decks
Top 4 (4th) SCG IQ 11/4/12
MTG Rules Advisor
Standard
UW UW Control
B MBC (developing)
Legacy
WUG Bant
Unfortunately, we know that there won't be a Fertile Ground-type land enchant in the set, due to Orb hits (specifically, the word "adds" doesn't show up). Still, it's possible we'll get another any-color mana source, which would help a *lot*.
What, you mean BoomChild?
- H. L. Mencken
French Duel Commander
WBR Kaalia of the Vast WBR
RUG Maelstrom Wanderer RUG
I'm not sure what this Google Wave discussion is but can I be added to it? I have a google wave account so I may not need an invite, just need to know how to join the discussion.
Right, which is why I said "another". Trace of Abundance is one of the most useful cards in the deck, but it *does* only comprise 4 cards out of 60.
I will only be playing one eldrazi main deck Spawnsire of Ulamog with one of each titan in the SB. muti-warp you can save up alot of mana and when you get 20+ extra mana have some fun and cast your bombs.
Currently playing
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:symr::symu::symg::symw:Mid-range:symr::symu::symg::symw:
Modern
:symu::symb::symw::symr:AdNauseam:symu::symb::symw::symr:
How about Overgrown Battlement in RoE?
- H. L. Mencken
French Duel Commander
WBR Kaalia of the Vast WBR
RUG Maelstrom Wanderer RUG
I have four of those in my list, but it's not a replacement for Fertile Ground. It doesn't fix color, add a mana the turn it comes out, or work the turn you Warp.
Yeah, I just noticed he already revealed his list via the 1k at Pastimes. He told me to keep it on the down low prior to that :p. His brother also made the top 8, too, but with a jund list.
The deck itself was pretty impressive. I've been play testing against Warp 'Em (his name for the deck) for a few weeks with my U/W control deck (link on my sig). It helped him in the final rounds at the 1k, catching other U/W decks off-guard as they would wait to counter warp world instead of the main threats. Warp 'Em had some promising results at our FNMs, placing in the top almost consistently.
At first, spreading seas was just a gimmick to replace good old mulldrifter, but eventually convincing mirage was added for the land denial warp world package. The inclusion of divination was actually inspired from my old version of u/w control because he used to have obelisks as cascades and wanted to prevent a lot of top-decking when necessary. Now, bloodbraid elf has a wide array of tools ranging from land disruption, card advantage, and mana acceleration. Warp 'Em has actually inspired me to mainboard spreading seas over divination as its two for one and low-cost gain was effective.
As for future testing, Boomer and I have experimented with overgrown battlement and mnemonic wall, only with moderate success. Walls, in general, were not as effective as the land disruption package because most decks will be able to cut through with the high power/low cost creatures roaming around. If you deny your opponent their resources, their ability to cast color-intensive creatures is severely hindered. One idea I thought of for sideboard or maybe a 1-of main deck is a roiling elemental (aim for red with land disruption). This is one of the few decks that can abuse that kind of card. Warp world already can deny land/mana resources, and being able to steal your opponent's entire creature team can be devastating.
Well, have fun experimenting with the deck! Warp 'Em is a fun deck, and I can't wait to see what Boomer has cooked up this week :D.
MTG Rules Advisor
Standard
UW UW Control
B MBC (developing)
Legacy
WUG Bant
All your points were good except this one. Unless you are manipulating the top of your deck this is a really bad way to think when playing. You had no idea what was on top of your deck until you played blood braid elf, for all you know it could of also been a bunch of stuff you didn't need. At worst it gives your opponent some information on whats not in your hand. As soon as you play bloodbraid elf what you don't hit is irrelevant, if it was the good play at the time it was the good play.
I agree that's not the way I should think, but it's inevitably the way I do think. If I'm topdecking land after acceleration after land, it feels like complete crap when I play a BBE and then realize that I could have won (or at least pulled off something interesting) had I not played it.
At any rate, I'm still running the single-Warp non-Spread version, so it's entirely possible that I'm just a stick-in-the-mud who doesn't keep up with the times
Okay I'll give you your porch swing.
I haven't looked much into warp-world, but it seems to be a lot more fun with the new cards spoiled.
I guess I'd need to tinker, but having Warp World and the "you're dead" combo (which you can warp into) seems pretty good, and both require roughly the same shell.
He is right, only having one BBE to cascade with does cascade past all of the boss spells. When you cascade you need to find a spell with a CMC of less then 4 off the top of your deck, We all know this. But when you do this all of youe bigger spells go to the bottom to your deck (again everyone knows this) Now what happens when you have to cascade 10 cards to get to the one trace of abundance or Growth.. all of the cards that you cascaded past go to the bottom of the deck. Since everything is at the bottom you have a much less chance of drawing anything that could help you. This effect is minimized when you run fetch lands but only untill your next cascade spell.
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:symr::symu::symg::symw:Mid-range:symr::symu::symg::symw:
Modern
:symu::symb::symw::symr:AdNauseam:symu::symb::symw::symr:
I don't feel like going into something that has been explained thousands of times before, but please know that you are completely wrong on this. This is like the fetch lands as deck thinning argument, but with even less merit.
I have honestly never seen that argument before, please explain to me how does cascading past all of the bigger spells not put them on the bottom, I do understand that it is compeatly random and the cascade target can be the next card on top or it could be 10 cards down. The cascade still grants you one extra spell but at the cost of having a higher concentration of bigger spells at the botom of your deck. and with out shuffling effects you will most likely never see in teh game.
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Standard
:symr::symu::symg::symw:Mid-range:symr::symu::symg::symw:
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:symu::symb::symw::symr:AdNauseam:symu::symb::symw::symr:
This is the warp'em list
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
It was devloped bu Boomchild
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This is acctualy one of my favorite lists since WWR (warp world revolution) I played sever match ups against naya and I didnt feel that it was such a hard match up I was able to get out an early SGC and just keep the mana producers down to a minimun so they are not able to power out any big threats..if you want post SB put in the o-rings so that you can kill the creatures a bit faster.
Currently playing
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:symr::symu::symg::symw:Mid-range:symr::symu::symg::symw:
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:symu::symb::symw::symr:AdNauseam:symu::symb::symw::symr: