1)Introduction: Warp World, originally from Ravnica: City of Guilds, this card has seen some play during M10, but not much during X. But now, with some of the cards introduced in Zendikar, Scars of Mirrodin, and Worldwake, make Warp World much more interesting. Your opponent may think twice, thinking that Warp World is a janky card...
2)Why I wrote this primer:
When I was looking into ideas for this deck, I had to sift through a ton of forum posts, various websites with decklists, the whole nine yards. I wished there was a website, or decent article. So...here it is!
NOTE:
This is how Warp World Resolves! *Taken from the Magiccards.info site: Warp World: Magiccards.info
Taking it slowly, here's what happens when Warp World resolves:
1) Each player counts the number of permanents he or she owns.
2) Each player shuffles those permanents into his or her library.
3) Each player reveals cards from the top of his or her library equal to the number that player counted.
4) Each player puts all artifact, land, and creature cards revealed this way onto the battlefield. All of these cards enter the battlefield at the same time.
5) Each player puts all enchantment cards revealed this way onto the battlefield. An Aura put onto the battlefield this way can enchant an artifact, land, or creature that was already put onto the battlefield, but can't enchant an enchantment that's being put onto the battlefield at the same time as it. If multiple players have Auras to put onto the battlefield, the player whose turn it is announces what his or her Auras will enchant, then each other player in turn order does the same, then all enchantments (both Auras and non-Auras) enter the battlefield at the same time.
6) Each player puts all of his or her other revealed cards (instants, sorceries, planeswalkers, and Auras that can't enchant anything) on the bottom of his or her library in any order
_
7a) Statebased actions are checked. f.e. Elesh Norn killing off the op.'s weenies.
7b) Possibly triggered abilities trigger. (simultaneously)
8) All triggered abilities go onto the stack. Active player first, then each other player in turn order. The order of the triggered abilities is up to their controller's choice.
All abilities go on the stack after the spell resolves, and is put into the GY
3)History:
While the card is more than a few years old, but the first time it saw any play was when it was reprinted in M10. Chris Boomer made Top 8 in a Illinois PTQ. The deck looked like this:
[spoiler]
So, this deck is really straightforward. Create more permanents, ramping mana, etc., to hurry out a quick, yet large, Warp World, while having decent blockers.
The article I pulled this from, on Wizard's website, also listed a budget version of the deck, and on another article, listed a new, post M10 budget deck, but these are very similar to my version.
Warp World saw a little bit of play during Ravnica, but didn't really go anywhere. The was no standard decklist for it, but a sample one can be found in the Sample Decklist section.
[/spoiler]
4)Card Explanation & Choices:
4.1)Lands:[SPOILER] Khalni Garden – Two for one. Perfect first land if you don't have a Llanowar Elves or Birds of Paradise. You get a land, and a token. Helps to increase your Warp World * Removed. Too slow after changing cards around. Mountain & Forest – pretty much speaks for themselves.[/SPOILER]
4.2)Creatures:[SPOILER] Farhaven Elf – Another two for one. Gives you a chump blocker if you need it, but also helps to ramp your mana. Very great card for this deck. Bogardian Hellkite – I've heard this would be a good 2x in this deck. But this is a good way to kill your opponent. Hitting even 1, or 2 off a Warp World knocks him/her down to 10. Wort, the Raidmother – 3 for one. For one, it gives you 2x Goblin Warrior tokens, and also give all your green and red instant/sorcery cards conspire. Multiple Warp Worlds with little effort is a very nice thing. Only need 1x in the deck. Nucklavee[/cards] – Helps get your Warp World back into your hand after fireing it off, to potentially make this deck go infinite. Elvish Visionary – A very good 2 drop. Helps you to thin your deck, making it easier to find your Warp World early on. Keeper of Progenitus – I chose this card over Mana Reflection because it hits the board before your enchantments (which shall be explained in a bit). Makes you have some significant board advantage. On a side note, this also helps your opponent. You may want to run Mana Reflection, if you are really worried about it. Either could make good Sideboard material. Rampaging Baloth – Landfall is an amazing ability in this deck, especially off a Warp. Being able to make, potentially, a ton of 4/4 tokens also helps you, if you can't go infinite. Good blockers, and also attackers. Tunnel Ignus – I couldn't think of a good use of this card until this deck. When coming off of a Warp, your opponent is bound to have more than 2 lands come into play. This card hurts them, making it yet another wincon. Llanowar Elves/Birds of Paradise – The only 1 drop of the deck. I used the Elves simply because I don't have any birds. Helps to ramp your mana.
[/SPOILER]
4.3)Artifact:
[SPOILER]Twinning Glass – I love this card in this deck. At a CMC of 4, it isn't a good card to have in your hand, when you go to Warp. But, with the Keepers, it makes it a bit easier to include in this deck. The use of this card will be explained a bit below, with Synergies.[/SPOILER]
4.4)Enchantments:
[SPOILER]Fertile Ground/Trace of Abundance – Again, your choice. ToA may be better, because of Shroud, but I didn't have any, so I simply used Fertile Ground. Also helps with Mana Ramp. Rise of the Hobgoblins - When coming off a Warp, it could be possible to drop a bunch of little Goblins, which could overwhelm your oppenent.[/SPOILER]
4.5)Sorcery:
[SPOILER]Warp World – The main point of the deck.[/SPOILER]
5.1)Splash Colors:
Blue – You can go the mill route with Hedron Crab, and various counterspells to help protect your board.
White – If you are aiming for more of a beatdown type of Warp World deck, then this may be the way to go. Stoneforge Mystic + swords, or Batterskull could make this very interesting. Even Squadron Hawk would be nice. Cheap drops, and you can get them all out real quick.
Black – No real use in this deck as a splash option.
5.2)Other Card Choices:[SPOILER]
Many of these seemed either redundant to my deck, or just didn't fit what I wanted to do.
Fertile Ground/Trace of Abundance – Incase you need faster ramp, or you have more than two colors. Siege-Gang Commander – Not a bad card by any means. I found this to have too high of a CMC to include in the regular deck, considering the cards I picked.
Creatures that ping creatures when they come into play, such as Murderous Redcap Overrun – If you are in a matchup against Control, you may only be able to get an army of tokens. This makes you able to defeat them. Grazing Gladehart – Much better than Kitchen Finks for this deck. Has the potential to give you a ton of life.[/SPOILER] Bloodbraid Elf – Great card, just not for this deck. At least not my version. Cascade does not trigger off of a Warp World, as you do not play the spell. As an early game creature, it could be good, making you able to get your Farhaven Elf, Llanowar Elves,etc into play early. Late game, it is turrable. Regal ForceI've seen some decklists run RF. But it seems too unreliable in my eyes. Avenger of Zendikar – While not a bad card, it just isn't reliable enough for this deck. Oracle of Mul Daya – Could give you more land, but just doesn't seem to fit in this deck. Khalni Heart Expedition – Terrible in this deck. Enchantments hit after lands, so this Landfall would not go off, since the land already resolved. Plated Geopede – Cheap, and could be very powerful. But since it doesn't have haste, this card is pretty much dead in the water. Madrush Cyclops – Gives your creatures haste. Good if you are going for beatdown. Liege of the Tangle – A fatty that gives you fatties? Yes please. Overgrown Battlement + Wall of the Tanglecord – Fast and cheap mana excel, and early blockers
Eldrazi: Very big, and with annihilator, they could be a bundle of fun.
Also: Do Not Hunted CreaturesThe name of the game is to let your warps get bigger, and theirs stay the same/get smaller. Though, when it appeared during Ravnica, the token rules were a bit different. Even if your opponent controlled them, you owned them, thus counting towards your total.
6)Strategy:
The idea is also to have creatures that give you more bang for your buck. Having creatures that give you tokens when they come into play, or creatures that put another permanent into play is the name of the game. There are a few exceptions, though.
I made a Warp World deck that spams out Eldrazi Spawn and can win with Warp World advantage and has Beastmaster Ascention as a backup if I just end up with a billion small tokens so I can push through for the win.
I like the Baloth. My big dumb dude is Avenger of Zendikar.
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I am looking for Date Stamped promos from Khans of Tarkir block so I can finish my set. Check my wants if you have any.
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If this should be moved to the primer subforum:
- you have to do more than explain your card choices, assuming Warp World is an archetype, there need to be variants and options to customize the deck, that a primer should mention. -> expand 6), add 10), 9) and 11) ('card choices').
- 4), 7) and 8) should be one paragraph ('strategy'), that explains more in depth how stuff works out.
On that note:
When the spell goes off, 1) Every player counts the number of permanents they have, 2) Then they shuffle their permanents into their libraries (do not shuffle your hands, or graveyards). 3) You then reveal the top cards of your library until you hit the number you had before. 4) Creatures, Lands and Artifacts hit the board first. Abilities such as Landfall trigger. 5) Enchantments then hit the board. Auras that target creatures or lands get attached, but Aura that enchant enchantments do not. 6) Any abilities that may search the library then go off, as Warp World resolves (say, Farhaven Elf's ability then resolves.)
-> Warp World resolves:
1) Each player counts the number of permanents he or she owns. (simultaneously)
2) Each player shuffles those permanents into his or her library. (simultaneously)
3) Each player reveals cards from the top of his or her library equal to the number that player counted. (simultaneously)
4a) Each player puts all artifact, land, and creature cards revealed this way onto the battlefield. All of these cards enter the battlefield at the same time. (simultaneously)
4b) Triggered abilities trigger. (simultaneously) They triggered, nothing more.
5a) Each player puts all enchantment cards revealed this way onto the battlefield. (simultaneously)
5b) Triggered abilities trigger.
5c) An Aura put onto the battlefield this way can enchant an artifact, land, or creature that was already put onto the battlefield, but can't enchant an enchantment that's being put onto the battlefield at the same time as it. If multiple players have Auras to put onto the battlefield, the player whose turn it is announces what his or her Auras will enchant, then each other player in turn order does the same, then all enchantments (both Auras and non-Auras) enter the battlefield at the same time.
6) Each player puts all of his or her other revealed cards (instants, sorceries, planeswalkers, and Auras that can't enchant anything) on the bottom of his or her library in any order. Players shuffle their library (simultaneously)
_
War World is resolved and put into a graveyard.
_
7a) Statebased actions are checked. f.e. Elesh Norn killing off the op.'s weenies.
7b) Possibly triggered abilities trigger. (simultaneously)
8) All triggered abilities go onto the stack. Active player first, then each other player in turn order. The order of the triggered abilities is up to their controller's choice.
- as you can see, the suggested restructuting, implie sthat yours is a bit jumping around.
- your list can be moved to the end of the primer, and also expanded with other lists - I'm sure you find some here or else where.
- History: One top 8 at a PT Q ? Not that tournament results matter here, but that's uhm, well... not much.
- last but not least: Popular demand. (you can't generate this one, so don't worry) Primers are intended to be decks that generate a lot traffic in the main part of Casual. f.e. there were constantly about two elf decks on the first page, asking over and over again basically the same questions.
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If this should be moved to the primer subforum:
- you have to do more than explain your card choices, assuming Warp World is an archetype, there need to be variants and options to customize the deck, that a primer should mention. -> expand 6), add 10), 9) and 11) ('card choices').
- 4), 7) and 8) should be one paragraph ('strategy'), that explains more in depth how stuff works out.
On that note:
-> Warp World resolves:
1) Each player counts the number of permanents he or she owns. (simultaneously)
2) Each player shuffles those permanents into his or her library. (simultaneously)
3) Each player reveals cards from the top of his or her library equal to the number that player counted. (simultaneously)
4a) Each player puts all artifact, land, and creature cards revealed this way onto the battlefield. All of these cards enter the battlefield at the same time. (simultaneously)
4b) Triggered abilities trigger. (simultaneously) They triggered, nothing more.
5a) Each player puts all enchantment cards revealed this way onto the battlefield. (simultaneously)
5b) Triggered abilities trigger.
5c) An Aura put onto the battlefield this way can enchant an artifact, land, or creature that was already put onto the battlefield, but can't enchant an enchantment that's being put onto the battlefield at the same time as it. If multiple players have Auras to put onto the battlefield, the player whose turn it is announces what his or her Auras will enchant, then each other player in turn order does the same, then all enchantments (both Auras and non-Auras) enter the battlefield at the same time.
6) Each player puts all of his or her other revealed cards (instants, sorceries, planeswalkers, and Auras that can't enchant anything) on the bottom of his or her library in any order. Players shuffle their library (simultaneously)
_
War World is resolved and put into a graveyard.
_
7a) Statebased actions are checked. f.e. Elesh Norn killing off the op.'s weenies.
7b) Possibly triggered abilities trigger. (simultaneously)
8) All triggered abilities go onto the stack. Active player first, then each other player in turn order. The order of the triggered abilities is up to their controller's choice.
- as you can see, the suggested restructuting, implie sthat yours is a bit jumping around.
- your list can be moved to the end of the primer, and also expanded with other lists - I'm sure you find some here or else where.
- History: One top 8 at a PT Q ? Not that tournament results matter here, but that's uhm, well... not much.
- last but not least: Popular demand. (you can't generate this one, so don't worry) Primers are intended to be decks that generate a lot traffic in the main part of Casual. f.e. there were constantly about two elf decks on the first page, asking over and over again basically the same questions.
I'll work on what you mentioned. It did feel a bit jumpy, but I just couldn't figure out how to fix it.
But yeah, this...article, primer, whatever you wish to call it, was born out of frustration trying to find ideas for the deck. I'll dig through the forum and find other decklists and whatnot.
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Decks!
Type 2
:symw::symg::symu:Turbo Fog:symu::symg::symw:
Legacy: Dredge :symg::symw::symr:Enchantress:symr::symw::symg:
:symg:Combo Elves:symg:
:symr:Burn:symr: Modern:
:symr::symu:PiF Storm:symu::symr: EDH
:symr:Norin the Wary:symr:
:symg::symu:Experiment Kraj:symu::symg:
:symu::symb:Wrexial, the Risen Deep:symb::symu:
:symw::symg::symr::symb::symu:Cromat: Mazes End:symu::symb::symr::symg::symw:
No way to play dread drone. Mostly in there until I can find a Warp World tutor. It was originally jund colors but the only black card was Dread Drone which I did fine without. This tends to go infinte if I WW with 11 or more permanents. This is only in 1 turn.
Goldfish: (Ultimatly I kept the hand cause I liked what it looked like)
Forest x4
OMFG. I just went up to 4 WW's at 42 cards. I updated the formating along the way and I was doing pretty well. I accidently CTRL-D instead of Shift D and lost all of it. Took me 45 minutes. Anyways, one more WW and I'd go infinite.
Am i alone in thinking Urabrask the Hidden would be good in this deck? If you could get it out quickly off warp world then you could go for the kill right away.
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Currently Playing 1994 Magic The Rack Type 1: B/W Zombies Modern: Kuldotha Red Legacy: Pox, Oath Vintag: 10 Proxy Merfolk Pauper: Pestilence, UG Threshold EDH: Karn, Roon, Sliver Queen, Xiahou Dun, Arcanus
Spawn: 20
Forest: 9
Mountain: 9
Get 2 Forests and 1 Mountain. Deal 63 damage cause of the 3 Cosi's Ravagers, in blocks of 1. Had dealt 10 in the previous Warp World.
Return Warp World to my hand, cast it for 62.
5+:
Every Warp World after this point will reveal my whole deck.
This is the effect:
Pat all permanents from my library on the field.
Put the 3 revealed Warp Worlds at the bottom of my Library.
May search my 3 card library 4 times for a basic land, then shuffle my library.
Return 4 times target sorcery from my graveyard to my hand.
Deal 96 damage in blocks of 1 to any player.
Have 32 Eldrazi Spawn enter the battlefield.
Cry of joy.
Man that is awesome! You just convinced me to put Anarchist and Cosi's Ravager (btw a really awesome card that I couldn't find good use for so far) into my WW deck!
You see my 4th WW? I had then all typed. I CTRL D'ed by accident.
Also, the the hardest part of a WW deck is the start, anyone got tips? I'm thinking maybe a tutor?
i'm trying this primer, the major issue sometimes is to find warpworld, any ideas?
I've run into this problem too. If you splash black, you could get a couple of tutors. But with Green and Red, you can really only thin the deck by using Farhaven Elf or Ondu Giant, Explosive Vegetation, etc.
Or you could always put 1 Warp World in the sideboard, and mainboard a few Burning Wishes to search it. Gamble seems a bit too risky. And anothe problem with having other Sorceries/Instants is that it is one less permanent you have on the board. But this may be necessary.
I haven't had many chances to playtest this deck in the real world, and not online. I forgot how most of the games went when I did try it, but when I get a chance to play again, I'll post up results.
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Decks!
Type 2
:symw::symg::symu:Turbo Fog:symu::symg::symw:
Legacy: Dredge :symg::symw::symr:Enchantress:symr::symw::symg:
:symg:Combo Elves:symg:
:symr:Burn:symr: Modern:
:symr::symu:PiF Storm:symu::symr: EDH
:symr:Norin the Wary:symr:
:symg::symu:Experiment Kraj:symu::symg:
:symu::symb:Wrexial, the Risen Deep:symb::symu:
:symw::symg::symr::symb::symu:Cromat: Mazes End:symu::symb::symr::symg::symw:
I run avenger because of its synergy with warp world, and because unlike the baloths, it leaves a bunch of chump blockers behind even if dealt with immediately(not to mention the tokens up your permanent count) in testing, the wall-oriented mana engine is awesome. it gives you time against aggro decks, too. I also run a lot of removal in the fetters, siege-gang(an amazing creature for warp world) and terastodon. emeria angel is also great of a warp because if she comes down with FKZ, it's usually an OTK.
also, a good warp world deck should be able to win without casting warp world. this deck can easily take on the role of a naya ramp deck and still beat face with avengers or SGCs.
I run avenger because of its synergy with warp world, and because unlike the baloths, it leaves a bunch of chump blockers behind even if dealt with immediately(not to mention the tokens up your permanent count) in testing, the wall-oriented mana engine is awesome. it gives you time against aggro decks, too. I also run a lot of removal in the fetters, siege-gang(an amazing creature for warp world) and terastodon. emeria angel is also great of a warp because if she comes down with FKZ, it's usually an OTK.
also, a good warp world deck should be able to win without casting warp world. this deck can easily take on the role of a naya ramp deck and still beat face with avengers or SGCs.
This is true. Mine can lay the beat down if need be, I've won a few games that way. I do like the idea of the Avenger, but I just didn't want to shell out the money for it, quite frankly.
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Decks!
Type 2
:symw::symg::symu:Turbo Fog:symu::symg::symw:
Legacy: Dredge :symg::symw::symr:Enchantress:symr::symw::symg:
:symg:Combo Elves:symg:
:symr:Burn:symr: Modern:
:symr::symu:PiF Storm:symu::symr: EDH
:symr:Norin the Wary:symr:
:symg::symu:Experiment Kraj:symu::symg:
:symu::symb:Wrexial, the Risen Deep:symb::symu:
:symw::symg::symr::symb::symu:Cromat: Mazes End:symu::symb::symr::symg::symw:
Saproling Burst would be boss in this deck, I bet.
Would seed the land work...no because of the simulatenous, right?
DRum
I personally wouldn't use Saproling Burst, mostly because it really doesn't fit the way I like to play. But that is just me.
Lands come into play before Enchantments, so that Seed the Land wouldn't trigger. And even if it did, it would also help your opponents, which isn't the best thing to do
Alright. So, Apparently I've been in the wrong, and the Nucklavee Trigger wouldn't work, since WW Wouldn't be in the Graveyard when it triggers.
I'm in the middle of testing out another build. Once i get a feel for how it works, I'll be sure to update the original post.
Edit: Instead of Triple posting...
Updated with the new Decklist. Seems to be working quite well. Having both Farhaven Elf and Ondu Giant really help the ramp. May be changing this as I continue to test it out, though.
Edit 2: The deck seems to work fine. But I was corrected...once again...that the original idea still works. Kind of torn on which build I should play.
I played a 'competitive' warp world deck during Zen/Shards T2. It used Warp World and Ob Nixilis to win games.
Siege-Gang Commander was great for the extra bodies and could hit on turn 3 using Lotus Cobra. Oracle of Mul Daya was wonderful for ramping. Fetch lands to help all the landfall. The guy who makes 0/1 plants was also a boss, getting tons of bodies for a warp or just blockers to keep me alive. Elvish Visionary was awesome too.
Man, I loved that deck. My opponents were almost always sitting there thinking "man, I got this game" until BAM. Got a lot of one-shot kills with it, just warping into an Ob and 5 or 6 lands with one or two being fetch lands.... I miss this deck...
Card images hosted by Magiccards.info
1) Introduction:
Warp World, originally from Ravnica: City of Guilds, this card has seen some play during M10, but not much during X. But now, with some of the cards introduced in Zendikar, Scars of Mirrodin, and Worldwake, make Warp World much more interesting. Your opponent may think twice, thinking that Warp World is a janky card...
2) Why I wrote this primer:
When I was looking into ideas for this deck, I had to sift through a ton of forum posts, various websites with decklists, the whole nine yards. I wished there was a website, or decent article. So...here it is!
NOTE:
This is how Warp World Resolves! *Taken from the Magiccards.info site: Warp World: Magiccards.info
Taking it slowly, here's what happens when Warp World resolves:
1) Each player counts the number of permanents he or she owns.
2) Each player shuffles those permanents into his or her library.
3) Each player reveals cards from the top of his or her library equal to the number that player counted.
4) Each player puts all artifact, land, and creature cards revealed this way onto the battlefield. All of these cards enter the battlefield at the same time.
5) Each player puts all enchantment cards revealed this way onto the battlefield. An Aura put onto the battlefield this way can enchant an artifact, land, or creature that was already put onto the battlefield, but can't enchant an enchantment that's being put onto the battlefield at the same time as it. If multiple players have Auras to put onto the battlefield, the player whose turn it is announces what his or her Auras will enchant, then each other player in turn order does the same, then all enchantments (both Auras and non-Auras) enter the battlefield at the same time.
6) Each player puts all of his or her other revealed cards (instants, sorceries, planeswalkers, and Auras that can't enchant anything) on the bottom of his or her library in any order
_
7a) Statebased actions are checked. f.e. Elesh Norn killing off the op.'s weenies.
7b) Possibly triggered abilities trigger. (simultaneously)
8) All triggered abilities go onto the stack. Active player first, then each other player in turn order. The order of the triggered abilities is up to their controller's choice.
All abilities go on the stack after the spell resolves, and is put into the GY
3) History:
While the card is more than a few years old, but the first time it saw any play was when it was reprinted in M10. Chris Boomer made Top 8 in a Illinois PTQ. The deck looked like this:
[spoiler]
12x Forest
9x Mountain
Creatures:
4x Birds of Paradise
1x Broodmate Dragon
4x Elvish Visionary
1x Hellkite Overlord
3x Keeper of Progenitus
4x Mulldrifter
4x Murderous Redcap
2x Nucklavee
4x Siege-Gang Commander
4x Fertile Ground
4x Trace of Abundance
4x Warp World
4x Bloodbraid Elf
2x Pithing Needle
4x Thought Hemorrhage
2x Vexing Shusher
3x Vithian Renegades
So, this deck is really straightforward. Create more permanents, ramping mana, etc., to hurry out a quick, yet large, Warp World, while having decent blockers.
The article I pulled this from, on Wizard's website, also listed a budget version of the deck, and on another article, listed a new, post M10 budget deck, but these are very similar to my version.
Warp World saw a little bit of play during Ravnica, but didn't really go anywhere. The was no standard decklist for it, but a sample one can be found in the Sample Decklist section.
[/spoiler]
4) Card Explanation & Choices:
4.1) Lands:[SPOILER]
Khalni Garden – Two for one. Perfect first land if you don't have a Llanowar Elves or Birds of Paradise. You get a land, and a token. Helps to increase your Warp World * Removed. Too slow after changing cards around.
Mountain & Forest – pretty much speaks for themselves.[/SPOILER]
4.2) Creatures:[SPOILER]
Farhaven Elf – Another two for one. Gives you a chump blocker if you need it, but also helps to ramp your mana. Very great card for this deck.
Bogardian Hellkite – I've heard this would be a good 2x in this deck. But this is a good way to kill your opponent. Hitting even 1, or 2 off a Warp World knocks him/her down to 10.
Wort, the Raidmother – 3 for one. For one, it gives you 2x Goblin Warrior tokens, and also give all your green and red instant/sorcery cards conspire. Multiple Warp Worlds with little effort is a very nice thing. Only need 1x in the deck.
Nucklavee[/cards] – Helps get your Warp World back into your hand after fireing it off, to potentially make this deck go infinite.
Elvish Visionary – A very good 2 drop. Helps you to thin your deck, making it easier to find your Warp World early on.
Keeper of Progenitus – I chose this card over Mana Reflection because it hits the board before your enchantments (which shall be explained in a bit). Makes you have some significant board advantage. On a side note, this also helps your opponent. You may want to run Mana Reflection, if you are really worried about it. Either could make good Sideboard material.
Rampaging Baloth – Landfall is an amazing ability in this deck, especially off a Warp. Being able to make, potentially, a ton of 4/4 tokens also helps you, if you can't go infinite. Good blockers, and also attackers.
Tunnel Ignus – I couldn't think of a good use of this card until this deck. When coming off of a Warp, your opponent is bound to have more than 2 lands come into play. This card hurts them, making it yet another wincon.
Llanowar Elves/Birds of Paradise – The only 1 drop of the deck. I used the Elves simply because I don't have any birds. Helps to ramp your mana.
[/SPOILER]
4.3) Artifact:
[SPOILER]Twinning Glass – I love this card in this deck. At a CMC of 4, it isn't a good card to have in your hand, when you go to Warp. But, with the Keepers, it makes it a bit easier to include in this deck. The use of this card will be explained a bit below, with Synergies.[/SPOILER]
4.4) Enchantments:
[SPOILER]Fertile Ground/Trace of Abundance – Again, your choice. ToA may be better, because of Shroud, but I didn't have any, so I simply used Fertile Ground. Also helps with Mana Ramp.
Rise of the Hobgoblins - When coming off a Warp, it could be possible to drop a bunch of little Goblins, which could overwhelm your oppenent.[/SPOILER]
4.5) Sorcery:
[SPOILER]Warp World – The main point of the deck.[/SPOILER]
5) Customizing Warp World:
5.1) Splash Colors:
Blue – You can go the mill route with Hedron Crab, and various counterspells to help protect your board.
White – If you are aiming for more of a beatdown type of Warp World deck, then this may be the way to go. Stoneforge Mystic + swords, or Batterskull could make this very interesting. Even Squadron Hawk would be nice. Cheap drops, and you can get them all out real quick.
Black – No real use in this deck as a splash option.
5.2) Other Card Choices:[SPOILER]
Many of these seemed either redundant to my deck, or just didn't fit what I wanted to do.
Fertile Ground/Trace of Abundance – Incase you need faster ramp, or you have more than two colors.
Siege-Gang Commander – Not a bad card by any means. I found this to have too high of a CMC to include in the regular deck, considering the cards I picked.
Creatures that ping creatures when they come into play, such as Murderous Redcap
Overrun – If you are in a matchup against Control, you may only be able to get an army of tokens. This makes you able to defeat them.
Grazing Gladehart – Much better than Kitchen Finks for this deck. Has the potential to give you a ton of life.[/SPOILER]
Bloodbraid Elf – Great card, just not for this deck. At least not my version. Cascade does not trigger off of a Warp World, as you do not play the spell. As an early game creature, it could be good, making you able to get your Farhaven Elf, Llanowar Elves,etc into play early. Late game, it is turrable.
Regal ForceI've seen some decklists run RF. But it seems too unreliable in my eyes.
Avenger of Zendikar – While not a bad card, it just isn't reliable enough for this deck.
Oracle of Mul Daya – Could give you more land, but just doesn't seem to fit in this deck.
Khalni Heart Expedition – Terrible in this deck. Enchantments hit after lands, so this Landfall would not go off, since the land already resolved.
Plated Geopede – Cheap, and could be very powerful. But since it doesn't have haste, this card is pretty much dead in the water.
Madrush Cyclops – Gives your creatures haste. Good if you are going for beatdown.
Liege of the Tangle – A fatty that gives you fatties? Yes please.
Overgrown Battlement + Wall of the Tanglecord – Fast and cheap mana excel, and early blockers
Eldrazi: Very big, and with annihilator, they could be a bundle of fun.
Also: Do Not Hunted CreaturesThe name of the game is to let your warps get bigger, and theirs stay the same/get smaller. Though, when it appeared during Ravnica, the token rules were a bit different. Even if your opponent controlled them, you owned them, thus counting towards your total.
6) Strategy:
The idea is also to have creatures that give you more bang for your buck. Having creatures that give you tokens when they come into play, or creatures that put another permanent into play is the name of the game. There are a few exceptions, though.
6.1) Synergies:
-Going Infinite:
--Cards Involved:
Coming after a Warp
Rampaging Baloth and/or
Rise of the Hobgoblins and/or
Wort, the Raidmother
Keeper of Progentitus
Nucklavee –
Twinning Glass
Warp World
Alright. So, Rampaging Baloth, Rise of the Hobgoblins and Wort, the Raidmother all generate tokens, so when coming off of a Warp World, it will increase the subsequent Warps, or give you a better board position. Wort also gives WW Conspire, putting two on the stack.Nucklavee bring Warp World back into your hand, which you can then re-cast with Twinning Glass or hard cast it with Keeper of Progenitus. Your kill cards will be Bogardan Hellkite, Tunnel Ignus or overwhelming your enemy with tokens.
7) Sample Decklists:
4x Khalni Garden
11x Mountain
Creatures:
4x Farhaven Elf
4x Bogardan Hellkite
1x Wort, the Raidmother
4x Nucklavee
2x Elvish Visionary
4x Keeper of Progenitus
4x Rampaging Baloth
3x Tunnel Ignus
2x Llanowar Elves
1x Urabrask the Hidden
2x Fertile Ground
Artifacts:
4x Twinning Glass
Sorceries:
4x Warp World
(Yes, that’s right, I don't have a sideboard...yet).
Currently Testing:
8x Forest
11x Mountain
Creatures:
4x Farhaven Elf
4x Bogardan Hellkite
1x Wort, the Raidmother
2x Nucklavee
2x Elvish Visionary
4x Rampaging Baloth
3x Tunnel Ignus
1x Urabrask the Hidden
4x Ondu Giant
2x Platinum Emperion
1x Madrush Cyclops
2x Birds of Paradise
4x Hedron Crab
1x Rise of the Hobgoblins
2x Fertile Ground
Sorceries:
4x Warp World
4x Forbidden Orchard
4x Tendo Ice Bridge
4x Anarchist
4x Sakura-Tribe Elder
1x Kumano, Master Yamabushi
4x Fists of Ironwood
4x Galvanic Arc
4x Overgrowth
4x Heartbeat of Spring
4x Warp World
[spoiler]Ravnica Era Deck-MTGS
This would've worked pre-M10 rules, when they changed the ownership of tokens.
4x Anarchist
4x Cosi's Ravager
4x Dread Drone
4x Emrakul's Hatcher
4x Keeper of Progenitus
4x Kozilek's Predator
4x Nest Invader
4x Ondu Giant
11x Forest
12x Mountain
Sorceries:
4x Warp World
Source: TheEndIsNear's Warp World post
Creatures:
4x Plated Geopede
4x Oracle of Mul Daya
4x Cosi's Ravager
4x Rampaging Baloth
2x Urabrask the Hidden
4x Farhaven ElfOROndu Giant
4x Anarchist OR Nucklavee
4x Keeper of Progenitus
8) Links/Relevant Articles:
Via Wizards:
Post M10 Budget Deck
Top 8 PTQ deck and Article.
If there are any linking problems, please let me know, and I will fix them ASAP!
:symw::symg::symu:Turbo Fog:symu::symg::symw:
Legacy:
Dredge
:symg::symw::symr:Enchantress:symr::symw::symg:
:symg:Combo Elves:symg:
:symr:Burn:symr:
Modern:
:symr::symu:PiF Storm:symu::symr:
EDH
:symr:Norin the Wary:symr:
:symg::symu:Experiment Kraj:symu::symg:
:symu::symb:Wrexial, the Risen Deep:symb::symu:
:symw::symg::symr::symb::symu:Cromat: Mazes End:symu::symb::symr::symg::symw:
Warp World Primer!
Currently Playing
1994 Magic The Rack
Type 1: B/W Zombies
Modern: Kuldotha Red
Legacy: Pox, Oath
Vintag: 10 Proxy Merfolk
Pauper: Pestilence, UG Threshold
EDH: Karn, Roon, Sliver Queen, Xiahou Dun, Arcanus
I like the Baloth. My big dumb dude is Avenger of Zendikar.
Currently offering 2 non-foil Kolighan's Command for a Date Stamped foil!
convert bulk into good cards? PucaTrade - https://pucatrade.com/invite/gift/21195
Ebay - decks/Promos/DVDs
Trade thread (constantly updated)
http://www.mtgsalvation.com/trading-post/details/337-pokerbob1s-casual-trading-emporium
:symw::symg::symu:Turbo Fog:symu::symg::symw:
Legacy:
Dredge
:symg::symw::symr:Enchantress:symr::symw::symg:
:symg:Combo Elves:symg:
:symr:Burn:symr:
Modern:
:symr::symu:PiF Storm:symu::symr:
EDH
:symr:Norin the Wary:symr:
:symg::symu:Experiment Kraj:symu::symg:
:symu::symb:Wrexial, the Risen Deep:symb::symu:
:symw::symg::symr::symb::symu:Cromat: Mazes End:symu::symb::symr::symg::symw:
Warp World Primer!
- you have to do more than explain your card choices, assuming Warp World is an archetype, there need to be variants and options to customize the deck, that a primer should mention. -> expand 6), add 10), 9) and 11) ('card choices').
- 4), 7) and 8) should be one paragraph ('strategy'), that explains more in depth how stuff works out.
On that note:
-> Warp World resolves:
1) Each player counts the number of permanents he or she owns. (simultaneously)
2) Each player shuffles those permanents into his or her library. (simultaneously)
3) Each player reveals cards from the top of his or her library equal to the number that player counted. (simultaneously)
4a) Each player puts all artifact, land, and creature cards revealed this way onto the battlefield. All of these cards enter the battlefield at the same time. (simultaneously)
4b) Triggered abilities trigger. (simultaneously) They triggered, nothing more.
5a) Each player puts all enchantment cards revealed this way onto the battlefield. (simultaneously)
5b) Triggered abilities trigger.
5c) An Aura put onto the battlefield this way can enchant an artifact, land, or creature that was already put onto the battlefield, but can't enchant an enchantment that's being put onto the battlefield at the same time as it. If multiple players have Auras to put onto the battlefield, the player whose turn it is announces what his or her Auras will enchant, then each other player in turn order does the same, then all enchantments (both Auras and non-Auras) enter the battlefield at the same time.
6) Each player puts all of his or her other revealed cards (instants, sorceries, planeswalkers, and Auras that can't enchant anything) on the bottom of his or her library in any order. Players shuffle their library (simultaneously)
_
War World is resolved and put into a graveyard.
_
7a) Statebased actions are checked. f.e. Elesh Norn killing off the op.'s weenies.
7b) Possibly triggered abilities trigger. (simultaneously)
8) All triggered abilities go onto the stack. Active player first, then each other player in turn order. The order of the triggered abilities is up to their controller's choice.
- as you can see, the suggested restructuting, implie sthat yours is a bit jumping around.
- your list can be moved to the end of the primer, and also expanded with other lists - I'm sure you find some here or else where.
- History: One top 8 at a PT Q ? Not that tournament results matter here, but that's uhm, well... not much.
- last but not least: Popular demand. (you can't generate this one, so don't worry) Primers are intended to be decks that generate a lot traffic in the main part of Casual. f.e. there were constantly about two elf decks on the first page, asking over and over again basically the same questions.
I use Twinning Glass to cast, essentially, a free Warp World. Seeing as the spell had been cast once already, you tap 1, tap it, then cast another WW.
And now that you mention it...I did forget to add that one...
I'll work on what you mentioned. It did feel a bit jumpy, but I just couldn't figure out how to fix it.
But yeah, this...article, primer, whatever you wish to call it, was born out of frustration trying to find ideas for the deck. I'll dig through the forum and find other decklists and whatnot.
:symw::symg::symu:Turbo Fog:symu::symg::symw:
Legacy:
Dredge
:symg::symw::symr:Enchantress:symr::symw::symg:
:symg:Combo Elves:symg:
:symr:Burn:symr:
Modern:
:symr::symu:PiF Storm:symu::symr:
EDH
:symr:Norin the Wary:symr:
:symg::symu:Experiment Kraj:symu::symg:
:symu::symb:Wrexial, the Risen Deep:symb::symu:
:symw::symg::symr::symb::symu:Cromat: Mazes End:symu::symb::symr::symg::symw:
Warp World Primer!
EDIT: I'll post it anyways:
4 Anarchist
4 Cosi's Ravager
4 Dread Drone
4 Emrakul's Hatcher
4 Keeper of Progenitus
4 Kozilek's Predator
4 Nest Invader
4 Ondu Giant
11 Forest
13 Mountain
Sorceries
4 Warp World
No way to play dread drone. Mostly in there until I can find a Warp World tutor. It was originally jund colors but the only black card was Dread Drone which I did fine without. This tends to go infinte if I WW with 11 or more permanents. This is only in 1 turn.
Goldfish: (Ultimatly I kept the hand cause I liked what it looked like)
Forest x4
Forest, go
Draw Keeper of Progenitus, laugh.
Forest, Nest Invader, go
Draw Mountain.
Mountain, Sac Token, Omdu giant getting a Mountain, go.
Draw Warp World, chuckle.
Forest, Keeper of Progenitus, go.
Draw Anarchist, mad laugh.
Forest, Kozilek's Predator. Warp World for 12.
1:
OMFG. I just went up to 4 WW's at 42 cards. I updated the formating along the way and I was doing pretty well. I accidently CTRL-D instead of Shift D and lost all of it. Took me 45 minutes. Anyways, one more WW and I'd go infinite.
Currently Playing
1994 Magic The Rack
Type 1: B/W Zombies
Modern: Kuldotha Red
Legacy: Pox, Oath
Vintag: 10 Proxy Merfolk
Pauper: Pestilence, UG Threshold
EDH: Karn, Roon, Sliver Queen, Xiahou Dun, Arcanus
That would be great!
:symw::symg::symu:Turbo Fog:symu::symg::symw:
Legacy:
Dredge
:symg::symw::symr:Enchantress:symr::symw::symg:
:symg:Combo Elves:symg:
:symr:Burn:symr:
Modern:
:symr::symu:PiF Storm:symu::symr:
EDH
:symr:Norin the Wary:symr:
:symg::symu:Experiment Kraj:symu::symg:
:symu::symb:Wrexial, the Risen Deep:symb::symu:
:symw::symg::symr::symb::symu:Cromat: Mazes End:symu::symb::symr::symg::symw:
Warp World Primer!
1: 12
2: 15
3: 24
4: 42
By the next one I'd have over 60 (I'll do it now fast to see how many permanents I get):
4:
Cards in hand: -
Floating Mana: RR
Graveyard: Warp World
Warp Cards: 42.
Spawn: 20
Forest: 9
Mountain: 9
Get 2 Forests and 1 Mountain. Deal 63 damage cause of the 3 Cosi's Ravagers, in blocks of 1. Had dealt 10 in the previous Warp World.
Return Warp World to my hand, cast it for 62.
This is the effect:
Pat all permanents from my library on the field.
Put the 3 revealed Warp Worlds at the bottom of my Library.
May search my 3 card library 4 times for a basic land, then shuffle my library.
Return 4 times target sorcery from my graveyard to my hand.
Deal 96 damage in blocks of 1 to any player.
Have 32 Eldrazi Spawn enter the battlefield.
Cry of joy.
It's over 9000!
You see my 4th WW? I had then all typed. I CTRL D'ed by accident.
Also, the the hardest part of a WW deck is the start, anyone got tips? I'm thinking maybe a tutor?
And as I discover new cards, or ones are mentioned in here, I'll add to the Customize section.
:symw::symg::symu:Turbo Fog:symu::symg::symw:
Legacy:
Dredge
:symg::symw::symr:Enchantress:symr::symw::symg:
:symg:Combo Elves:symg:
:symr:Burn:symr:
Modern:
:symr::symu:PiF Storm:symu::symr:
EDH
:symr:Norin the Wary:symr:
:symg::symu:Experiment Kraj:symu::symg:
:symu::symb:Wrexial, the Risen Deep:symb::symu:
:symw::symg::symr::symb::symu:Cromat: Mazes End:symu::symb::symr::symg::symw:
Warp World Primer!
I've run into this problem too. If you splash black, you could get a couple of tutors. But with Green and Red, you can really only thin the deck by using Farhaven Elf or Ondu Giant, Explosive Vegetation, etc.
Or you could always put 1 Warp World in the sideboard, and mainboard a few Burning Wishes to search it. Gamble seems a bit too risky. And anothe problem with having other Sorceries/Instants is that it is one less permanent you have on the board. But this may be necessary.
I haven't had many chances to playtest this deck in the real world, and not online. I forgot how most of the games went when I did try it, but when I get a chance to play again, I'll post up results.
:symw::symg::symu:Turbo Fog:symu::symg::symw:
Legacy:
Dredge
:symg::symw::symr:Enchantress:symr::symw::symg:
:symg:Combo Elves:symg:
:symr:Burn:symr:
Modern:
:symr::symu:PiF Storm:symu::symr:
EDH
:symr:Norin the Wary:symr:
:symg::symu:Experiment Kraj:symu::symg:
:symu::symb:Wrexial, the Risen Deep:symb::symu:
:symw::symg::symr::symb::symu:Cromat: Mazes End:symu::symb::symr::symg::symw:
Warp World Primer!
4 stomping ground
3 fetchland
5 forest
6 mountain
2 plains
4 trace of abundance
4 faith's fetters
4 wall of blossoms
4 overgrown battlement
2 emeria angel
3 avenger of zendikar
3 siege-gang commander
2 terastodon
4 farhaven elf
2 flamekin zealot
I run avenger because of its synergy with warp world, and because unlike the baloths, it leaves a bunch of chump blockers behind even if dealt with immediately(not to mention the tokens up your permanent count) in testing, the wall-oriented mana engine is awesome. it gives you time against aggro decks, too. I also run a lot of removal in the fetters, siege-gang(an amazing creature for warp world) and terastodon. emeria angel is also great of a warp because if she comes down with FKZ, it's usually an OTK.
also, a good warp world deck should be able to win without casting warp world. this deck can easily take on the role of a naya ramp deck and still beat face with avengers or SGCs.
This is true. Mine can lay the beat down if need be, I've won a few games that way. I do like the idea of the Avenger, but I just didn't want to shell out the money for it, quite frankly.
:symw::symg::symu:Turbo Fog:symu::symg::symw:
Legacy:
Dredge
:symg::symw::symr:Enchantress:symr::symw::symg:
:symg:Combo Elves:symg:
:symr:Burn:symr:
Modern:
:symr::symu:PiF Storm:symu::symr:
EDH
:symr:Norin the Wary:symr:
:symg::symu:Experiment Kraj:symu::symg:
:symu::symb:Wrexial, the Risen Deep:symb::symu:
:symw::symg::symr::symb::symu:Cromat: Mazes End:symu::symb::symr::symg::symw:
Warp World Primer!
Would seed the land work...no because of the simulatenous, right?
DRum
Old school group, sometimes more beer than cards. Revised thru Tempest block (and a little of Urza), sorry if I don't know all the new cards
Ye' Olde Schoole Casual Decks: BUReanimate -- GRAggro -- BWPestilence -- G10-land Stompy -- GRElfball -- GWEnchantress -- RAnkh Sligh -- BDiscard -- MUC "Draw-go" -- BRSuicide -- UWSkies -- UHigh Tide Mill -- WWeenie -- UMutated Bombers -- URThe great land-toss -- UB Molasass
I personally wouldn't use Saproling Burst, mostly because it really doesn't fit the way I like to play. But that is just me.
Lands come into play before Enchantments, so that Seed the Land wouldn't trigger. And even if it did, it would also help your opponents, which isn't the best thing to do
Alright. So, Apparently I've been in the wrong, and the Nucklavee Trigger wouldn't work, since WW Wouldn't be in the Graveyard when it triggers.I'm in the middle of testing out another build. Once i get a feel for how it works, I'll be sure to update the original post.
Edit: Instead of Triple posting...
Updated with the new Decklist. Seems to be working quite well. Having both Farhaven Elf and Ondu Giant really help the ramp. May be changing this as I continue to test it out, though.
Edit 2: The deck seems to work fine. But I was corrected...once again...that the original idea still works. Kind of torn on which build I should play.
:symw::symg::symu:Turbo Fog:symu::symg::symw:
Legacy:
Dredge
:symg::symw::symr:Enchantress:symr::symw::symg:
:symg:Combo Elves:symg:
:symr:Burn:symr:
Modern:
:symr::symu:PiF Storm:symu::symr:
EDH
:symr:Norin the Wary:symr:
:symg::symu:Experiment Kraj:symu::symg:
:symu::symb:Wrexial, the Risen Deep:symb::symu:
:symw::symg::symr::symb::symu:Cromat: Mazes End:symu::symb::symr::symg::symw:
Warp World Primer!
Siege-Gang Commander was great for the extra bodies and could hit on turn 3 using Lotus Cobra. Oracle of Mul Daya was wonderful for ramping. Fetch lands to help all the landfall. The guy who makes 0/1 plants was also a boss, getting tons of bodies for a warp or just blockers to keep me alive. Elvish Visionary was awesome too.
Man, I loved that deck. My opponents were almost always sitting there thinking "man, I got this game" until BAM. Got a lot of one-shot kills with it, just warping into an Ob and 5 or 6 lands with one or two being fetch lands.... I miss this deck...
necro
blut