[Primer] Warp World!

  • #1
    [Primer]Warp World!

    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:

    Chris Boomer Top 8Magic OnlineOCTGN2ApprenticeBuy These Cards
    Land:
    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

    Other Spells
    4x Fertile Ground
    4x Trace of Abundance
    4x Warp World



    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.


    4) Card Explanation & Choices:

    4.1) Lands:

    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.

    4.2) Creatures:

    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.

    4.3) Artifact:
    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.

    4.4) Enchantments:
    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.

    4.5) Sorcery:
    Warp World – The main point of the deck.

    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:

    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.

    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:
    My Personal Warp World Deck v1Magic OnlineOCTGN2ApprenticeBuy These Cards
    Lands:
    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

    1x Rise of the Hobgoblins
    2x Fertile Ground

    Artifacts:
    4x Twinning Glass

    Sorceries:
    4x Warp World


    (Yes, that’s right, I don't have a sideboard...yet).

    Currently Testing:
    Warp World v2.0Magic OnlineOCTGN2ApprenticeBuy These Cards
    Lands:
    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

    Enchantments:
    1x Rise of the Hobgoblins
    2x Fertile Ground

    Sorceries:
    4x Warp World




    Ravnica/Kami Era Warp WorldMagic OnlineOCTGN2ApprenticeBuy These Cards
    Lands:
    4x Forbidden Orchard
    4x Tendo Ice Bridge

    4x Anarchist
    4x Sakura-Tribe Elder
    1x Kumano, Master Yamabushi

    4x Sensei's Divining Top
    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.

    TheEndIsNear's Warp WorldMagic OnlineOCTGN2ApprenticeBuy These Cards
    Creatures:
    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

    Lands:
    11x Forest
    12x Mountain

    Sorceries:
    4x Warp World


    Source: TheEndIsNear's Warp World post


    Sample Beatdown Warp WorldMagic OnlineOCTGN2ApprenticeBuy These Cards
    22 Land

    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!
    Last edited by dademan: 8/3/2011 10:42:09 AM
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    Warp World Primer!
  • #2
    Nice primer, ive been wanting to build a deck around Warp World for a while now, will be stealing a few ideas for it.

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  • #3
    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.
    people assume that time is a strict progression of cause to effect but actually from a non-linear, non-subjective viewpoint, it's more like a big ball of wibbly-wobbly timey-wimey stuff

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  • #4
    Yeah, I don't have an Avenger, so that limits it for me. And just the way I built my deck, it didn't feel right to include him.
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    Warp World Primer!
  • #5
    What do you use Twinning Glass for? Can't find it in the synergies part.
    "They groaned, they stirred, they all uprose,
    Nor spake, nor moved their eyes;
    It had been strange, even in a dream,
    To have seen those dead men rise."
    —Samuel Taylor Coleridge,
    "The Rime of the Ancient Mariner"
  • #6
    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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  • #7
    Quote from Elvoz
    What do you use Twinning Glass for? Can't find it in the synergies part.


    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...

    Quote from Blutsau
    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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    Warp World Primer!
  • #8
    I have another idea. In my own Warp World deck I use 2 copies of Genesis Wave as an alternate way to get the fatties out. Cards like Pathrazer of Ulamog, Terastodon and Liege of the Tangle are also fun to use as wincons.
    You can also use a defender shell with cards like Overgrown Battlement and Wall of Tanglecord to hold off early attacks and ramp mana. Ondu Giant is also a good card, especially compared to Farhaven Elf, because it costs only one mana more but is 2/4 instead of 1/1.
    "They groaned, they stirred, they all uprose,
    Nor spake, nor moved their eyes;
    It had been strange, even in a dream,
    To have seen those dead men rise."
    —Samuel Taylor Coleridge,
    "The Rime of the Ancient Mariner"
  • #9
    I could psot my WW deck to show different variations to make it more primer like?

    EDIT: I'll post it anyways:

    TheEndIsNear's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Creatures
    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

    Lands
    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.
    Last edited by TheEndIsNear: 5/22/2011 2:22:11 PM
  • #10
    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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  • #11
    Quote from TheEndIsNear
    I could psot my WW deck to show different variations to make it more primer like?


    That would be great!
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    Warp World Primer!
  • #12
    I kept my Goldfish and went up to my 4th WW in a row in the turn. My WWs went like this:
    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:
    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.

    It's over 9000!
  • #13
    Quote from TheEndIsNear
    I kept my Goldfish and went up to my 4th WW in a row in the turn. My WWs went like this:
    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:
    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.

    It's over 9000!


    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! Grin
    "They groaned, they stirred, they all uprose,
    Nor spake, nor moved their eyes;
    It had been strange, even in a dream,
    To have seen those dead men rise."
    —Samuel Taylor Coleridge,
    "The Rime of the Ancient Mariner"
  • #14
    Quote from Elvoz
    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! Grin


    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?
  • #15
    It'd be appreciated if this wouldn't turn into a bragging thread about WW stacks... but I'm glad it gets attention. Smile
    Each reality is but the dream of another, and each sleeper a god unknowing.
    We define the boundaries of reality; they don't define us.
    Illus. Goomi.
  • #16
    There we go, looks a little bit better now.

    And as I discover new cards, or ones are mentioned in here, I'll add to the Customize section.
    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:

    Warp World Primer!
  • #17
    i'm trying this primer, the major issue sometimes is to find warpworld, any ideas?
    I'm Italian, sorry for my poor english
    MODERN DECKS
    :symr::symg: Shamanism
    white mana MartyrProc

    CASUAL DECKS
    :symw::symu: U/W Control
    :symw::symb::symu: Master Transmunter AKA Transformer
  • #18
    Quote from xxalex
    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.
    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:

    Warp World Primer!
  • #19
    I think i'm going to post my current WW list.

    hyugafan's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    4 temple garden
    4 stomping ground
    3 fetchland
    5 forest
    6 mountain
    2 plains

    4 warp world

    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.
    Mai decks

    Standart
    I don't own 4 thragtusks

    Commander
    :symr:Gaka-Style Norin:symr:
    :symb::symu:Wrexial and his stealy antics:symb::symu:
    :symg::symw:Saffi, lord of Value and Brokenness:symw::symg:
    Legacy
    :symw::symb::symg::symr::symu:Quadlazer dredge:symu::symr::symg::symb::symw:
    ''Maybe I should play the fifth divination.- LSV
  • #20
    i go back to the base and tried to rebuild the deck, this time i started from the ptq top 8 list, and its ended a lot better, mulldrifter is awesome, get to us some more drawing, the U cost is not problem with bird and trace of abundance, i will try main deck 3 warpworld and 3/4 burning wish to help gathering our combo main piece, this also open a lot of shaneningans we can set up by play a few single sorceries in our sideboard
    I'm Italian, sorry for my poor english
    MODERN DECKS
    :symr::symg: Shamanism
    white mana MartyrProc

    CASUAL DECKS
    :symw::symu: U/W Control
    :symw::symb::symu: Master Transmunter AKA Transformer
  • #21
    Quote from hyugafan
    I think i'm going to post my current WW list.

    dademan's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    4 temple garden
    4 stomping ground
    3 fetchland
    5 forest
    6 mountain
    2 plains

    4 warp world

    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.
    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:

    Warp World Primer!
  • #22
    Saproling Burst would be boss in this deck, I bet.
    Would seed the land work...no because of the simulatenous, right?

    DRum
    Old schoo' player, back after a long hiatus. Revised thru Tempest block (and a little of Urza)...very casual group, sometimes more beer than cards ;). Sorry if I don't know new cards Slant
    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
  • #23
    Quote from DrDRum
    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 XD

    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.
    Last edited by dademan: 8/3/2011 3:48:30 PM
    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:

    Warp World Primer!
  • #24
    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...

    necro Lock
    blut
    Last edited by Blutsau: 10/24/2011 1:35:21 AM
    EDH
    Gom-nom-nOmnathG
    WUBRGHorde of NotionsWUBRG
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