Pick a general that really speaks to you. Maybe a legend who isn't commonly used due to not being super powerful. Alternatively, pick a deck theme you've always wanted to make but isn't good enough for competitive play.
Draw is important to make sure you don't run out of stuff to do, but reduce your tutors and counterspells if that's what you don't find fun. Play cards you've always wanted to but they never quite make the cut.
The most important thing is to play with the attitude of having fun. If you don't have an obvious play on your turn, do something cool. Play with the other people who like to keep it more casual and let them know you're playing a lower power deck. I'm guessing most of them have a deck they've wanted to play but haven't.
Largely speaking, the list looks pretty good. Just a few swaps I can see.
Cathars' Crusade is something I've been considering trying since I built the deck. The hard part is that it has to be on the battlefield before the tokens come in. Short of Academy Rector tricks, that means 12 mana to cast it and Hazezon the same turn the first time, or waiting 3 turns to get huge tokens. In my playgroup, Crusade would probably get killed before the tokens come in. Marshal's Anthem is there because it is double duty as an anthem as well as recursion. My tokens can come in at the upkeep and then I can cast Marshal's Anthem bringing back a haste enabler and hitting hard right away. The tokens don't need to be 20/20s. The fewest I've made is 9 or 10 and that was still enough to win that turn. I've made 42 in one turn before. Still it's a swap I'll consider. I haven't actually drawn anthem yet, so I don't know how it'll actually play out.
Ogre Battledriver is only good in a vacuum. Again, it has to be on the battlefield before the tokens come in. That means either 11+ mana to cast them both the same turn and my opponents have a turn to get rid of the ogre, or spreading it out over 2 turns and giving them 2 turns to kill it. My meta isn't lacking removal. It is fairly light on counterspells actually, which is probably why Flame-Kin Zealot is so much better. The ogre just makes my plans too obvious as to how much of a threat I am and makes it easier to disrupt. Into the Web of War is better in that it's harder to remove, but I still don't think it's worth including. Flame-Kin Zealot is also fetchable with Flamekin Harbinger, who is only 1 extra mana the turn I cast Hazezon. It still lets everyone know what's going to happen, but it's harder to disrupt. I don't have a Sarkhan Vol but plan on getting one for the deck, and I think he's the only pump+haste provider that can work after the tokens are on the board that I'm missing.
The big advantage Hazezon has over other token generals is that you have all your mana available the turn you get your tokens. I like to take advantage of that. I took apart my Rith, the Awakener deck to build this one although there really isn't a lot of overlap. That was just too slow to get a decent size token army up and running. It usually took 2 turns after I cast Rith to get a decent token army and I still had to wait another turn to attack with them. That's too much time for people to get nervous and sweep the board.
Anything else that looks weak in the deck? I know I'm not running Sol Ring, but I'd rather ramp with land in this deck.
Nevinyrral's Disk gets way less love and play than it used to. Outside of decks that want their wipes on an artifact and color combinations that need it, it's too slow/predictable. Every new wipe printed makes it a little less likely to be played.
Joyrneyer's Kite used to be a staple, but things have really moved from being about land-fixing to acceleration. It's just too slow.
I still love Debtor's Knell and put it in most orzhov decks, but I can't remember the last time it made it around the table for anybody. It's just 7 mana removal bait.
Riever Demon used to be a sweet wrath with a body. There are more black decks in my meta than there used to be and it's expensive. Same story with Shriekmaw. I'd rather have Big Game Hunter since it's cheaper and hits more threats for me.
Tutors that cost more than 3 mana and aren't creatures. I don't play a lot of tutors, so I don't want to have to wait a turn to cast what I find with Increasing Ambition. Sidisi, Undead Vizier and Rune-Scarred Demon are easier to repeat and abuse so I don't mind there.
Solemn Simulacrum still pulls his weight for me. Great value and easy to get repeat triggers as I play a lot of recursion and blink strategies. Most of my decks would rather have ramp on a creature than as a sorcery. I don't run it in every deck, but more than half certainly.
I didn't see any particularly good Hazezon Tamar decks on here when I was looking for ideas for mine, so I figured I'd share mine now that I've been playing it for a few months. I'm a black/grixis player at heart so finding a naya beatdown deck I enjoy this mutch is a treat.
There are a few basic elements here. The basic idea is: play Hazezon, sac him before the tokens come in, give the tokens haste, and swing right away. For the most part I've avoided stuff that makes my plans super obvious and needs to be on the board before the tokens come in. A lot of people don't understand how Hazezon works. If he leaves play before the tokens come out, you still get the tokens and then they don't die to a single removal spell pointed at Hazezon. He's basically a sorcery in the command zone for me. I never cast him unless I can sacrifice him right by my next upkeep.
Sac outlets: High Market and City of Shadows get Hazezon off the board while only taking a land slot and not costing mana. Martyr's Cause has won me multiple games. It shuts down voltron and can buy a lot of turns with some tokens. Plus it's free and instant speed Spawning Pit can replenish a lost army. Goblin Bombardment is sometimes a wincon in addition to being free and instant. Evolutionary Leap costs a green but gets a creature. Perilous Forays is the best. It does the two most important things for this deck. Birthing Pod has to be used the turn I cast Hazezon, but is powerful enough elsewhere to make it worth including. Flameshadow Conjuring lets me copy Hazezon to get a second set of tokens and then sacrifice the original card to the legend rule, then the token leaves at the end of the turn. Also good with many other creatures in the deck. Primal Growth is sac and ramp. Dust Elemental bounces Hazezon and himself back to the hand for a second round of tokens once the first are gone while avoiding commander tax. Flash means I can use it in the upkeep after casting Hazezon while the token ability is on the stack.
Flicker effects like Cloudshift create a second trigger for Hazezon. Strionic Resonator can copy the initial trigger on my turn and the one during the upkeep, tripling token production. The also both work well with the many etb creatures in the deck.
Flamekin Harbinger finds a bunch of stuff in this deck. From the previously mentioned Dust Elemental to a haste/pump for my tokens in Flame-Kin Zealot to spot and mass removal in Crib Swap and Sheilds of veils vel. Shields is cast targeting an opponent and turning their creatures into sand warriors the turn Hazezon is going to leave play.
They win, but it's not fun to always win with them.
The next step is to improve the manabase. I've had zero issues so far though. Bfz tangos are coming in as I acquire them, as are shocks. Wood Elves will replace Farhaven Elf once there are some nonbasic forests to fetch. I'm also planning on adding check lands, but I do want to keep a decent number of basics for my ramp to find. I'll have to find a balance and see if I ever go to search and fail to find a basic. Checks could replace temples as I have more cipt lands in here than I thought based on playing the deck. I've yet to throw off my curve because of them yet.
Questions, comments, and suggestions are appreciated. The deck is fairly casual and semi-budget in that it won't ever have true duals or cradle, but I like to be able to hold my own against fairly good decks and players. Thanks in advance!
Those only trigger on casting enchantments. Eidolon triggers whenever you make a snake for yourself with Pharika. It draws off itself too and nets you way more cards in this deck.
Defense of the Heart is an enchantment and good when you can donate creatures. Reap is still a bit meta dependent, but you can give them black permanents.
I run Erebos, God of the Dead. He doesn't have as big of an impact as some other generals, but he's really solid support. He rarely leaves play so I typically only have to cast him once a game. I really enjoy having a draw engine in the command zone. Any extra mana gets sunk into extra cards. Drawing a few extra cards isn't going to win a game, but I regularly draw 10-20 extra each game. It isn't too hard to bury 2-5 opponents in card advantage. Black has plenty of ways to gain life that offset the loss when drawing, many of which I'd run anyway. I run Drana, Kalastria Bloodchief in the 99 and am usually happy to draw her, but for my monoblack deck I prefer her as a wincon and my draw engine in the command zone. I ran her as my general a long time ago though.
Interesting to see nobody has mentioned Kokusho, the Evening Star. He's a really powerful and easily abusable option. There are so many ways to cycle him in and out of the yard. I'm guessing a Kokusho deck might draw a little unnecessary hate just because he was banned and people are afraid he's too powerful, despite something arguably better having been printed at common.
Basically, there are a bunch of mechanics that work well with Marchesa. Persist, undying, etb/ltb effects,sacrifice, +1/+1 counters, haste, pain lands/talismans, exploit, clones, stealing. She works really well for aggro and can play fairly controlling too. You might be able to build a decent stax deck too with the recurring sac fodder, although I've never seen anyone try it.
Fun way to keep track of who is on the throne easily: a toy crown/tiara. Pass it around as life totals change. Want to know who's on the throne? Look at your opponents' heads.
I finally got Maerchesa together and got a few games in this weekend. I read the entire thread over the past couple weeks during brief periods of downtime at work. The deck performed pretty well except when Night Soil and similar cards shut me down. I'm still missing a couple of the more expensive cards: Sneak Attack, xiahou-dun, the one-eyed, Imperial Recruiter, Entomb, and my manabase is fairly low budget but did perform well.
I found myself wanting sac outlets often and being very happy when I drew them. I currently run:
I think I need to work in the High Market that I'd initially left out because I was worried about too many colorless lands in an already greedy manabase. I'm also considering adding:
Other miscellaneous thoughts:
I might try out greaves/boots as my opponents were colluding on how to keep Marchesa dead and I did lack haste more than I'd like. Chasm Skulker is bonkers with Marchesa. An alternative source of counters and token generation broke the stalemate. Fleshwrither looks super cool foiled. Death Cloud is an a lot like Jokulhaups in this deck. It straight up wins with a decent board state.
Odyssey filter lands (eg: Shadowblood Ridge) were good for turning colorless mana into something usable. It helped with Ancient Tomb mana and painlands that tap for colorless if I didn't want to life loss. Ancient Tomb into a signet turn 1 is pretty explosive.
I've run Warp World decks in all 3 3-color combinations with red and green. Those two colors are basically essential. Red gives you warp world and haste enablers, green gives ramp and great token production. Remember, winning via WW is probably something most of your opponents will find fun once a night. If you build a deck around it, don't expect to have everyone enjoy you playing the deck again and again.
White gives you Hazezon Tamar as general. You can run really cheap flicker spells like cloudshift which also work well with many other token generators like Avenger of Zendikar. I run Hazezon currently and it's pretty explosive. The tokens come out the next turn so you have mana open when they do to cast warp world immediately. I've played the deck maybe 5 times and won once, but it was off warp world. Current record on sand warriors produced one turn is 42. 42 tokens on the board plus warp world wins games. This is my personal preference, but I just like having WW in the deck to win occasionally, with no ways to tutor it up. It comes out of the deck for the rest of the night if I cast it.
Blue gives you the best ways to recur warp world for another go. You also get Mystical Tutor. With good etb token production from green, looping WW basically gives opponents less stuff each time and you more each time. This is a time consuming way to win and can potentially kill you if enough Bogardan Hellkites get flipped out by your opponents.
Black is a strong addition in that you get reliable ways to tutor up WW. You have 2 good creature-based tutors that aren't dead flips of WW. Black also has respectable token production. It also gives you another similar win card: Living Death and Xiahou Dun, the One-Eyed for recursion. This is probably the most powerful and consistent color combination. The big downside is that you don't get a general that works perfectly with WW like Hazezon does. Prossh might get too much hate in some playgroups. I'd probably be tempted by a more convoluted Sek'kuar, Deathkeeper build.
Green gives you Eternal Witness and Greenwarden of Murasa as recursion, and red just has Anarchist, who isn't very good outside of looping WW. Red also has Dualcaster Mage who is capable of looping WW (if you keep hitting him/are warping your entire deck) or living death (with a sac outlet).
It's super effective in my Pharika, God of Affliction deck where I can guarantee black permanents. I regularly get back 3 cards or more. Even without donating snakes it's rarely a dead draw in my meta.
This. It's a card for sacrificing with the trigger on the stack. It was an essential card in my friends Vish Kal deck. +12/+12 and easy to pull back out of the yard with Sun Titan or Reanimate. It's pretty easy to get to critical mass with it.
I run it in my Hazezon Tamar deck and it's been good so far. It's pretty basic heavy for lots of land tutors so there are a decent number of plains. I hit it on a Warp World and returned all the permanants in my graveyard to hand, but also won that turn anyway. I'm looking forward to using it with Perilous Forays and an etb creature.
I don't think it's as straight up useful as sun Titan, but it's still pretty good, especially in GW/GWx. My deck is landfall heavy so it's been a pretty natural fit, but it is more of a niche card.
Draw is important to make sure you don't run out of stuff to do, but reduce your tutors and counterspells if that's what you don't find fun. Play cards you've always wanted to but they never quite make the cut.
The most important thing is to play with the attitude of having fun. If you don't have an obvious play on your turn, do something cool. Play with the other people who like to keep it more casual and let them know you're playing a lower power deck. I'm guessing most of them have a deck they've wanted to play but haven't.
Cathars' Crusade is something I've been considering trying since I built the deck. The hard part is that it has to be on the battlefield before the tokens come in. Short of Academy Rector tricks, that means 12 mana to cast it and Hazezon the same turn the first time, or waiting 3 turns to get huge tokens. In my playgroup, Crusade would probably get killed before the tokens come in. Marshal's Anthem is there because it is double duty as an anthem as well as recursion. My tokens can come in at the upkeep and then I can cast Marshal's Anthem bringing back a haste enabler and hitting hard right away. The tokens don't need to be 20/20s. The fewest I've made is 9 or 10 and that was still enough to win that turn. I've made 42 in one turn before. Still it's a swap I'll consider. I haven't actually drawn anthem yet, so I don't know how it'll actually play out.
Ogre Battledriver is only good in a vacuum. Again, it has to be on the battlefield before the tokens come in. That means either 11+ mana to cast them both the same turn and my opponents have a turn to get rid of the ogre, or spreading it out over 2 turns and giving them 2 turns to kill it. My meta isn't lacking removal. It is fairly light on counterspells actually, which is probably why Flame-Kin Zealot is so much better. The ogre just makes my plans too obvious as to how much of a threat I am and makes it easier to disrupt. Into the Web of War is better in that it's harder to remove, but I still don't think it's worth including. Flame-Kin Zealot is also fetchable with Flamekin Harbinger, who is only 1 extra mana the turn I cast Hazezon. It still lets everyone know what's going to happen, but it's harder to disrupt. I don't have a Sarkhan Vol but plan on getting one for the deck, and I think he's the only pump+haste provider that can work after the tokens are on the board that I'm missing.
The big advantage Hazezon has over other token generals is that you have all your mana available the turn you get your tokens. I like to take advantage of that. I took apart my Rith, the Awakener deck to build this one although there really isn't a lot of overlap. That was just too slow to get a decent size token army up and running. It usually took 2 turns after I cast Rith to get a decent token army and I still had to wait another turn to attack with them. That's too much time for people to get nervous and sweep the board.
Anything else that looks weak in the deck? I know I'm not running Sol Ring, but I'd rather ramp with land in this deck.
Nevinyrral's Disk gets way less love and play than it used to. Outside of decks that want their wipes on an artifact and color combinations that need it, it's too slow/predictable. Every new wipe printed makes it a little less likely to be played.
Joyrneyer's Kite used to be a staple, but things have really moved from being about land-fixing to acceleration. It's just too slow.
I still love Debtor's Knell and put it in most orzhov decks, but I can't remember the last time it made it around the table for anybody. It's just 7 mana removal bait.
Riever Demon used to be a sweet wrath with a body. There are more black decks in my meta than there used to be and it's expensive. Same story with Shriekmaw. I'd rather have Big Game Hunter since it's cheaper and hits more threats for me.
Tutors that cost more than 3 mana and aren't creatures. I don't play a lot of tutors, so I don't want to have to wait a turn to cast what I find with Increasing Ambition. Sidisi, Undead Vizier and Rune-Scarred Demon are easier to repeat and abuse so I don't mind there.
Solemn Simulacrum still pulls his weight for me. Great value and easy to get repeat triggers as I play a lot of recursion and blink strategies. Most of my decks would rather have ramp on a creature than as a sorcery. I don't run it in every deck, but more than half certainly.
7 Hazezon Tamar
Creature:
4 Academy Rector
5 Acidic Slime
4 Anger
5 Ant Queen
7 Avenger of Zendikar
3 Burnished Hart
4 Dust Elemental
7 Elesh Norn, Grand Cenobite
7 Emeria Shepherd
3 Eternal Witness
4 Flame-Kin Zealot
1 Flamekin Harbinger
2 Goblin Bushwhacker
5 Lovisa Coldeyes
1 Mardu Woe-Reaper
3 Mentor of the Meek
7 Omnath, Locus of Rage
4 Oracle of Mul Daya
4 Purphoros, God of the Forge
6 Rampaging Baloths
3 Reclamation Sage
2 Reckless Bushwhacker
4 Solemn Simulacrum
6 Sun Titan
8 Terastodon
5 Urabrask, the Hidden
1 Veteran Explorer
3 Wood Elves
8 Woodfall Primus
3 Yavimaya Elder
3 Aura Shards
3 Beastmaster Ascension
2 Evolutionary Leap
3 Fires of Yavimaya
4 Flameshadow Conjuring
2 Goblin Bombardment
3 Martyr's Cause
2 Night Soil
5 Perilous Forays
2 Survival of the Fittest
2 Sylvan Library
Artifact:
4 Birthing Pod
1 Skullclamp
2 Spawning Pit
2 Strionic Resonator
Planeswalker:
6 Elspeth, Sun's Champion
Sorcery:
6 Austere Command
7 Boundless Realms
3 Cultivate
4 Explosive Vegetation
7 Hour of Reckoning
3 Kodama's Reach
7 Martial Coup
3 Primal Growth
5 Shamanic Revelation
Instant:
3 Chord of Calling
1 Cloudshift
3 Crib Swap
1 Path to Exile
1 Shields of Velis Vel
0 Blighted Woodland
0 Canopy Vista
0 Cinder Glade
0 City of Shadows
0 Command Tower
7 Forest
0 High Market
0 Jungle Shrine
0 Kessig Wolf Run
0 Khalni Garden
0 Kher Keep
0 Krosan Verge
0 Mosswort Bridge
3 Mountain
0 Myriad Landscape
0 Oran-Rief, the Vastwood
0 Pendelhaven
6 Plains
0 Reliquary Tower
0 Rootbound Crag
0 Sunpetal Grove
0 Temple Garden
0 Temple of Abandon
0 Temple of Plenty
0 Temple of Triumph
0 Thawing Glaciers
There are a few basic elements here. The basic idea is: play Hazezon, sac him before the tokens come in, give the tokens haste, and swing right away. For the most part I've avoided stuff that makes my plans super obvious and needs to be on the board before the tokens come in. A lot of people don't understand how Hazezon works. If he leaves play before the tokens come out, you still get the tokens and then they don't die to a single removal spell pointed at Hazezon. He's basically a sorcery in the command zone for me. I never cast him unless I can sacrifice him right by my next upkeep.
Sac outlets:
High Market and City of Shadows get Hazezon off the board while only taking a land slot and not costing mana.
Martyr's Cause has won me multiple games. It shuts down voltron and can buy a lot of turns with some tokens. Plus it's free and instant speed
Spawning Pit can replenish a lost army.
Goblin Bombardment is sometimes a wincon in addition to being free and instant.
Evolutionary Leap costs a green but gets a creature.
Perilous Forays is the best. It does the two most important things for this deck.
Birthing Pod has to be used the turn I cast Hazezon, but is powerful enough elsewhere to make it worth including.
Flameshadow Conjuring lets me copy Hazezon to get a second set of tokens and then sacrifice the original card to the legend rule, then the token leaves at the end of the turn. Also good with many other creatures in the deck.
Primal Growth is sac and ramp.
Dust Elemental bounces Hazezon and himself back to the hand for a second round of tokens once the first are gone while avoiding commander tax. Flash means I can use it in the upkeep after casting Hazezon while the token ability is on the stack.
Flicker effects like Cloudshift create a second trigger for Hazezon. Strionic Resonator can copy the initial trigger on my turn and the one during the upkeep, tripling token production. The also both work well with the many etb creatures in the deck.
Flamekin Harbinger finds a bunch of stuff in this deck. From the previously mentioned Dust Elemental to a haste/pump for my tokens in Flame-Kin Zealot to spot and mass removal in Crib Swap and Sheilds of veils vel. Shields is cast targeting an opponent and turning their creatures into sand warriors the turn Hazezon is going to leave play.
Cards that cycle in and out:
- Warp World
- The Great Aurora
- Vicious Shadows
They win, but it's not fun to always win with them.The next step is to improve the manabase. I've had zero issues so far though. Bfz tangos are coming in as I acquire them, as are shocks. Wood Elves will replace Farhaven Elf once there are some nonbasic forests to fetch. I'm also planning on adding check lands, but I do want to keep a decent number of basics for my ramp to find. I'll have to find a balance and see if I ever go to search and fail to find a basic. Checks could replace temples as I have more cipt lands in here than I thought based on playing the deck. I've yet to throw off my curve because of them yet.
Questions, comments, and suggestions are appreciated. The deck is fairly casual and semi-budget in that it won't ever have true duals or cradle, but I like to be able to hold my own against fairly good decks and players. Thanks in advance!
Rampant Growth seem really weak over something like Farhaven Elf, Viridian Emissary, or Solemn Simulacrum. I'd rather have something that can be turned into a snake. I'd probably run those over Birds of Paradise too. Casting Pharika turn 2 isn't going to help much.
Reap is very likely better than Regrowth here. Instant speed and it's very easy to get more cards back when you can give opponents black permanents.
Pharika is a lot of fun for political reasons. You can give people snakes to help them out as a peace offering. It can get annoying though.
Those only trigger on casting enchantments. Eidolon triggers whenever you make a snake for yourself with Pharika. It draws off itself too and nets you way more cards in this deck.
Defense of the Heart is an enchantment and good when you can donate creatures. Reap is still a bit meta dependent, but you can give them black permanents.
Geth, Lord of the Vault is good but I found he got a little boring and started to draw more hate than I'd like. Chainer, Dementia Master and Xiahou Dun, the One-Eyed are both quite powerful as well.
Interesting to see nobody has mentioned Kokusho, the Evening Star. He's a really powerful and easily abusable option. There are so many ways to cycle him in and out of the yard. I'm guessing a Kokusho deck might draw a little unnecessary hate just because he was banned and people are afraid he's too powerful, despite something arguably better having been printed at common.
Basically, there are a bunch of mechanics that work well with Marchesa. Persist, undying, etb/ltb effects,sacrifice, +1/+1 counters, haste, pain lands/talismans, exploit, clones, stealing. She works really well for aggro and can play fairly controlling too. You might be able to build a decent stax deck too with the recurring sac fodder, although I've never seen anyone try it.
I found myself wanting sac outlets often and being very happy when I drew them. I currently run:
- Carrion Feeder
- Dimir House Guard
- Grimgrin, Corpse-Born
- Viscera Seer
- Disciple of Bolas
- Helm Of Possession
- Sidisi, Undead Vizier
- Profaner of the Dead
- Sidisi's Faithful
- Smothering Abomination
kind of counts too.I think I need to work in the High Market that I'd initially left out because I was worried about too many colorless lands in an already greedy manabase. I'm also considering adding:
I wasn't too impressed with Grimgrin so he might be replaced with Falkenrath Aristocrat or flesh Carver. I was really happy with Viscera Seer and I've enjoyed Vampiric Rites a lot in other decks.
I also felt I would've been better off with some more recursion, although maybe that's just how I'm used to playing. I only have Living death and Phyrexian Reclamation. Maybe Phyrexian Delver or Cadaver Imp?
I won off of Spinal Embrace tutored by Sidisi, but that's a metagame card as there a Skullbriar, the Walking Grave deck and an Ob Nixilis, The Fallen deck that I play against often. I'm not sold on it being better than something like a Zealous Conscripts if I have a sac outlet though. Gaining 20 life was nice.
Other miscellaneous thoughts:
I might try out greaves/boots as my opponents were colluding on how to keep Marchesa dead and I did lack haste more than I'd like.
Chasm Skulker is bonkers with Marchesa. An alternative source of counters and token generation broke the stalemate.
Fleshwrither looks super cool foiled.
Death Cloud is an a lot like Jokulhaups in this deck. It straight up wins with a decent board state.
Odyssey filter lands (eg: Shadowblood Ridge) were good for turning colorless mana into something usable. It helped with Ancient Tomb mana and painlands that tap for colorless if I didn't want to life loss.
Ancient Tomb into a signet turn 1 is pretty explosive.
White gives you Hazezon Tamar as general. You can run really cheap flicker spells like cloudshift which also work well with many other token generators like Avenger of Zendikar. I run Hazezon currently and it's pretty explosive. The tokens come out the next turn so you have mana open when they do to cast warp world immediately. I've played the deck maybe 5 times and won once, but it was off warp world. Current record on sand warriors produced one turn is 42. 42 tokens on the board plus warp world wins games. This is my personal preference, but I just like having WW in the deck to win occasionally, with no ways to tutor it up. It comes out of the deck for the rest of the night if I cast it.
Blue gives you the best ways to recur warp world for another go. You also get Mystical Tutor. With good etb token production from green, looping WW basically gives opponents less stuff each time and you more each time. This is a time consuming way to win and can potentially kill you if enough Bogardan Hellkites get flipped out by your opponents.
Black is a strong addition in that you get reliable ways to tutor up WW. You have 2 good creature-based tutors that aren't dead flips of WW. Black also has respectable token production. It also gives you another similar win card: Living Death and Xiahou Dun, the One-Eyed for recursion. This is probably the most powerful and consistent color combination. The big downside is that you don't get a general that works perfectly with WW like Hazezon does. Prossh might get too much hate in some playgroups. I'd probably be tempted by a more convoluted Sek'kuar, Deathkeeper build.
Green gives you Eternal Witness and Greenwarden of Murasa as recursion, and red just has Anarchist, who isn't very good outside of looping WW. Red also has Dualcaster Mage who is capable of looping WW (if you keep hitting him/are warping your entire deck) or living death (with a sac outlet).
This. It's a card for sacrificing with the trigger on the stack. It was an essential card in my friends Vish Kal deck. +12/+12 and easy to pull back out of the yard with Sun Titan or Reanimate. It's pretty easy to get to critical mass with it.
But yes, it's also dope with Varolz, the Scar-Striped.
I don't think it's as straight up useful as sun Titan, but it's still pretty good, especially in GW/GWx. My deck is landfall heavy so it's been a pretty natural fit, but it is more of a niche card.