I don't see how this has anything to do with the current discussion. That tiff was over a while ago. Maybe you should get a life? Also, I don't think you know what a troll is, because, at the moment, you're acting more as a troll than I.
As for the deck:
I'm thinking of completely nixing Siege-Gang Commander for 4 Obs, since they essentially fulfill the same role(same cost, too), but Ob does better.
Commander - 1 damage per land you warp into, and you have to sac creatures to do so. Not to mention the damage stops at 8.
Ob - 3 LIFE per land(not damage, so it screws Safe Passage.) Also, there's no cap, and he gets BIGGER the more life he makes them lose.
Comments?
Why do you think I need to go get a life? I ask you why you are such a jerk, and you respond like even more of a jerk. Are you unhappy or something and taking it out on these forums. Also, speaking of get a life... you responded to my comment in under 2 minutes. Dude, get a life. Why are you so cocky when you are such a horrible person?
Back on topic, llanowar elves? Hmm, well, its immediate turn advantage, fertile ground adds 1 for two, this adds 1 for 1 but no haste. I'm still pondering going with 4 obs, but rampaging baloths and mad rush cyclopses sound fun.
Sigh, if lotus cobra was real, I'd be laughing my city of ass off.
Back on topic, llanowar elves? Hmm, well, its immediate turn advantage, fertile ground adds 1 for two, this adds 1 for 1 but no haste. I'm still pondering going with 4 obs, but rampaging baloths and mad rush cyclopses sound fun.
Sigh, if lotus cobra was real, I'd be laughing my city of ass off.
I think that Llanowar Elves/Birds is going to be essential to get the sort of ramp Farhaven gave.
I'm thinking of completely nixing Siege-Gang Commander for 4 Obs, since they essentially fulfill the same role(same cost, too), but Ob does better.
Commander - 1 damage per land you warp into, and you have to sac creatures to do so. Not to mention the damage stops at 8.
Ob - 3 LIFE per land(not damage, so it screws Safe Passage.) Also, there's no cap, and he gets BIGGER the more life he makes them lose.
Comments?
The problem is that SGC also fills the role of removal, an area in which we're severely lacking after Lorwyn rotates and we lose Murderous Redcap. Ob, while nice, only affects the opponent's life total, and getting more than one of him in your hand just outright sucks.
Not that we shouldn't run Ob, but I can't see him being more than a 2- or 3-of.
I thought the point of the deck was to ramp up to WWorld ASAP and win off that, and the SGC was only in there for after Warp World, to burn the opponent for 8.(Or for a big dude after a Hemo. on WWorld)
I thought the point of the deck was to ramp up to WWorld ASAP and win off that, and the SGC was only in there for after Warp World, to burn the opponent for 8.(Or for a big dude after a Hemo. on WWorld)
That's the basic idea, but that doesn't always work. I've won plenty of games just by dropping a turn 3 SGC and going aggro. Ob Nixilis isn't NEARLY as easy to hardcast without completely revamping the mana base. Also, if one Warp isn't enough, SGC gives you a +3 permanent count on the next one, or on your first one if you go turn 5 Warp after dropping Commander. When I play the deck, I try to treat Warp World as my last-ditch effort. I'll do everything in my power to control the game without casting it, whether that means aggroing out with SGC's, ramping into turn 4 Hellkite, etc. Warp is just there for when the ramp aspect isn't enough by itself.
I thought the point of the deck was to ramp up to WWorld ASAP and win off that, and the SGC was only in there for after Warp World, to burn the opponent for 8.(Or for a big dude after a Hemo. on WWorld)
That's all well and good if you're playing in a vacuum or against opponents who never do anything, but against actual players well-timed removal has saved my butt far more than getting Warp of as early as humanly possible. SGC is there as a nice way of getting 4 permanents for 5 mana, as targeted creature removal, and as a nice way to use mana post-Warp. Removing him entirely will likely weaken the deck significantly unless they print some other removal-onna-stick creature we can use.
Isn't Ob Nixilis a legendary creature? If so, I wouldn't want to warp world into more than one of him..
Actually, yes you would, since you still get more than one of his effect when you do. Warp into two Ob and four land: Sure, the bodies of your Obs die, but you still get 24 direct lifeloss out of the deal, which is nothing to sneeze at.
That's all well and good if you're playing in a vacuum or against opponents who never do anything, but against actual players well-timed removal has saved my butt far more than getting Warp of as early as humanly possible. SGC is there as a nice way of getting 4 permanents for 5 mana, as targeted creature removal, and as a nice way to use mana post-Warp. Removing him entirely will likely weaken the deck significantly unless they print some other removal-onna-stick creature we can use.
Hm, so I'll probably end up with 4 SGCs and 4 Obs, and most likely 3 Hellkites.
It's no fertile ground, but it is indeed a permanent (and creates two permanents upon WW and regular landfall).
Unfortunately, the new enchantment doesn't interact well with Warp -- it comes in after all the lands enter play, so it doesn't get counters from whatever you warp into. You'll have to trigger landfall three times *after* you warp to be able to activate it.
Unfortunately, the new enchantment doesn't interact well with Warp -- it comes in after all the lands enter play, so it doesn't get counters from whatever you warp into. You'll have to trigger landfall three times *after* you warp to be able to activate it.
replacing siege gang in this deck is a GOD AWFUL IDEA no offense. siege gang supplies you with FOUR PERMANANTS to add to your warp count. warp world decks are ALL ABOUT making sure you get the better warp. its the reason it, and broodmate are in the deck, they insure you have more permanents come warp time. not only that, ive used siege gang to finish many games. ive warped, got opponent to about 5 life or lower andf finished them off with the tokens and all my free mana. SGC is an all star in this deck
ummm yea you DEF cannot take out SgC......that would be dumb......and im excited about playing Warp World in the next set. there is so mcuh potential...im even looking into proxying in a Lothos and see how that bad boy plays out
see My Warp World deck is and has had some insane warps and games, so far it doesn't have a sideboard, but either way. it's built to abuse the number of permanents. However i see a minor problem with the Expedition Quest, if you warp into it, since enchantments CITP last, they don't see the lands CITP, so they never trigger.'
Yes, it doesn't have any filters as of yet, because i haven't figured out a good mesh to use them in combination with the current lands.
I was HIGHLY considering running Lavaball Trap in here, mainly because i could "abuse" that option white it in hand, blow up 2 of their lands and kill everything after i full on assault them with creatures, some guys still living, such as the rampagers, and Obm and bogardan hellkite, which is probably already killed them heavily by then. as an "extra" i guess, first SB card. wee.
Ravarshi Kashaku, Ancient Dragon of the Darkened Realms;
The Merciless Lord of Torture, Permanently Bound To: ">[THE PACK] 11/5/63 - 11/25/09 Goodbye mom, i'll always love you...
I highly disagree with this logic. You run 5 off-color cards in the maindeck. Total. 4 birds and 4 trace ought to be able to take care of this.
The problem with singleton or 2-of basics is getting them in the opening hand.. when what you really need is a forest.
The problem with not running Swamps, in this case, is that if he ever wants to hardcast Ob Nixilis, he's going to be hard-pressed to pay the BB in the cost with just birds/trace. With one or two swamps, it's much more likely that a drawn Ob won't just be a dead card in hand.
His island, however, makes no sense to me. Why include a completely useless color of land in your maindeck when you're never going to use it first game? Far better to just have an island in your sideboard along with your one blue spell, or, as TheNidhogg stated, rely on any-color mana for the single-U mana in the casting cost. That way you aren't gimping yourself every game before sideboarding.
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Why do you think I need to go get a life? I ask you why you are such a jerk, and you respond like even more of a jerk. Are you unhappy or something and taking it out on these forums. Also, speaking of get a life... you responded to my comment in under 2 minutes. Dude, get a life. Why are you so cocky when you are such a horrible person?
Sigh, if lotus cobra was real, I'd be laughing my city of ass off.
Copy this sig to join the cause. Cuz, ya know, Wizards makes decisions based on sigs
Quotes:
I think that Llanowar Elves/Birds is going to be essential to get the sort of ramp Farhaven gave.
You could run 4 Baloths, 4 Cyclopes, and 4 Obs.
The problem is that SGC also fills the role of removal, an area in which we're severely lacking after Lorwyn rotates and we lose Murderous Redcap. Ob, while nice, only affects the opponent's life total, and getting more than one of him in your hand just outright sucks.
Not that we shouldn't run Ob, but I can't see him being more than a 2- or 3-of.
That's the basic idea, but that doesn't always work. I've won plenty of games just by dropping a turn 3 SGC and going aggro. Ob Nixilis isn't NEARLY as easy to hardcast without completely revamping the mana base. Also, if one Warp isn't enough, SGC gives you a +3 permanent count on the next one, or on your first one if you go turn 5 Warp after dropping Commander. When I play the deck, I try to treat Warp World as my last-ditch effort. I'll do everything in my power to control the game without casting it, whether that means aggroing out with SGC's, ramping into turn 4 Hellkite, etc. Warp is just there for when the ramp aspect isn't enough by itself.
That's all well and good if you're playing in a vacuum or against opponents who never do anything, but against actual players well-timed removal has saved my butt far more than getting Warp of as early as humanly possible. SGC is there as a nice way of getting 4 permanents for 5 mana, as targeted creature removal, and as a nice way to use mana post-Warp. Removing him entirely will likely weaken the deck significantly unless they print some other removal-onna-stick creature we can use.
Let he who is without sin cast the first stone.
Actually, yes you would, since you still get more than one of his effect when you do. Warp into two Ob and four land: Sure, the bodies of your Obs die, but you still get 24 direct lifeloss out of the deal, which is nothing to sneeze at.
2 Ob Nixilis and 4 land off a warp is 24 damage. Why not?
Currently Playing:
I don't even know right now.
Hm, so I'll probably end up with 4 SGCs and 4 Obs, and most likely 3 Hellkites.
EDIT:
More importantly, it's life loss, so it goes around Safe Passage.
It's no fertile ground, but it is indeed a permanent (and creates two permanents upon WW and regular landfall).
Unfortunately, the new enchantment doesn't interact well with Warp -- it comes in after all the lands enter play, so it doesn't get counters from whatever you warp into. You'll have to trigger landfall three times *after* you warp to be able to activate it.
on the other hand, with ob, madrush cyclops, hellkites (both overlords and bogardens) Karrthus, tyrant of jund, and broodmate dragons, you should win directly after a warp anyway.
T1 land, birds
T2 Expedition, land, llanowar elves
T3 Fetch land+search, remove counters from expedition, siege-gang commander
T4 land, Warp World
WAY to idealistic, but warping for 14 on 4th turn is fantastic.
1 [ZEN] Scalding Tarn
6 [ZEN] Mountain
1 [ZEN] Island
9 [ZEN] Forest
2 [ZEN] Swamp
4 [ZEN] Verdant Marsh
// Creatures
4 [M10] Birds of Paradise
4 [M10] Elvish Visionary
2 [ARB] Madrush Cyclops
4 [ARB] Bloodbraid Elf
4 [ZEN] Oracle of Mul Daya
3 [ZEN] Ob Nixilis, the Fallen
3 [M10] Siege-Gang Commander
2 [ZEN] Rampaging Baloths
// Spells
4 [ARB] Trace of Abundance
4 [ZEN] Harrow
3 [M10] Warp World
// Sideboard
SB: 3 [M10] Pithing Needle
SB: 3 [ALA] Relic of Progenitus
SB: 3 [ZEN] Quest for Ancient Secrets
SB: 3 [M10] Great Sable Stag
SB: 3 [ALA] Caldera Hellion
Why the blue mana mainboard? You don't have anything that needs it.
It's for the Quest for Ancient Secrets in the sideboard. I'm not going to put an island in the sideboard for it...
Why not? There's no reason to stretch your mana base out for a card you may never put in your deck.
And besides, why do you need an Island at all? You have 4 Birds of Paradise and 4 Trace of Abundance.
I'd rather be safe. If I get an island and I don't have the quest in, I will definitely Harrow it away...
Yes, it doesn't have any filters as of yet, because i haven't figured out a good mesh to use them in combination with the current lands.
Either Way, here's the deck:
9 Forest
8 Mountains
4 Rootbound Crag
3 Dragonskull Summit
3 Swamp
Creatures:
4 Birds of Paradise
4 Siege-Gang Commander
4 Acidic Slime
3 Madrush Cyclops
3 Bogardan Hellkite
3 Rampaging Baloths
2 Ob Nixilis, the Fallen
1 Broodmate Dragon
4 Khalni Heart Expedition
4 Trace of Abundance
Non-Permanents:
4 Warp World
3 Lavaball Trap
4 ???
4 ???
4 ???
I was HIGHLY considering running Lavaball Trap in here, mainly because i could "abuse" that option white it in hand, blow up 2 of their lands and kill everything after i full on assault them with creatures, some guys still living, such as the rampagers, and Obm and bogardan hellkite, which is probably already killed them heavily by then. as an "extra" i guess, first SB card. wee.
The Merciless Lord of Torture, Permanently Bound To: ">[THE PACK] 11/5/63 - 11/25/09 Goodbye mom, i'll always love you...
Tibalt & His Devils vs. Avacyn's Inquisitors
My EDH decklists
I highly disagree with this logic. You run 5 off-color cards in the maindeck. Total. 4 birds and 4 trace ought to be able to take care of this.
The problem with singleton or 2-of basics is getting them in the opening hand.. when what you really need is a forest.
The problem with not running Swamps, in this case, is that if he ever wants to hardcast Ob Nixilis, he's going to be hard-pressed to pay the BB in the cost with just birds/trace. With one or two swamps, it's much more likely that a drawn Ob won't just be a dead card in hand.
His island, however, makes no sense to me. Why include a completely useless color of land in your maindeck when you're never going to use it first game? Far better to just have an island in your sideboard along with your one blue spell, or, as TheNidhogg stated, rely on any-color mana for the single-U mana in the casting cost. That way you aren't gimping yourself every game before sideboarding.