This is a multiplayer-oriented deck, the win condition being repeatedly cast Warp World until you Valakut everyone, while seeing a hilarious amount of ETB triggers whizz by. I could use a bit of help with the mana producing, you'll see what I mean in a minute.
The main problems are, for one, not being able to find Warp World, and two, possibly having things like a dead izzet chronarch in your hand or never hitting Valakut, magically. That gets into the territory of adding other colors, which is problematic considering the "Mountains" requirement. Considered Prismatic Omen, but that's just one more thing that would have to be warped in.
Anything that could fetch Valakut would do so too late, as everything has already entered the battlefield. I think it could be a lot of fun, but might never go off. Also considered a one-of Obliterate to just smash everything when my opponents good permanents have been warped out and I'm in deep ****. Gave a bit of thought to the Reiterate/Mana Geyser combo, but that's just another non-permanent to add.
Thoughts? I'm looking for anything that could help it go off or anything hilarious to warp in that would be cute with this all happening, mana intensive cards welcome.
Thanks guys, wow, Tunnel Ignus. Brilliant, for real. Avenger is also really awesome-looking. Moving to permanent-based mana production is pretty smooth, I'll have to feel it out considering I have no copies of Mana Flare and the like. Then the only problem is not hitting Warp World.
I had a warp world deck that ran lots of land auras to ramp up my mana as well as my permanent count by the time I actually cast warp world. Bogardan Hellkites and Magister Sphinxes were my wincons
My WW deck is RG, which means I can run Keeper of Progenitus to make everything pitifully easy. I also use Fertile Ground for my early game permanents. And Khalni Garden never goes amiss for an extra card. I use the tunnel ignus wincon, avenger, hatcher, Kozilek's Predator and I've recently been throwing in Splinter Twin, since tossing that on an avenger is just hilarious.
Keeper of Progenitus, that's pretty hot. I'll have to pick up a couple copies of that.
So I want to know if I have this concepting right, because this would be a fun sort of anti-wincon: If I do this a large number of times, if my opponents do not have mass token producing permanents, and have non-permanent cards in their libraries, they'll eventually just run out of permanents, right?
So if I added something like Hunted Phantasm, as I get to the point where I keep spitting out my entire library, I could give people 5 goblins each go. Could I essentially shortcut it to say "everyone dump all your permanents out on the 'field and let's have a go at it"? I'm aware that we'd have to take care of a lot of ETB triggers but still, is my logic right on this?
Just to make it clear, I'm not asking about the whole token ownership thing, I know it gives them permanents. I just thought it would be a fun possibility if we wanted to go that route. (yay casual)
RGb is probably the way you want to go if you actually want to win games, though. Also, drop the Valakut theme, but I guess if you wanted to put in some Primeval Titans, then sure.
Nice Mythics to add: Ob Nixilis, Rampaging Baloths, Bogardan Hellkite. All will close at the game since really, after you Warp, you shouldn't lose.
As mentioned, you want Fertile Ground, Keeper of Progenitus. Something not mentioned here is Farhaven Elf, which I found to be a superstar when I could play it. Shriekmaw is also nice if you decide to splash the b, which isn't really hard with Trace / Fertile Ground, since he helps you out against aggro, and is awesome when he gets warped in. Potentially you'd want Birds of Paradise as well to help colorwise.
When I played it in LOR/ALA standard, I never ran Nucklavee, but I hear he's good. Rune Scarred Demon may be another new option that you might like... can continue Warp chains if you Warp into him, or can obviously find you that WW.
My WW deck has 1 Nucklavee as the way to get WW back. Sure it costs 1 more, but it has a bigger body and you really want to Warp into it anyway.
I recently found out that hitting a Nucklavee off of Warp World does not, in fact, bring it back to your hand, since when the ability goes off, WW has not resolved, thus it isn't in the Graveyard. I was running 4 of them, along with 2x Twinning Glass for infinite Warp World fun...but boo for not being able to do it.
And yeah, Tunnel Ignus is amazing in this deck, along with Rampaging Baloth.
Furthermore, I do have a 'primer' written up, with my build (which I will be updating shortly. You can see it in my sig.
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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:
If you can't draw Valakut, why not put in Expedition Map?
Personally, my idea of Warp World is to have as few permanents in the GY when you warp, so you get bigger reveals.
That being said, you could think about putting a few Primeval Titans in the deck, or Weathered Wayfarer, if you want to splash colors. These would let you find Valakut.
Private Mod Note
():
Rollback Post to RevisionRollBack
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:
Surprisingly, it seems to be doing fairly well in testing in any form, I usually just have problems finding WW, but it seems like I could splash into any other color and still be fine. In fact, there are so many win conditions to throw in that Valakut is just retarded, but since it can go infinite fairly easily it'll do well either way. Really liking Chancellor of the Forge here, disgusting amounts of hasty goblins are nice. Would be hilarious to get Batwing Brume'd out.
I recently found out that hitting a Nucklavee off of Warp World does not, in fact, bring it back to your hand, since when the ability goes off, WW has not resolved, thus it isn't in the Graveyard.
I don't really understand your reasoning! It's the same as Anarchist/Chronarch, I believe; it creates an ETB trigger, which will wait to go off after WW has resolved (very few things try to resolve during the resolution of another spell, Panglacial Wurm being one of them) and then return the now-'yarded WW.
Twinning glass seems silly; I can generate enough to re-cast it if it's doing anything at all. I also disagree with Expedition Map for the same reasoning as dademan, and Weathered Wayfarer doesn't make a lot of sense. Might as well drop Valakut, though one copy wouldn't be terrible as long as I have at least 5 total mountains (derp). Looks like I could put almost anything with an ETB trigger in there and win eventually. I'm half-tempted to toss in Dong Zhou, the Tyrant, just because you don't get a lot of opportunities to kill someone with the Donger.
I recently found out that hitting a Nucklavee off of Warp World does not, in fact, bring it back to your hand, since when the ability goes off, WW has not resolved, thus it isn't in the Graveyard.
I'm pretty sure someone told you a dirty lie here. WW resolves, putting a bunch of permanents onto the battlefield. All those "enters the battlefield" triggers trigger at this time but wait to go onto the stack until the next time a player would receive priority. The last part of Warp World resolving is for it to be put into its owner's graveyard. Then, finally, the triggers that have been waiting get put on the stack in APNAP order. This is when you choose targets, which means by this time Nucklavee can safely target a Warp World in your grave.
Anyways, Warp World is a great deck because it can be adapted for different card preferences. Even though playing a set of Ob nixilis can win quickly after a Warp, its not my style. I play a slight goblin sub theme, with Siege-gang Commander, Chancellor of the Forge, Murderous Redcap, and Goblin Chieftain.
If you play against a bunch of dragon tribal decks (or changelings), try Karrthus, Tyrant of Jund. He can be good if you choose to play a few dragons yourself. I thought about switching the deck up to play the combo of Hellkite Charger and Bear Umbra. Attack, untap, attack again!
I'm pretty sure someone told you a dirty lie here. WW resolves, putting a bunch of permanents onto the battlefield. All those "enters the battlefield" triggers trigger at this time but wait to go onto the stack until the next time a player would receive priority. The last part of Warp World resolving is for it to be put into its owner's graveyard. Then, finally, the triggers that have been waiting get put on the stack in APNAP order. This is when you choose targets, which means by this time Nucklavee can safely target a Warp World in your grave.
*facepalm* The writeup in my Primer is wrong, then.
Disregard what I had said.
This did prompt me to re-make my deck though...not really a bad thing.
Private Mod Note
():
Rollback Post to RevisionRollBack
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:
This is a multiplayer-oriented deck, the win condition being repeatedly cast Warp World until you Valakut everyone, while seeing a hilarious amount of ETB triggers whizz by. I could use a bit of help with the mana producing, you'll see what I mean in a minute.
20 Mountain
4 Valakut, The Molten Pinnacle
Creatures: 22
4 Anarchist
4 Izzet Chronarch
4 Priest of Urabrask
4 Emrakul's Hatcher
2 Siege-Gang Commander
2 Chancellor of the Forge
2 Wild Cantor
4 Seething Song
Sorceries: 10
4 Warp World
2 Mana Geyser
4 Rite of Flame
The main problems are, for one, not being able to find Warp World, and two, possibly having things like a dead izzet chronarch in your hand or never hitting Valakut, magically. That gets into the territory of adding other colors, which is problematic considering the "Mountains" requirement. Considered Prismatic Omen, but that's just one more thing that would have to be warped in.
Anything that could fetch Valakut would do so too late, as everything has already entered the battlefield. I think it could be a lot of fun, but might never go off. Also considered a one-of Obliterate to just smash everything when my opponents good permanents have been warped out and I'm in deep ****. Gave a bit of thought to the Reiterate/Mana Geyser combo, but that's just another non-permanent to add.
Thoughts? I'm looking for anything that could help it go off or anything hilarious to warp in that would be cute with this all happening, mana intensive cards welcome.
my decks:
WBConjurer's PermabanWB
RGUTrinket Rush DeluxeRGU
adding green would ensure that you hit your mana drops and would open you up to avenger of zendikar as well as his borken interaction with warp world.
Siege-Gang Commander should probably be 4 of just for the mass of tokens it produces.
and yeah ditch the sorceries and instants. artifact based acceleration would be better.
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my decks:
WBConjurer's PermabanWB
RGUTrinket Rush DeluxeRGU
So I want to know if I have this concepting right, because this would be a fun sort of anti-wincon: If I do this a large number of times, if my opponents do not have mass token producing permanents, and have non-permanent cards in their libraries, they'll eventually just run out of permanents, right?
So if I added something like Hunted Phantasm, as I get to the point where I keep spitting out my entire library, I could give people 5 goblins each go. Could I essentially shortcut it to say "everyone dump all your permanents out on the 'field and let's have a go at it"? I'm aware that we'd have to take care of a lot of ETB triggers but still, is my logic right on this?
Just to make it clear, I'm not asking about the whole token ownership thing, I know it gives them permanents. I just thought it would be a fun possibility if we wanted to go that route. (yay casual)
my decks:
WBConjurer's PermabanWB
RGUTrinket Rush DeluxeRGU
RGb is probably the way you want to go if you actually want to win games, though. Also, drop the Valakut theme, but I guess if you wanted to put in some Primeval Titans, then sure.
Nice Mythics to add: Ob Nixilis, Rampaging Baloths, Bogardan Hellkite. All will close at the game since really, after you Warp, you shouldn't lose.
As mentioned, you want Fertile Ground, Keeper of Progenitus. Something not mentioned here is Farhaven Elf, which I found to be a superstar when I could play it. Shriekmaw is also nice if you decide to splash the b, which isn't really hard with Trace / Fertile Ground, since he helps you out against aggro, and is awesome when he gets warped in. Potentially you'd want Birds of Paradise as well to help colorwise.
When I played it in LOR/ALA standard, I never ran Nucklavee, but I hear he's good. Rune Scarred Demon may be another new option that you might like... can continue Warp chains if you Warp into him, or can obviously find you that WW.
I recently found out that hitting a Nucklavee off of Warp World does not, in fact, bring it back to your hand, since when the ability goes off, WW has not resolved, thus it isn't in the Graveyard. I was running 4 of them, along with 2x Twinning Glass for infinite Warp World fun...but boo for not being able to do it.
And yeah, Tunnel Ignus is amazing in this deck, along with Rampaging Baloth.
Furthermore, I do have a 'primer' written up, with my build (which I will be updating shortly. You can see it in my sig.
: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!
Multiplayer:
MonoBlack
Mono-Red
Cycling
Crush of Wurms
Zoo
Immortal Coil
Control
Reanimator
Mono-G
Cruel Ascension
Landfall
Esper Spirits/Tokens
Phantom Vigor
Not Explicitly Multiplayer:
Allies
Bant
Artifacts
Personally, my idea of Warp World is to have as few permanents in the GY when you warp, so you get bigger reveals.
That being said, you could think about putting a few Primeval Titans in the deck, or Weathered Wayfarer, if you want to splash colors. These would let you find Valakut.
: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 don't really understand your reasoning! It's the same as Anarchist/Chronarch, I believe; it creates an ETB trigger, which will wait to go off after WW has resolved (very few things try to resolve during the resolution of another spell, Panglacial Wurm being one of them) and then return the now-'yarded WW.
Twinning glass seems silly; I can generate enough to re-cast it if it's doing anything at all. I also disagree with Expedition Map for the same reasoning as dademan, and Weathered Wayfarer doesn't make a lot of sense. Might as well drop Valakut, though one copy wouldn't be terrible as long as I have at least 5 total mountains (derp). Looks like I could put almost anything with an ETB trigger in there and win eventually. I'm half-tempted to toss in Dong Zhou, the Tyrant, just because you don't get a lot of opportunities to kill someone with the Donger.
my decks:
WBConjurer's PermabanWB
RGUTrinket Rush DeluxeRGU
I'm pretty sure someone told you a dirty lie here. WW resolves, putting a bunch of permanents onto the battlefield. All those "enters the battlefield" triggers trigger at this time but wait to go onto the stack until the next time a player would receive priority. The last part of Warp World resolving is for it to be put into its owner's graveyard. Then, finally, the triggers that have been waiting get put on the stack in APNAP order. This is when you choose targets, which means by this time Nucklavee can safely target a Warp World in your grave.
Anyways, Warp World is a great deck because it can be adapted for different card preferences. Even though playing a set of Ob nixilis can win quickly after a Warp, its not my style. I play a slight goblin sub theme, with Siege-gang Commander, Chancellor of the Forge, Murderous Redcap, and Goblin Chieftain.
If you play against a bunch of dragon tribal decks (or changelings), try Karrthus, Tyrant of Jund. He can be good if you choose to play a few dragons yourself. I thought about switching the deck up to play the combo of Hellkite Charger and Bear Umbra. Attack, untap, attack again!
*facepalm* The writeup in my Primer is wrong, then.
Disregard what I had said.
This did prompt me to re-make my deck though...not really a bad thing.
: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!