Loosely based on the "Build on a Budget" deck Warped World from like a week ago i decided I like the card alot (Warp World) so i decided i wanted to try it out in EDH what my shop primarily plays. First i tried it with Wort, the Raidmother as a general and literally found that I had very little chance of even drawing into warp world or gamble for that matter. So i opted into another general, one i happen to like the flavor of quite a bit more than wort though she still resides in the deck, it also gave me access to the necessary tutors to Hopefully ensure that i can reliably play Warp World each game.
The deck design is pretty simple ramp my way into better board position (read: more permanents) than my oponents (lurking predators is one hella sick card in this format... even if someone destroys it as soon as it comes into play with a deck this full of creatures im likely to STILL get something for the mana, and if it goes around JUST ONCE its easily dumped into the OP pile) and hopefully keep people at bay with high numbers and threat of return fire. Holding back on mana accelerants (other than mana reflection) until the turn i can warp the world up, and with the number of permanents in the deck being 93 im sure to be the best player standing after a WW. Then hopefully during the warp world i can not only use creatures that comes into play to reduce as many permanents as i can hopefully i'll either draw into or flip up one of the many ways to get back my warp world and with lands comming into play untapped with a potential mana doubler in play i should be able to repeat the process until the deck stands alone.
I have faith the deck overall will work but i was hoping to spark some conversations over either suggestions or tactics when using this deck.
You're missing the BEST Regrowth spell: Vengeful Rebirth! I know you're trying to limit non-permenants, but it's SO good!
The nutty guys help too: Squirrel Nest, Squirrel Wrangler (2 mana to increase your WW count by 1), and oh man, you gotta get Deranged Hermit! He's a DREAM in your deck!
I'd also opt for some more mana acceleration like Thran Dynamo, Gilded Lotus, and such (stuff that doesn't come into play tapped and gives more than 1 mana back).
So what does this stuff have to do with Intet? If he was my general, I'd be running stuff that bounced permenants to my opponent's library and stuff that makes him unblockable so I could steal it. There's a lot of decent spells like that in U (and Temporal Spring). Spin into Myth is even better (although already played in most blue decks).
With all the cards you'll be drawing, might I suggest a sole Reliquary Tower? Probably wouldn't hurt, right?
First, I did consider the recursion line of green cards i.e. regrowth reclaim recollect vengeful rebirth
But im going to wait to see how much "key" pieces are lost consistantly enough for me to warrant the above non-permanent spells.
Second, i did originally have token makers in the deck specifically deranged hermitgoblin marshal and guardian of cloverdell, but they were cut to put in more creatures with relavent CitP effects that works well on thier own. the deck has to be able to work on its own though the hermit may end up back in until i find that i can't naturally excell myself beyond most opponents they stay out.
Thirdly, the original concept of the deck had 10 mana producing artifacts that didn't come into play tapped, the signets, the pieces of ramos guilded lotus and a couple others but i didn't really have enough creatures for my taste... playing that many mana artifacts would have been begging for me to eat up all the "destroy" target artifact spellls and i would have been left with less creatures to potentially threaten or defend with.
Hive Mind though a particularly interesting card does for more to advance multiple other people than it would help myself, not to mention it would give consistantly 4-5 other people at my shop coppies of spells that "destroy creatures, artifacts or enchantments" leaving me (guy with the most targets) the guy who is going to be soaking up all the extra love hate going around.
@DarkDeal- n/m located it didn't notice, that sucks i assume its to prevent sweeping generals into the decks, thats lame its my only defense against once shot removals, i.e.bitter ordeal and such.
as for what does Intet have to do with the deck, for starters he's the only general available for the color scheme, kinda goes with the djinn of whishes and lurking predators and the idea that i get stuff for "usually" much less than its worth and often at times out of normal timing.
You might want to reconsider Clone, Shapeshifter and Doppleganger as they do not work with Warp World. There will be nothing to copy as they are coming into play. Obviously they are pretty good at all other times but sadly they are dead cards whilst warping.
and why would that be? as far as i know everything triggers thier "comes into play" abilities during a warped world (otherwise i dont see how the original 60 card deck can even use bogardin hellkites to ping off other things that also "came into play" ). As far as i know either everything comes into play at the same time allowing "comes into play effects" to actually effect other permanents also entering via the same effect, in this case warp world. Or things are put into an order (this seems to be the most complicated method) at which it wouldnt' matter as i could just order the "comes into play" creatures at the end, meaning the clone line of cards could always simply copy other creatures of my own, which actually tends to be the primary reason they are even in the deck... flipping up more than one woodfall primus or bogardin hellkite can be particularly damning to opponents.
anyway if im wrong please point me to where its stated this happens but until then im kinda inclined to go with this quote...
I cast Warp World during my second main phase. I flip up Bogardan Hellkite; Wort, the Raidmother; Kitchen Finks; Karrthus Tyrant of Jund; Keeper of Progenitus; and five lands. He flips up two creatures and two lands, and I'm able to kill both his creatures with my Hellkite. I tap four lands to cast Regal Force and draw seven cards, and Chris concedes.
taken from Jacob Van Lunen's article Warped World 2010 from Magicthegathering.com, which leads me to believe that all permanents enter at the same time or in such a way that all permanents make for legal targets, i.e. if i can target my oponents creatures with the hellkite I should be able to use the same hellkite as a target for my clone which then triggers its comes into play ability as well.
And by the way im not trying to be an ass or to be overly argumentative but im just simply trying to show why im thinking the way i am.
I built a very similar deck a while back and it was a lot of fun to play. I once cast Warp World about 6 times in a single game :D. I do have a couple of card suggestions based on what I have learned from playing that deck.
In general, cards with echo are not worth running because you sometimes have to pass the turn after casting Warp World before you can cast it again, and you usually end up losing 1-2 guys to echo or having to pay their cost and then wait yet another turn before you can warp again.
With the high number of mana doublers that you have in the deck Palinchron is worth running for the possibility of infinite mana.
Survival of the Fittest can help to find Eternal Witness or similar cards to get warp back. Earthcraft is also very good between warps to generate a ton of mana. Loaming Shaman is worth running to shuffle creatures that were killed pre-warp back into your deck.
Lastly, you're not going to have access to Warp World early on in every game, so you should run a couple of control cards that are just plain good in any URG deck, even if they may be duds after a warp. Namely, Mystic Snake, Genesis, and Draining Whelk.
and why would that be? as far as i know everything triggers thier "comes into play" abilities during a warped world (otherwise i dont see how the original 60 card deck can even use bogardin hellkites to ping off other things that also "came into play" ). As far as i know either everything comes into play at the same time allowing "comes into play effects" to actually effect other permanents also entering via the same effect, in this case warp world. Or things are put into an order (this seems to be the most complicated method) at which it wouldnt' matter as i could just order the "comes into play" creatures at the end, meaning the clone line of cards could always simply copy other creatures of my own, which actually tends to be the primary reason they are even in the deck... flipping up more than one woodfall primus or bogardin hellkite can be particularly damning to opponents.
anyway if im wrong please point me to where its stated this happens but until then im kinda inclined to go with this quote...
taken from Jacob Van Lunen's article Warped World 2010 from Magicthegathering.com, which leads me to believe that all permanents enter at the same time or in such a way that all permanents make for legal targets, i.e. if i can target my oponents creatures with the hellkite I should be able to use the same hellkite as a target for my clone which then triggers its comes into play ability as well.
And by the way im not trying to be an ass or to be overly argumentative but im just simply trying to show why im thinking the way i am.
Clone and all of its variants don't actually have comes into play abilities. You have to choose a target for them while they're on the stack, and then they come into play as a copy of the chosen creature. If you flip up Clone after a Warp World, there will be nothing for it to copy and it will come into play as a 0/0. Bogardan Hellkite is different because it comes into play first and then it's ability goes on the stack.
hrm... well if thats the case thats the case, the card versions i have were a bit confusing on the subject, though thats not an excuse. I may end up dropping them then which blows i love the line of cards, so in the end i may keep them.
Loaming shaman is going in thats for sure I just havn't found a spot for him just yet. As for the echo creatures i'll agree that for the most part they can be frustrating as i lose a few of them if/when i pass the turn but with mana doublers and such, in order to keep the number of cards i have with particular effects, it shouldn't be too horrible.
Infinite mana may sound good but ultimately its not something im going to warp in... cause all my lands will come into play untapped as it is, and i dont have anything really massive to pump out so much mana for anyway, if the end version ends up being relatively weak then i may come back to explore the option but until then im not sure infinite mana is really all that worth while.
Mystic snake and genesis are always possibilities for me.
Dreamscape Artist says hello. Deck thinning and mana fixing in one tiny sexy package that you can bet no one is going to waste removal on. And it guarantees that you get an extra permanent a turn for when Warp World drops.
I like him, im just a little worried that thinning out the overall number of land in the deck (i.e. plopping one into the graveyard every turn) would end up with me pulling significantly less land after a warp world.
After alot of thought and some information embarrassingly popping up showing I dont have a judges quality of rules information I've been putting alot more thought into this deck and am seriously considering taking it to a color I know the best. Basically im considering dropping the U out of the deck and swapping it for B. Overall i feel like my "Tutoring" becomes quite a bit stronger and some of the creatures simply swap out for card draw i.e.: Phyrexian Rager steps in for Wistful Selkie and Phyrexian Gargantua takes over Mulldrifter's Spot. Still not sure if its the right move I come once again to the EDH community to see what you guys think.
The General also has me at a stump in the road. The typical "Jund" general Kresh the bloodbraided simply does nothing for the deck other than look pretty. [CARD]Sek'Kuar, Deathkeeper
[/CARD] would slow down the effect of removal or forced trading against me, but im not too sure he's the way to go. Karrthus, Tyrant of Jund does have a decent comes into play ability that would essentially turn a lucky warped world (i do run with some people who play dragons) into a lethal swing, and he's always sure to get his damage in and across as he has built in haste... im just not so hot about generals who cost THAT MUCH. Lastely i get to two generals who offer about the same quality in card advantage... both are cheap and quick to play generals with BRG casting cost, and both have the same frail 1/2 frame, and both have BRGT: gain a card. Only difference is one offers recursion and the other offers speed, both are valuable and to be honest could be consistantly swapped out after I play the deck a few times. Anyway thats enough babbling now i wanna hear what you all have to say.
1 Intet, the Dreamer
Land (40)
1 Breeding Pool
12 forest
7 Island
1 Karpulsan Forest
9 Mountain
1 Reflecting Pool
1 Runebound Crag
1 Shivan Reef
1 Steam Vents
1 Stomping Ground
1 Taiga
1 Terramorphic Expanse
1 Tropical Island
1 Volcanic Island
1 Yavimaya Coast
Artifacts (1)
1 Sensei's Divining Top
Enchantments (5)
1 Ferver
1 Heartbeat of Spring
1 Lurking Predators
1 Mana Flare
1 Mana Reflection
Sorceries/Instants (7)
1 Burning Wish
1 Gamble
1 Intuition
1 Long-Term Plans
1 Mystical Tutor
1 Personal Tutor
1 Warp World
1 Acidic Slime
1 Anarchist
1 Bloodbraid Elf
1 Body Double
1 Bogardin Hellkite
1 Borderland Ranger
1 Carven Caryatid
1 Civic Wayfinder
1 Clone
1 Coiling Oracle
1 Deranged Hermit
1 Djinn of Wishes
1 Duplicant
1 Elvish Visionary
1 Eternal Witness
1 Farhaven Elf
1 Flametongue Kavu
1 Grim Poppet
1 Haru-Onna
1 Indrik Stomphowler
1 Izzet Chronarch
1 Jungle Barrier
1 Kavu Climber
1 Keeper of Progenitus
1 Masked Admirers
1 Mulldrifter
1 Multani's Acolyte
1 Nucklavee
1 Outrage Shaman
1 Quirion Trailblazer
1 Regal Force
1 Sakashima the Imposter
1 Siege-Gang Commander
1 Solemn Simulacrum
1 Striped Bears
1 Vesuvan Doppelganger
1 Vesuvan Shapeshifter
1 Viridian Shaman
1 Vithian Renegades
1 Wall of Blossoms
1 Wickerbough Elder
1 Wistful Selkie
1 Wood Elves
1 Woodfall Primus
1 Wort, the Raidmother
1 Yavimaya Dryad
1 Yavimaya Granger
Loosely based on the "Build on a Budget" deck Warped World from like a week ago i decided I like the card alot (Warp World) so i decided i wanted to try it out in EDH what my shop primarily plays. First i tried it with Wort, the Raidmother as a general and literally found that I had very little chance of even drawing into warp world or gamble for that matter. So i opted into another general, one i happen to like the flavor of quite a bit more than wort though she still resides in the deck, it also gave me access to the necessary tutors to Hopefully ensure that i can reliably play Warp World each game.
The deck design is pretty simple ramp my way into better board position (read: more permanents) than my oponents (lurking predators is one hella sick card in this format... even if someone destroys it as soon as it comes into play with a deck this full of creatures im likely to STILL get something for the mana, and if it goes around JUST ONCE its easily dumped into the OP pile) and hopefully keep people at bay with high numbers and threat of return fire. Holding back on mana accelerants (other than mana reflection) until the turn i can warp the world up, and with the number of permanents in the deck being 93 im sure to be the best player standing after a WW. Then hopefully during the warp world i can not only use creatures that comes into play to reduce as many permanents as i can hopefully i'll either draw into or flip up one of the many ways to get back my warp world and with lands comming into play untapped with a potential mana doubler in play i should be able to repeat the process until the deck stands alone.
I have faith the deck overall will work but i was hoping to spark some conversations over either suggestions or tactics when using this deck.
Pentavus
Tetravus
Triskelavus
Dragon Broodmother
Hunting Triad (not as good since it's a sorcery)
Orochi Hatchery (maybe not as good)
Snake Basket
Sekki, Seasons' Guide
Ulasht, the Hate Seed
Ant Queen
Goblin Offensive (again not as good since it's a sorcery and not a permenant)
You're missing the BEST Regrowth spell: Vengeful Rebirth! I know you're trying to limit non-permenants, but it's SO good!
The nutty guys help too: Squirrel Nest, Squirrel Wrangler (2 mana to increase your WW count by 1), and oh man, you gotta get Deranged Hermit! He's a DREAM in your deck!
I'd also opt for some more mana acceleration like Thran Dynamo, Gilded Lotus, and such (stuff that doesn't come into play tapped and gives more than 1 mana back).
So what does this stuff have to do with Intet? If he was my general, I'd be running stuff that bounced permenants to my opponent's library and stuff that makes him unblockable so I could steal it. There's a lot of decent spells like that in U (and Temporal Spring). Spin into Myth is even better (although already played in most blue decks).
With all the cards you'll be drawing, might I suggest a sole Reliquary Tower? Probably wouldn't hurt, right?
Oh yea, and three permenants for 1: Fists of the Ironwood!
*Mayreturn*
I have some EDH cards and rare Magic basic lands (APAC, EURO, ARENA, etc) so message me if you're looking.
Number of members banned after I posted a BTR: 7
Looking for honest buyers, sellers, and traders.
Eye of the Storm and Hive Mind could both be a lot of fun.
First, I did consider the recursion line of green cards i.e.
regrowth
reclaim
recollect
vengeful rebirth
But im going to wait to see how much "key" pieces are lost consistantly enough for me to warrant the above non-permanent spells.
Second, i did originally have token makers in the deck specifically deranged hermit goblin marshal and guardian of cloverdell, but they were cut to put in more creatures with relavent CitP effects that works well on thier own. the deck has to be able to work on its own though the hermit may end up back in until i find that i can't naturally excell myself beyond most opponents they stay out.
Thirdly, the original concept of the deck had 10 mana producing artifacts that didn't come into play tapped, the signets, the pieces of ramos guilded lotus and a couple others but i didn't really have enough creatures for my taste... playing that many mana artifacts would have been begging for me to eat up all the "destroy" target artifact spellls and i would have been left with less creatures to potentially threaten or defend with.
Hive Mind though a particularly interesting card does for more to advance multiple other people than it would help myself, not to mention it would give consistantly 4-5 other people at my shop coppies of spells that "destroy creatures, artifacts or enchantments" leaving me (guy with the most targets) the guy who is going to be soaking up all the extra
lovehate going around.@DarkDeal- n/m located it didn't notice, that sucks i assume its to prevent sweeping generals into the decks, thats lame its my only defense against once shot removals, i.e.bitter ordeal and such.
as for what does Intet have to do with the deck, for starters he's the only general available for the color scheme, kinda goes with the djinn of whishes and lurking predators and the idea that i get stuff for "usually" much less than its worth and often at times out of normal timing.
You might want to reconsider Clone, Shapeshifter and Doppleganger as they do not work with Warp World. There will be nothing to copy as they are coming into play. Obviously they are pretty good at all other times but sadly they are dead cards whilst warping.
anyway if im wrong please point me to where its stated this happens but until then im kinda inclined to go with this quote...
taken from Jacob Van Lunen's article Warped World 2010 from Magicthegathering.com, which leads me to believe that all permanents enter at the same time or in such a way that all permanents make for legal targets, i.e. if i can target my oponents creatures with the hellkite I should be able to use the same hellkite as a target for my clone which then triggers its comes into play ability as well.
And by the way im not trying to be an ass or to be overly argumentative but im just simply trying to show why im thinking the way i am.
In general, cards with echo are not worth running because you sometimes have to pass the turn after casting Warp World before you can cast it again, and you usually end up losing 1-2 guys to echo or having to pay their cost and then wait yet another turn before you can warp again.
With the high number of mana doublers that you have in the deck Palinchron is worth running for the possibility of infinite mana.
Survival of the Fittest can help to find Eternal Witness or similar cards to get warp back. Earthcraft is also very good between warps to generate a ton of mana. Loaming Shaman is worth running to shuffle creatures that were killed pre-warp back into your deck.
Lastly, you're not going to have access to Warp World early on in every game, so you should run a couple of control cards that are just plain good in any URG deck, even if they may be duds after a warp. Namely, Mystic Snake, Genesis, and Draining Whelk.
Hope that helps.
Clone and all of its variants don't actually have comes into play abilities. You have to choose a target for them while they're on the stack, and then they come into play as a copy of the chosen creature. If you flip up Clone after a Warp World, there will be nothing for it to copy and it will come into play as a 0/0. Bogardan Hellkite is different because it comes into play first and then it's ability goes on the stack.
http://cubetutor.com/viewcube/1959
Loaming shaman is going in thats for sure I just havn't found a spot for him just yet. As for the echo creatures i'll agree that for the most part they can be frustrating as i lose a few of them if/when i pass the turn but with mana doublers and such, in order to keep the number of cards i have with particular effects, it shouldn't be too horrible.
Infinite mana may sound good but ultimately its not something im going to warp in... cause all my lands will come into play untapped as it is, and i dont have anything really massive to pump out so much mana for anyway, if the end version ends up being relatively weak then i may come back to explore the option but until then im not sure infinite mana is really all that worth while.
Mystic snake and genesis are always possibilities for me.
Warped World BRG
1 Adun Oakenshield
1 Karrthus, Tyrant of Jund
1 Sek'Kuar, Deathkeeper
1 Xira Arien
Land 40
1 Auntie's Hovel
1 Badlands
1 Bayou
1 Blood Crypt
1 Dragonskull Summit
1 Fire-lit Thicket
8 Forest
1 Gaea's Cradle
1 Gilt-Leaf Palace
1 Graven Cairns
1 Karplusan Forest
1 Kher Keep
1 Llanowar Waste
6 Mountains
1 Overgrown Tomb
1 Rootbound Crag
1 Savage Lands
1 Stomping Ground
1 Sulfurous Springs
5 Swamps
1 Taiga
1 Tainted Peak
1 Tainted Wood
1 Twilight Mire
Artifacts 1
1 Sensei's divining top
1 Heartbeat of spring
1 Lurking predators
1 Mana flare
1 Mana reflection
instants/ sorceries 8
1 Burning wish
1 Gamble
1 Warp World
1 Beseech the Queen
1 Demonic Tutor
1 Diabolic Tutor
1 Vampiric Tutor
1 Cruel Tutor
creatures 46
1 Acidic Slime
1 Anarchist
1 Big Game Hunter
1 Bloodbraid Elf
1 Bogardin Hellkite
1 Borderland Ranger
1 Broodmate Dragon
1 Carven Caryatid
1 Civic Wayfinder
1 Deranged Hermit
1 Duplicant
1 Elvish Visionary
1 Eternal Witness
1 Farhaven Elf
1 Flametongue Kavu
1 Gravedigger
1 Grim Poppet
1 Hag Hedge-Mage
1 Haru-Onna
1 Indrik Stomphowler
1 Kavu Climber
1 Keeper of Progenitus
1 Marsh Flitter
1 Masked Admirers
1 Multani's Acolyte
1 Murderous Redcap
1 Nekrataal
1 Phyrexian Gargantua
1 Phyrexian Rager
1 Outrage Shaman
1 Quirion Trailblazer
1 Regal Force
1 Shriekmaw
1 Siege-Gang Commander
1 Skeletal Vampire
1 Solemn Simulacrum
1 Striped Bears
1 Viridian Shaman
1 Vithian Renegades
1 Wall of Blossoms
1 Wickerbough Elder
1 Wood Elves
1 Woodfall Primus
1 Wort, the Raidmother
1 Yavimaya Dryad
1 Yavimaya Granger
The General also has me at a stump in the road. The typical "Jund" general Kresh the bloodbraided simply does nothing for the deck other than look pretty. [CARD]Sek'Kuar, Deathkeeper
[/CARD] would slow down the effect of removal or forced trading against me, but im not too sure he's the way to go. Karrthus, Tyrant of Jund does have a decent comes into play ability that would essentially turn a lucky warped world (i do run with some people who play dragons) into a lethal swing, and he's always sure to get his damage in and across as he has built in haste... im just not so hot about generals who cost THAT MUCH. Lastely i get to two generals who offer about the same quality in card advantage... both are cheap and quick to play generals with BRG casting cost, and both have the same frail 1/2 frame, and both have BRGT: gain a card. Only difference is one offers recursion and the other offers speed, both are valuable and to be honest could be consistantly swapped out after I play the deck a few times. Anyway thats enough babbling now i wanna hear what you all have to say.
Thanks in advance
I think adding in black was the right call. No Xira Arien in the deck database yet...