Warp World is one of the most polarizing cards that I know of and I want to know what you feel about it and why. Also I was thinking about building a deck around it and I want to have an idea of how much I will be hated for it.
It's one of the rare answers red has for problem enchantments. That said, I'm still not going to appreciate it if you cast it without the expectation that you will come out in a better position relative to your opponents than you were in before, because that's basically a griefer move. If you have a deck that supports it, knock yourself out. Just be aware that I'm going to play something that can take advantage of it almost as well (or better) if I see it every game.
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[Pr]Jaya | Estrid | A rotating cast of decks built out of my box.
I think if you play it right, you should flat out win the game. People often whine about it, because they can't control their board state once it resolves, and it flat out wrecks a lot of decks. I run it and I only run 8 cards it wont put into play, and many of my cards are token makers, in Riku. I have once cast it 3 times in one turn and ended up with over half my library in play, and my opponents just scooped, as one was down to 3, and the other was at 7. Add Day of the Dragons, for giggles.
Fun Fact: It placed second in the "Fun-Off" competition of the most fun cards to play in the game. So I guess you could say people that hate Warp World hate fun.
Fun Fact: It placed second in the "Fun-Off" competition of the most fun cards to play in the game. So I guess you could say people the hate Warp World hate fun.
Dare I ask, what's first in this "fun-off" competition?
The poll must have been flawed. Warp World is tonnes more fun
Think of it this way. Everytime a Warp World resolves, most players would be excited with not just what comes out from the caster's board position but what comes out from their board position post-Warp. Compare this to Doubling Season which is, arguably, a more straightforward card. While there may have been some groans when a Warp World resolves in my playgroups, I don't believe that any players have actually complained about it being broken or hating it out just because that player played Warp World -- of course, if the caster did get some awesome stuff out of the Warp World, he/she will be hated out accordingly but that has nothing to do with Warp World's un-funness per se.
If you can churn out lots of tokens like say with chancellor of the forge and Kiki-Jiki mirror breaker you can wind up in a good position. Also the more permanents you run the better it is.
I think if you play it right, you should flat out win the game. People often whine about it, because they can't control their board state once it resolves, and it flat out wrecks a lot of decks.
It mainly ruins the decks that have a high density of instants/sorceries as well as planeswalkers (5c Supermegahyperfriends anyone?). And considering the strength of those card types and the archetypes they're mainly used in, it's nice a card like Warp World exists for a player that wants to counter decks like that.
Warp World is a totally awesome card that can get old really quickly.
It can be very powerful in additional being a ton of fun, but I wouldn't suggest trying to resolve it more than once an evening. I absolutely love it in my Hazezon Tamar, but I've carefully avoided any ways to tutor for it.
If you can churn out lots of tokens like say with chancellor of the forge and Kiki-Jiki mirror breaker you can wind up in a good position. Also the more permanents you run the better it is.
It mainly ruins the decks that have a high density of instants/sorceries as well as planeswalkers (5c Supermegahyperfriends anyone?). And considering the strength of those card types and the archetypes they're mainly used in, it's nice a card like Warp World exists for a player that wants to counter decks like that.
I have a friend who plays Warp World and I have never seen him use the card for these reasons. I think he plays it to "mess" with his opponents. He doesn't play it smart like for these reasons. And I have honestly never "seen" these possibilities myself. So naturally, I must find a deck to play this card in now.
I have a friend who plays Warp World and I have never seen him use the card for these reasons. I think he plays it to "mess" with his opponents. He doesn't play it smart like for these reasons. And I have honestly never "seen" these possibilities myself. So naturally, I must find a deck to play this card in now.
Warp World should not be played to "mess" with your opponent. That's the mentality that creates disdain for the card. It's great when played for one of the two reasons quoted above instead, and stellar when played for both.
The same can be said about Thieves' Auction. Play it just to muck up permanents, and you get groans. Play it when you're the player who has few permanents, and you just came out significantly ahead. Do this in Zedruu? Now we're getting somewhere.
I've never done any chained warps, so maybe that makes it more annoying, and I was always the one casting it (had it in my kiki deck), but I never understood what was not to like. I only cast it when I had to, sort've an emergency button, and even then I usually had more permanents (and a deck full of dragons). People usually groan when I warp, but I love the feeling of flipping over free cards so I've never understood it, heh. Maybe you have to be on the receiving end of a land screw and all spells? Thieves auction actually ended up cut from the deck because everyone actively hated it. I didn't think it was so bad, it just took 2 or 3 minutes and it's not like someone is being left out.
I don't feel like either was used as chaos plays on my part. Thieves auction when it's down to one on one gave me the win a few times, and warp usually set me up better than them (one game it gave animar some nasty stuff, but hey).
I find the card a lot of fun, but not everyone does (weirdos).
I run it in my Marton Stromgald deck and it is fantastic. I cant think of a game I have lost after resolving Warp World... Generally speaking opponents will loose somewhere in the range of 30-50% of their threats and in the right deck you will recieve twice the threats in play. It works best off of some sort of token based deck or some shenanigan like that.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
I've never done any chained warps, so maybe that makes it more annoying, and I was always the one casting it (had it in my kiki deck), but I never understood what was not to like. I only cast it when I had to, sort've an emergency button, and even then I usually had more permanents (and a deck full of dragons). People usually groan when I warp, but I love the feeling of flipping over free cards so I've never understood it, heh. Maybe you have to be on the receiving end of a land screw and all spells? Thieves auction actually ended up cut from the deck because everyone actively hated it. I didn't think it was so bad, it just took 2 or 3 minutes and it's not like someone is being left out.
I don't feel like either was used as chaos plays on my part. Thieves auction when it's down to one on one gave me the win a few times, and warp usually set me up better than them (one game it gave animar some nasty stuff, but hey).
I find the card a lot of fun, but not everyone does (weirdos).
Chained Warps is basically pseudo land destruction that you don't feel bad doing since your most likely giving them creatures, but you should have powerful ones as well.
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Fun Fact: It placed second in the "Fun-Off" competition of the most fun cards to play in the game. So I guess you could say people that hate Warp World hate fun.
Dare I ask, what's first in this "fun-off" competition?
Doubling Season, another of my favorite pet cards.
Think of it this way. Everytime a Warp World resolves, most players would be excited with not just what comes out from the caster's board position but what comes out from their board position post-Warp. Compare this to Doubling Season which is, arguably, a more straightforward card. While there may have been some groans when a Warp World resolves in my playgroups, I don't believe that any players have actually complained about it being broken or hating it out just because that player played Warp World -- of course, if the caster did get some awesome stuff out of the Warp World, he/she will be hated out accordingly but that has nothing to do with Warp World's un-funness per se.
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It mainly ruins the decks that have a high density of instants/sorceries as well as planeswalkers (5c Supermegahyperfriends anyone?). And considering the strength of those card types and the archetypes they're mainly used in, it's nice a card like Warp World exists for a player that wants to counter decks like that.
It can be very powerful in additional being a ton of fun, but I wouldn't suggest trying to resolve it more than once an evening. I absolutely love it in my Hazezon Tamar, but I've carefully avoided any ways to tutor for it.
I have a friend who plays Warp World and I have never seen him use the card for these reasons. I think he plays it to "mess" with his opponents. He doesn't play it smart like for these reasons. And I have honestly never "seen" these possibilities myself. So naturally, I must find a deck to play this card in now.
Warp World should not be played to "mess" with your opponent. That's the mentality that creates disdain for the card. It's great when played for one of the two reasons quoted above instead, and stellar when played for both.
The same can be said about Thieves' Auction. Play it just to muck up permanents, and you get groans. Play it when you're the player who has few permanents, and you just came out significantly ahead. Do this in Zedruu? Now we're getting somewhere.
I don't feel like either was used as chaos plays on my part. Thieves auction when it's down to one on one gave me the win a few times, and warp usually set me up better than them (one game it gave animar some nasty stuff, but hey).
I find the card a lot of fun, but not everyone does (weirdos).
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Chained Warps is basically pseudo land destruction that you don't feel bad doing since your most likely giving them creatures, but you should have powerful ones as well.