my only complaint about the price of cards these days is this JACE...JACE...JACE... need I say any more? That 1 card has officially made ALL other rares almost not even worth the paper they are printed on...YES Jace is a good card... so is plenty of other cards, mythic or not... but JACE (a. k.a. BIG DADDY) has tanked the market...there is NO point in trading now, all cards except about 10-15 are under $2.00 in each block... why not only print those 10-15 cards and forget the rest I say.
this was not meant to get posted here I am sorry for posting it in standard if someone knows a way to delete it or preferably move it to legacy (1.5) that would be great.
Again SORRY for posting this in the Standard fourms.
This is a Thread to see if this OLD SCHOOL deck is still viable in Legacy tournaments. I used to play a deck very similar to this years ago (back in 96-99) It did quite well then, but the game has evolved a long way since then. I am merely wondering if the old tricks can keep up in Legacy in 2010.
This deck is fairly reliable as it sits, but I am looking for advice and critique as to why this would be good OR bad in the current environment. This deck is off the beaten path so to speak and I am looking for a deck that I can use in my area to have a chance playing. I do not have the cash I once had to buy cards at the moment. I have done my best getting some of the new stuff but have very little in the way of tier 1 stuff for the deck(outside of the listed cards of course). I am willing however to get some cards. If however I should get them, before I do I would like to know how and why they would be helpfull for this deck. In the area I play there is a lot of Threshold,Dredge,Affinity Ravenger,2 land Belcher, a little goblins, some B/W land,hand hate decks.
Blue-Red because while Passion is powerful, without some brain behind it, it's pathetic anger and tantrum like a crybaby. I think Invoke the Firemind describes what I mean quite well.
I can't agree more with this article, especially this part.:cool2:
Now I ask my self what would be written about the "Blue Mage" in some of us. I am more of a MUC type person, I bet you could write a whole article about it. (and I hope you do)
I'm trying to figure out how if you pull a Warp World right after playing one you can play it in the same turn. If you have enough mana would all those cards that weren't played in your library before you could play it. And if so wouldn't playing a second one take out all the cards you just put out? I was thinkin about building this deck but before I do I need to know how that works exactly. A good explanation would be helpful. Thanks
This page (all 77 or 78 pages that is) is all about HOW and WHY this deck works. There is about 7 or 8 different builds in this thread. Some of them change certain cards to fit the meta the player is in.
This is a jund/ramp deck with tricks. That is what makes it work. Almost all of the cards in here "stick" on a Warp World. Only ones that don't are the WW's. Some builds are geared towards multi-warp, some are not. The ones that are not usually dont have stuff like Nuklavee or Hag Hedge-Mage.
If you WW then a whole list of (etb) ability's happen, if you have enough mana and depending on your build you can WW again, and do it all over again. This deck is all about permanent count vs your opponent's. Chances are that unless they are geared towards stopping WW decks then they will lose due to the spells in the deck they have since they do not stick after a WW, thus losing total permanent count (in play after the WW resolves). I could go on, and on about how and why this deck is good and how it works but most people have had this deck on a back burner since Ravnica days.
Key cards in most builds include : the # of each depends on build version
Seige Gang Commander
Murderous Redcap
Bogardan Hellkite
Mulldrifter
Birds of Paradise
Trace of Abundance
Fertile Ground
Farhaven Elf
and of course WARP WORLD (always a x4 of card in every build)
hope some of this helps you decide if you want to build it or not... I did and I LOVE THIS DECK!
So I have been tweaking my WW deck and thought about trying Caldera Hellion with Necromancer's Covenant since you can put the ETB abilities on the stack you can use hellion's,Redcap's, B. Hellkite's, and SGC to kill any creatures they might flip off the WW, then exile the ones in their GY with the covenant and really up your token count and have some life gain possiable. My main thought was to maybe curb some of the GY shenanigans. Let me know what you guys think.
warp will remove the o-ring from play, but the o-rings trigger won't resolve until after the warp, so what ever card was Rem... exiled, will return to the erm... battlefield after the warping. it should happen last as well, i think, as the o-ring trigger will be bottom of the stack so all CIP triggers (ETB triggers?) will resolve first. o-ring, needless to say, is not the best answer to a permanent for warp world.
OK, I called and checked on this one myself since I DO run 4 in my deck. Yes it leaves and yes the card comes back, but you ( the WW player) get to chose when to include the warped card that is coming back. It does happen after the warp is complete (almost) when it happens is only after the warp has done it's stuff, it can happen 1st,2nd, or even last on the stack.
To use this decks resources like that is tricky at best. You MUST know how the stack works. If you don't then you will makes tons of mistakes. I have seen plenty-a-player say " yea I know how the stack works", but they really do not have a clue.
The cards that get to resolve off a WW resolve in APNAP (active player, non-active player) order. YOU make your CitP choices before your opponent does, then he makes his.
His CitP stuff on the stack then happens, THEN yours do! Not the other way around like some ppl have thought.
I know this was stated earlier in the post, I am not sure what page # and I couldnt find it either so I chose to retype it for the newer people that are curious about this deck.
I know this deck is like a bad cold that won't go away. It is however one of the most underestimated decks in the current format. I know with Zen coming out in 2 months it will be short lived unless WotC gives us a miracle and gives us reprints of a few key cards. If not remember we can use this in extended then and have fun for a couple years with it there. But I have read most all of this thread and I have joined the band wagon and made my own WW deck. It works surprisingly well... considering. Here it is....
Warp World V ?.?
Spells :
4x Warp World
4x Fertile ground
4x Trace of Abundance
4x Oblivion Ring
11x Forest
8x Mountain
1x Swamp
1x Island
1x Plains
Sideboard: (needs help still)
3x Pithing Needle (swans)
4x Thought Hemmorage (every thing I can)
2x Relic of Progentius (unearth stuff)
4x Anathermancer (Non-Basics? not in this deck)
2x Wickerbough Elder (takes out runed halo, etc)
This deck is being tested as we speak and needs some sideboard help. I have chosen to not include the goblins in this due to no $ for the SGC's. I have had much luck so far with this build. The o-rings are 100% amazing in here!!! The Mulldrifter's also 100% amazing!!! The 2 of them really make this deck work as if your playing solitare. I have been able to WW on turn four 40% of the time, but its usually turn five. I have had no less then 10 or 11 permanents when I WW . The CitP abilities are key to what to use in this deck. Sure you need stuff to stick after WW, so make everything give you advantage everytime. I chose Hag Hege-Mage over Nuklavee cause it doesnt put it in my hand incase of other CitP abilities that can make me discard. If it is on top of my library then I think it is safer there till I can figure out the stack at that moment in time. Mulldrifter/Elvish Visionary are to good to loose ( the fish will be gone in 2 months anyhow lets leave it), The Bogardan Hellkite is staying also I will not use the SGC's for this deck. Is Kaarth's really that good in here ( or sideboard)? What other CitP can we use here? Maybe Meddling Mage in Sideboard? Please guys I too Need your help with this, I want to use it at this coming week's FNM and there is some really good decks out there now.
I would consider loosing the Trinket Mage cause your only 2 targets are your sensei's divining top and sol ring, doesn't seem quite worth it. If you want to mess with permanents in play you can use Thieves' Auction with Brand, cast the Thieves' Auction in a multi-player choose to get back NONE of your permanents ( if your general is in play before you cast it get her 1st, otherwise pick a general in play first)then when the Auction is over cast Brand on the stuff you own andthen you can have your cake and eat it too!
How has Sage Owl been treating you? It seems like with the Divining Top the Owl is redundant. Maybe Theiving Magpie or something else entirely?
Also, have you found you've been able to use Tradewind Rider's ability often? You don't have that many creatures.
Have you considered Flood in your enchantment slot? With mono-blue it seems like a decent choice (note: I have not tested this at all!)
Good call on the Sage Owl, and the Tradewind Rider. The idea here is total control. Flood came to mind, as did Mystic Decree. looking for more flyers to replace the 2 mentioned dead cards. If I can I will try to get myself a vedelken shackles and mabye get an Old Man of the Sea again.
Keep the thoughts coming please! I wanna hear what you got.
This is an EDH deck I came up with. Since blue has always been my main color of choice to play I figured I would give this EDH thing a chance and this is what it looks like. This deck uses many of the things that blue is good at to it's fullest advantage. This deck will not make you a popular person, so I hope that you weren't looking for a Teferi deck that would. In Teferi's world anything can happen... Phasing,bounce,counter,control,removal. You name it Teferi, Mage of Zhalfir and his band of misfits can do it!
Artifacts: Chaos Orb Crystal Shard Extraplanar Lens Helm of Kaldra Helm of Obedience Howling Mine Icy Manipulator Jester's Cap Memory Jar Mindslaver Nevinyrral's Disk Null Brooch Proteus Staff Sapphire Medallion Scroll Rack Sculpting Steel Sensei's Divining Top Shield of Kaldra Soldevi Digger Sol Ring Sun Droplet Sword of Kaldra
Planeswalker: Jace Beleren
Enchantments: Arcane Laboratory Control Magic Copy Artifact Frozen Æther Propaganda Shimmer War Tax
Sorcery: Command of Unsummoning Extract Relearn Time Warp
Instant: Boomerang Cryptic Command Delay Desertion Dissipate Force of Will Intuition
Non-Basic Land: Academy Ruins Blinkmoth Nexus Faerie Conclave Minamo, School at Water's Edge Seat of Synod Strip Mine Svyelunite Temple Muddle the Mixture Teferi's Isle Terrain Generator Thawing Glaciers Tolarian Academy Tolaria West
Basic Land: Island x23
This is a work in progress still. I am looking for more ideas and suggestions.
* Yes I do know that the CHAOS ORB is BANNED, but it is a casual based deck after all so since I own one I am using it. I also have considered the Dance of Many combo with it, But Darksteel Forge is by far the best thing since sliced bread for the CHAOS ORB.
pump spells (pre MBS) should include...
Giant Growth , Vines of Vastwood , Virulent Swipe , and maybe even Tainted Strike .
ALL of these do wonderful things to a creature equipped with Livewire Lash
I have been running B/G infect at my local FNM and have placed 3rd every time i have played it.. even beat Jace and friends 2-1.:D
EDIT : sorry misread the part about a refresher "from" decks using only pump spells... but Livewire Lash is still infected creatures best friend.
Again SORRY for posting this in the Standard fourms.
This is what I am running now :
Browse/Digger 2010
4x Force of Will
4x Counterspell
4x Stifle
4x Swords to Plowshares
3x Wrath of God
3x Jester's Cap
2x Soldevi Digger
3x Propaganda
2x Disenchant
3x Standstill
2x Tundra
2x Hallowed Fountain
2x Thawing Glaciers
3x Kjeldoran Outpost
4x Wasteland
7x Island
5x Plains
1x Misdirection
4x Tormod's Crypt
4x Hurkyl's Recall
3x Sun Droplet
3x Pithing Needle
I can't agree more with this article, especially this part.:cool2:
Now I ask my self what would be written about the "Blue Mage" in some of us. I am more of a MUC type person, I bet you could write a whole article about it. (and I hope you do)
This page (all 77 or 78 pages that is) is all about HOW and WHY this deck works. There is about 7 or 8 different builds in this thread. Some of them change certain cards to fit the meta the player is in.
This is a jund/ramp deck with tricks. That is what makes it work. Almost all of the cards in here "stick" on a Warp World. Only ones that don't are the WW's. Some builds are geared towards multi-warp, some are not. The ones that are not usually dont have stuff like Nuklavee or Hag Hedge-Mage.
If you WW then a whole list of (etb) ability's happen, if you have enough mana and depending on your build you can WW again, and do it all over again. This deck is all about permanent count vs your opponent's. Chances are that unless they are geared towards stopping WW decks then they will lose due to the spells in the deck they have since they do not stick after a WW, thus losing total permanent count (in play after the WW resolves). I could go on, and on about how and why this deck is good and how it works but most people have had this deck on a back burner since Ravnica days.
Key cards in most builds include : the # of each depends on build version
Seige Gang Commander
Murderous Redcap
Bogardan Hellkite
Mulldrifter
Birds of Paradise
Trace of Abundance
Fertile Ground
Farhaven Elf
and of course WARP WORLD (always a x4 of card in every build)
hope some of this helps you decide if you want to build it or not... I did and I LOVE THIS DECK!
OK, I called and checked on this one myself since I DO run 4 in my deck. Yes it leaves and yes the card comes back, but you ( the WW player) get to chose when to include the warped card that is coming back. It does happen after the warp is complete (almost) when it happens is only after the warp has done it's stuff, it can happen 1st,2nd, or even last on the stack.
To use this decks resources like that is tricky at best. You MUST know how the stack works. If you don't then you will makes tons of mistakes. I have seen plenty-a-player say " yea I know how the stack works", but they really do not have a clue.
The cards that get to resolve off a WW resolve in APNAP (active player, non-active player) order. YOU make your CitP choices before your opponent does, then he makes his.
His CitP stuff on the stack then happens, THEN yours do! Not the other way around like some ppl have thought.
I know this was stated earlier in the post, I am not sure what page # and I couldnt find it either so I chose to retype it for the newer people that are curious about this deck.
Warp World : Version ?.?
I know this deck is like a bad cold that won't go away. It is however one of the most underestimated decks in the current format. I know with Zen coming out in 2 months it will be short lived unless WotC gives us a miracle and gives us reprints of a few key cards. If not remember we can use this in extended then and have fun for a couple years with it there. But I have read most all of this thread and I have joined the band wagon and made my own WW deck. It works surprisingly well... considering. Here it is....
Warp World V ?.?
Spells :
4x Warp World
4x Fertile ground
4x Trace of Abundance
4x Oblivion Ring
Creatures :
4x Birds of Paradise
4x Bogardan Hellkite
4x Mulldrifter
4x Elvish Visionary
4x Farhaven Elves
2x Hag Hedge-Mage (Nuklavee's darker half)
Land :
11x Forest
8x Mountain
1x Swamp
1x Island
1x Plains
Sideboard: (needs help still)
3x Pithing Needle (swans)
4x Thought Hemmorage (every thing I can)
2x Relic of Progentius (unearth stuff)
4x Anathermancer (Non-Basics? not in this deck)
2x Wickerbough Elder (takes out runed halo, etc)
This deck is being tested as we speak and needs some sideboard help. I have chosen to not include the goblins in this due to no $ for the SGC's. I have had much luck so far with this build. The o-rings are 100% amazing in here!!! The Mulldrifter's also 100% amazing!!! The 2 of them really make this deck work as if your playing solitare. I have been able to WW on turn four 40% of the time, but its usually turn five. I have had no less then 10 or 11 permanents when I WW . The CitP abilities are key to what to use in this deck. Sure you need stuff to stick after WW, so make everything give you advantage everytime. I chose Hag Hege-Mage over Nuklavee cause it doesnt put it in my hand incase of other CitP abilities that can make me discard. If it is on top of my library then I think it is safer there till I can figure out the stack at that moment in time. Mulldrifter/Elvish Visionary are to good to loose ( the fish will be gone in 2 months anyhow lets leave it), The Bogardan Hellkite is staying also I will not use the SGC's for this deck. Is Kaarth's really that good in here ( or sideboard)? What other CitP can we use here? Maybe Meddling Mage in Sideboard? Please guys I too Need your help with this, I want to use it at this coming week's FNM and there is some really good decks out there now.
Good call on the Sage Owl, and the Tradewind Rider. The idea here is total control. Flood came to mind, as did Mystic Decree. looking for more flyers to replace the 2 mentioned dead cards. If I can I will try to get myself a vedelken shackles and mabye get an Old Man of the Sea again.
Keep the thoughts coming please! I wanna hear what you got.
General:
Teferi, Mage of Zhalfir" target="blank">Teferi, Mage of Zhalfir
Creatures:
Clone
Dominating Licid
Drift of Phantasms
Empress Galina
Ertai, Wizard Adept
Etherium Sculptor
Floodgate
Man-O'-War
Mulldrifter
Quicksilver Elemental
Rayne, Academy Chancellor
Riftwing Cloudskate
Sage Owl
Sakashima the Impostor
Serendib Sorcerer
Sower of Temptation
Temporal Adept
Tomorrow, Azami's Familiar
Tradewind Rider
Vedalken Archmage
Vesuvan Doppelganger
Willbender
Artifacts:
Chaos Orb
Crystal Shard
Extraplanar Lens
Helm of Kaldra
Helm of Obedience
Howling Mine
Icy Manipulator
Jester's Cap
Memory Jar
Mindslaver
Nevinyrral's Disk
Null Brooch
Proteus Staff
Sapphire Medallion
Scroll Rack
Sculpting Steel
Sensei's Divining Top
Shield of Kaldra
Soldevi Digger
Sol Ring
Sun Droplet
Sword of Kaldra
Planeswalker:
Jace Beleren
Enchantments:
Arcane Laboratory
Control Magic
Copy Artifact
Frozen Æther
Propaganda
Shimmer
War Tax
Sorcery:
Command of Unsummoning
Extract
Relearn
Time Warp
Instant:
Boomerang
Cryptic Command
Delay
Desertion
Dissipate
Force of Will
Intuition
Non-Basic Land:
Academy Ruins
Blinkmoth Nexus
Faerie Conclave
Minamo, School at Water's Edge
Seat of Synod
Strip Mine
Svyelunite Temple
Muddle the Mixture
Teferi's Isle
Terrain Generator
Thawing Glaciers
Tolarian Academy
Tolaria West
Basic Land:
Island x23
This is a work in progress still. I am looking for more ideas and suggestions.
* Yes I do know that the CHAOS ORB is BANNED, but it is a casual based deck after all so since I own one I am using it. I also have considered the Dance of Many combo with it, But Darksteel Forge is by far the best thing since sliced bread for the CHAOS ORB.