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10-18-2005
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#1
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Guest
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Warp World
[WELCOME TO THE]
WARP WORLD
[THREAD!]
THIS is the deck where more than 90% of the cards in your deck are permanents. Your main win condition? A card that was considered to be a crap rare from the Ravnica block.
The deck is designed to put out several permanents to stall the early game, and accelerate into the initial Warp. With accompanying 'comes into play' cards, the after effects of Warp World only get stronger. Anarchist becomes a key card in this situation, if it is Warped into play, it returns the just-cast Warp back to your hand for another go.
The more times you cast Warp, the stronger it's effects. And after enough Warps, your actual win conditions - Kumano, Master Yamabushi, Galvanic Arc, or Blaze - seal the deal. Good Game.
Warp World is actually very competitive, if you give it a shot. And, if you've read this far, I'm sure I caught your interest on exactly how potent this deck can actually be.
If you don't believe me, here are a few sample decklists:
Quote:
Here's the decklist we started with in the very beginning, and it evolves all the way into the different Warp Versions we've ended up with thus far. Proper credit is given.
Arky's MTGO Warp World Build
~arky305
6 Forest
5 Mountain
4 Forbidden Orchard
4 Karplusan Forest
4 Pinecrest Ridge
4 Anarchist
4 Wood Elves
2 Hunted Dragon
4 Birds of Paradise
4 Sakura-Tribe Elder
1 Kumano, Master Yamibushi
4 Fists of Ironwood
4 Heartbeat of Spring
4 Warp World
1 Galvanic Arc
4 Sensei's Divining Top
1 Viridian Shaman
[sideboard]
1 Dosan, the Falling Leaf
4 Defense Grid
2 Viridian Shaman
1 Nullmage Shephard
3 Silklash Spider
3 Carven Caryatid
1 Blaze
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Quote:
Warp World Initial Optimal Combo Build
~NNegator
4 Forbidden Orchard
4 Tendo Ice Bridge
4 Karpulsan Forest
4 Mountain
4 Forest
1 Plains
1 Temple Garden
Win Conditions--2
1 Blaze
1 Kumano, Master Yamabushi
Combo--8
4 Heartbeat of Spring
4 Warp World
Other Creatures--14
4 Sakura-Tribe Elder
4 Wood Elves
4 Anarchist
2 Loxodon Hierarch
Other Spells--14
4 Sensei's Divining Top
4 Fists of the Ironwood
3 Overgrowth
3 Faith's Fetters
Sideboard:
4 Silklash Spider
2 Blaze
2 Boseiju Who Shelters All
2 Viridian Shaman
1 Nullmage Shepard
1 Dosan the Falling Leaf
2 Circle of Protection: Black
1 Flame Fusillade
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Quote:
Warp World Tricked Out Permanent Accelerator
~Dark_Knight_307
5 Forest
3 Mountain
1 Plains
4 Karpulsan Forest
2 Temple Garden
4 Forbidden Orchard
4 Tendo Ice Bridge
4 Wood Elves
4 Heartbeat of Spring
4 Sensei's Divining Top
3 Faith's Fetters
3 Hunted Dragon
3 Sakura-Tribe Elder
4 Anarchist
4 Warp World
3 Auratouched Mage
2 Fists of Ironwood
2 Galvanic Arc
1 Blaze
Sideboard:
4 Defense Grid
4 Pyroclasm
3 Isao, Enlightened Bushi
2 Kodama of the North Tree
1 Flame-Kin Zealot
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Quote:
Post-Guildpact R/U/w Warp
~Boinga
4 Tendo Ice Bridge
4 Forbidden Orchard
4 Shivan Reef
2 Mountain
1 Steam Vents
2 Island
2 Adarkar Wastes
1 Boseiju, Who Shelters All
1 Plains
4 Warp World
4 Anarchist
4 Izzet Chronarch
3 Drift of Phantasms
3 Heartbeat of Spring
3 Sensei's Divining Top
4 Seething Song
4 Hunted Phantasm
4 Faith's Fetters
4 Galvanic Arc
Sideboard
4 Defense Grid
4 Ghostly Prison
4 Remand
3 Ivory Mask
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WARP WORLD F.A.Q.
Quote:
1) Can Anarchist retrieve the same Warp World you just cast after it gets 'warped' into play?
Yes, Anarchist's ability goes on the stack after Warp World has finished resolving, not during. Therefore, Warp World will be in the graveyard long before Anarchist triggers.
NEW: This is also true of Izzet Chronarch.
2) Ulasht does NOT work in Warp.
I've done extensive research into the matter, and it checks to see what permanents are in play before he does. He does not count permanents coming into play at the same time he does.
The same can be said of similar cards with wording similar to that of Ulasht. Clone, for example.
3) If I use Hunted Dragon/Hunted Troll/Forbidden Orchard...
Yes, the tokens your opponent gets are 'shuffled' into YOUR library as part of your permanent count. They are only controlled by the opponent, not owned. (Read Warp World for text.)
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Contact me with any comments/questions you may have about this decklist. I'd be more than happy to help.
Arky305
Last edited by arky305; 02-11-2006 at 12:43 PM.
Reason: Updated Decklists, added F.A.Q.
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10-18-2005
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#2
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Guest
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10-18-2005
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#3
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Guest
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Ah, now here is where I get to counter-argue. While getting to Warp World fast is good, we're not exactly trying to cheat our way to it.
The best way to cast Warp World is to have the maximum amount of permanents in play as possible. With Early Harvest, not only do we increase the chances that a card we reveal won't be a permanent, we also decrease the overall number of permanents we are going to reveal. See how that counteracts?
Heartbeat of Spring at least counts as one permanent towards the Warp. And playing Warp as fast as possible isn't even what this deck is trying to do. Anyone could play Early Harvest and Seething Song in compliment to each other, but to get to 8 mana quickly with maximum permanents? Not so easy.
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10-18-2005
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#4
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Guest
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Good call there. However, once Warp is in play, won't you go a little fast if you can (usually) double your mana, especially since it presents a target for your graveyard recursors? I haven't the slightest idea how a warp world deck works, even though I've seena couple of lists- but it is intriguing to play with the mana-heavy monstrosity.
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10-18-2005
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#5
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Guest
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Mana heavy monstrosities usually are interesting. I mean... you should have seen the early posts made on Tooth and Nail when it came out.
"This card sucks!"
"Who would pay that much for only two creatures?"
And here we stand with a red spell that costs 1 less than the supreme TnN, that rewards you for having lots of permanents in play by giving you MORE permanents.
And the clincher is, the wording lets enchantments come into play second. It's like they wanted us to build it like this.
The graveyard recursors in this deck are Anarchists, for the sole reason of returning your just cast Warp World back to your hand immediately after casting it.
Mana acceleration can be taken in a lot of ways. You can hold out for the Warp with the beaters (Dragon), while mana fixing and accelerating. Also, chump blocking becomes possible with Fists of Ironwood tokens. Once you do have enough mana for the first Warp World, the deck usually plays itself afterwards.
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10-18-2005
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#6
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Guest
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In addition:
Once you cast you first Warp, assume you have 10 permanents in play, you shuffle them in and then remove any tokens from the game. Then you deal out a new set of permanents. Given that the only real non-permanent in the deck are your Warp Worlds, you'll usually get a full set of permanents back.
Also, with the permanent 'multipliers' as I'd call them, you get more than you bargained for. You get extra forests with the Wood Elves, mana acceleration with the Signets, more creatures with Fists of Ironwood, and a hasty Dragon and 3 tokens that you now own (but don't currently control).
If one of those cards is Anarchist, you get your Warp World back. Often enough, since your lands come into play untapped, you can cast that Warp World again.
Since your permanent count has already increased once, it can only continue to increase. Seeing how an opponent's deck is likely to contain non permanents (spells), their permanent count can only decrease with every Warp.
To add injury to insult, Galvanic Arcs usually serve as an effective finisher.
Did that clear anything up?
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10-18-2005
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#7
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Guest
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You refer to this card like tooth n nail right? Wrong the difference between why Tooth n Nail was good and this is not that good is that if tooth got removed or countered the deck is still able to hard cast creatures. In other words an alternate win condition which this deck has none of. That is why this deck is not playable in standard. Sure it could make a semi-decent casual deck. If someone cranials you on turn 3 than your done because unlike tooth n nail you can't hard cast your big collusus or platinum angel. Unless you can find an alternate win condition you are going to get owned....Sure dragons are great but what if some one activates a peutrify or a plague boiler than screwed. I also got another question why do you have a singent if you have beats thats just a waste of space.
Last edited by Master16; 10-18-2005 at 09:21 PM.
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10-18-2005
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#8
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Guest
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Unh unh uh. Now you're off and bashing the deck before you even play it?
I call shenanigans. Shenanigans!
The point is, I never compared this deck to the viability and brokenness of Tooth and Nail. I just said, in a word or so, "Big spells are fun and kooky!"
Why not try and make it playable?
Fact is, this deck can easily get around or race an Extraction. As well as a Plague Boiler. Go on, get a Plague Boiler into play. By the time you try and activate it, I would have already Warped and started winning.
Of course the deck isn't completely reliable. We still have Cranial Extraction in Type 2, for christ's sakes. But to put the deck down because it loses to Extraction? Sad, so sad.
If Extraction is really that much of a problem, they invented this thing called a sideboard. Either play Jester's Caps or your own Cranial Extractions or whatever. This deck is far from 'dead'. Plus, it's fun. Can't go wrong with that.
Edit: The deck runs Boros Signets in an effort to supply a little more back-up in post Warp mana searching.     isn't the easiest amount of mana to get but the way this deck runs, it shouldn't be too much of a threat.
Edit #2: ALl this arguing and backing-up has made me tired. I'm going to sleep, I'll check up on comment in the morning. Tomorrow's hat day at my high school. I'll be going as a mobster. You know how that is. Later, all.
Last edited by arky305; 10-18-2005 at 09:37 PM.
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10-18-2005
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#9
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Guest
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wow! I love you.
This is a great list. And I assure you I will be putting it together as soon as I can scrounge the cards together. Hunted Dragon is genius. But are you sure you don't want a Hunted Creature that gives more tokens? Then again, I guess Hunted Dragon gives a good six damage the turn it comes into play.
Have you thought about running that Red enchanment that gives you an extra attack step when you deal damage? I guess it's a totally different build, but you'd run hasty creatures (ala Hunted Dragon)--Warp the World, when a Hunted comes back into play with the enchantment and an Anarchist, attack, then Warp the World again.
Hmm....
Anyway, great list!
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10-19-2005
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#10
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Guest
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Breath of Fury isn't exactly a key card, but yeah, you're right. It would have to undergo a completely different build.
Any thoughts as to how to improve this deck? How about sideboard options?
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