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Magic the Classroom – You Make the Call

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So I'm walking around my block to get a little exercise when I meet an interesting individual. He was dressed in rags and had that 'no shower for a week' smell. I don't want to sound snobbish but we normally don't see the homeless in our neighborhood.

"Can I help you?" I asked.

"Spare some change."

"Where do you live?'

"No where."

"How did you get here?"

"I walked."

"I didn't see you coming down the street. And it's a dead end. Where did you walk from?"

"I don't remember the name. I think it was Dominaria or something like that."

"Do you mean the Dominique's? They live two blocks south. I can take you there if you're lost."

"No it's a place total different than here. And by walking here I don't mean what you're doing now. That's just walking."

"You're a Planeswalker?!! How cool is that? But why are you asking for spare change? Can't you just summon mana or something? Use your Spark!"

"I don't have the Spark. I just got no where else to be."

That's a fictitious story of course. I just thought the idea of a Homeless Planeswalker was funny. Maybe they'll use it in the next Un-Set.

Anyway, on a more serious note, I'm having trouble making a decision. Loyal readers of mine know my fascination with the card Warp World. Ever since the card was printed I've had a Standard deck that used the card. It has had rare moments where it was more than a casual deck but it's basically relegated to tier 2 or even tier 3. I don't mind it being an inferior deck just as long as it stays fun to play.

A few weeks ago I shared my Obsessions with you. A little after that article was written I settled on a control type of build I called Warpsies. The main idea was to blend a Spreading Seas deck with Magical Christmasland's land destruction to limit my opponents Warp potential and then Warp into a superior field.

I still like my little Warpsies creation and still run it semi-regularly. But with the new expansion there is an opportunity for a change. So my plan for today is to generate three different lists. Each will use Warp World in a different scheme. You the students will decide which deck I will run in the future. Of course you'll need to give me time to procure the cards. After a sufficient number of games I'll give you a report. Just post in the comments your choice. If you have a suggestion for the deck I'll take it into consideration.

Control Warp

Since the Spread'em decks inception the value of Convincing Mirage has dwindled as more and more list become resilient to having there mana adjusted. Spreading Seas remains in Warpsies still because of its cantrip value along with the mana hit. The land package is supported by Goblin Ruinblaster as well as Acidic Slime. Other cards are Warp World staples such as Lotus Cobra and Siege-Gang Commander. From Rise of the Eldrazi I have only incorporated one card. Overgrown Battlement is a really good Mana Dork for this deck. It helps to accelerate into an earlier Warp World and it lives through more spells than Noble Hierarch ever thought about. Plus the added bonus of stepping in front of a Bloodbraid with no consequence.

Here is the list for Warpsies as it stands right now.

[cardlist]4 Spreading Seas

4 Lotus Cobra

4 Elvish Visionary

4 Overgrown Battlement

4 Goblin Ruinblaster

2 Master of the Wild Hunt

4 Acidic Slime

4 Siege Gang Commandeer

2 Rampaging Baloths

4 Warp World

4 Terramorphic Expanse

4 Scalding Tarn

4 Misty Rainforest

4 Rootbound Crag

3 Mountain

3 Forest

2 Island[/cardlist]

Aggro Warp

I played the Control version more than anything but I started to get bored with it. I'm constantly changing decks. Along about mid February I decided I wanted to take a more Aggro look at Warp World. Unfortunately, I was unable to play at any level for about 3 weeks. During that time I received the following text from my favorite store. 'Lol Warp World just won FNM. Allies with Warp.' My fire was stolen. Not only did someone just usurp my idea they did it with my pet card. Don't get me wrong I give the guy Kudos for coming up with it. I just can't keep my image of innovator if I play that deck now.

Anyway the idea is to come out of the gates semi fast with a good Ally army. Since most decks are only running targeted removal you can easily our last them. At some point you get your best Allies through and play a Warp World. At that moment the sickness begins. Each of you Allies either enter the battlefield with an attitude or trigger some crazy win condition. My first build was Naya colors and that played out very similar to the Naya Allies builds that have been just missing the top 8's lately. Honestly though that deck was more about the Allies and getting through with Protection than it was about Warp World. I just can't have the Super Star of my deck getting second billing. So instead I went with a RGU build.

I started calling the deck Warped Allies. Very original and clever huh. Slowly the deck name evolved to Warpallies. Then became Warpalize. I just love to say "I'll warpalize you". Nothing in Eldrazi really came into this deck yet. I do give WotC a sad face for not putting Allies in Rise. This expansion feels total different from the previous two. I realize that was by design but I still don't like it.

Warpalize

[cardlist]4 Akoum Battlesinger

4 Halimar Excavator

4 Harabaz Druid

4 Lotus Cobra

4 Oran – Rief Survivalist

3 Umara Raptor

2 Kazuul Warlord

4 Turntimber Ranger

3 Murasa Pyromancer

4 Warp World

4 Terramorphic Expanse

4 Scalding Tarn

4 Misty Rainforest

3 Halimar Depths

1 Island

3 Mountain

5 Forest[/cardlist]

Now the deck plays out like I imagined Warpalized would. The large issue is board clearers like Day of Judgment. If you have no Allies in play you get very little work from your Warp World. I have seen some games where all of my Allies were wiped by various removal spells but was able to recover. Casting Warp without any acceleration means eight permanents on the field. Warp basically becomes a way to make your lands into Allies. Against decks like these you really want to hit a Battlesinger. The haste is very necessary when expecting another DoJ. Still control decks are the Bane of Warpalized existence.

Combo Warp – Contains A LOT of Spoilers

Now for the real reason I am writing this classroom. There are a lot of cards from Rise of the Eldrazi that can fit into a Warp World deck. For this list I am going to go back to the days when I played Anarchist or Nucklavee with Warp World. The idea was to put one of those cards into play via Warp and then return your Warp to your hand. Rinse and Repeat until your opponent is left with little to no permanents. Both of these cards fell out of Standard and therefore took away the combo. But now it's back in the form of Mnemonic Wall. Mnemonic Wall delivers us a ready made Warp World for 1 less mana than Nuclavee and has more toughness than Anarchist so it can survive a Bolting.

Unlike both Warpsies and Warpalize this deck needs a high permanent to card ratio. Meaning that for each card I play from a Warp I need to generate more than one permanent on the field. That way my recurring Warps will get me more and more with my opponents getting less and less.

The best way to raise this ratio is to use cards that generate tokens. Siege–Gang Commander has always been one of the best cards in a Warp World deck for this reason. I've also ran Emeria Angel, Rampaging Baloths, and even Knight-Captain of Eos. But now I think we have a better option. Just as loyal reader Shane commented a couple of weeks ago. "I'm really surprised first thought of RoE wasn't Eldrazi Spawn Tokens and Warp World especially with Emrakul's Hatcher coming out so early" was what he posted. At that point the only Spawn token generator known was the Hatcher. Now we have Kozileks's Predator generating two token at 4cc and Nest Invader generating one token at 2cc. I'm on the fence with Awakening Zone which is a 3cc enchantment that generates another token each turn. It doesn't help our actual Warp Ratio so it may go out.

Also from Rise I added Sea Gate Oracle. It fits our curve well and allows for some bonus cantrip. Notice I have dropped both Elvish Visionary and Spreading Seas from the deck. The reason I did this is the fact that I could potentially deck myself out. Let's say that I have 10 permanents on the field. If I hold to my Warp Ratio perfectly I will be playing my whole deck in 4 Warp recursions. While I'm not worried about decking out on my next turn the forced draw from both Seas and Visionary would spell my doom. Sure I can sack tokens to decrease my Warps but that would go against the flavor of the deck. How could I, a dedicated fan, allow Warp World to be less warpy?

The finisher for the Deck comes from Rise as well. Magmaw's ablility allows us to use all of our little spawn tokens into damage. Every two tokens becomes one damage by these steps. First sac a token for the one colorless mana. Then use that one mana and sac another token to deal one damage to your opponent. When you get low on tokens just use the mana from Lotus Cobra to ReWarp. Play all of your Spawn makers again. Rinse. Repeat.

I don't have a cute name for this one yet. Maybe you could suggest something in the comments

[cardlist]4 Warp World

4 Emrakul's Hatcher

4 Mnemonic Wall

4 Sea Gate Oracle

4 Kozilek's Predator

4 Nest Invader

4 Lotus Cobra

3 Awakening Zone

2 Magmaw

3 Hand of Emrakul

4 Terramorphic Expanse

4 Scalding Tarn

4 Misty Rainforest

3 Island

4 Mountain

5 Forest[/cardlist]

Homework

Well there are the three lists. Remember to vote for your favorite in the comments. If you have any suggestions for the deck post them there as well. Wizards will, of course, reveal some obvious inclusion right after I send this in to Trick. Votes will also be accepted via Twitter @mtgxman. Have fun at the Prerelease this weekend.

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