Maveric78f
08-19-2011, 06:16 AM
Warp World is one of my favorite card in magic since Ravnica has been spoiled. At this time, I played it in a enchantment-heavy Control Magic build, with Annex, Dream Leash, Confiscate, along with Faith's Fetters, Galvanic Arc, Fists of Ironwood and Forbidden Orchard. The rules were different at this time and you owned the tokens that were created by your effects, this is now the controller of the token at its creation that owns the token now. This was good times. When the rules changed, I changed game plan with the exact same deck: I would give my opponent bear caps for the orchard or the Hunted Troll tokens and then demand him to shuffle them into his library as required by the oracle text.
Anyway, this is obviously too slow for Modern. We should not need to resolve Warp World to win, but if we do, then we should win.
To build this first version, I took inspiration from a standard Zendikar list that I found on the web (I did not play anymore standard at this time).
Mana ramp creatures: 12
4 Birds of Paradise
4 Wall of Roots
4 Lotus Cobra
Card advantage creatures: 8
4 Elvish Visionary
4 Wall of Omens
Kill creatures: 14
4 Rampaging Baloths
3 Siege-Gang Commander
3 Ob Nixilis, the Fallen
4 Spellbreaker Behemoth
The card: 4
4 Warp World
Lands: 22
4 Misty Rainforest
4 Verdant Catacombs
4 Arid Mesa
1 Plains
1 Mountain
1 Swamp
3 Forest
1 Overgrown Tomb
2 Stomping Ground
1 Temple Garden
Sideboard: 15
SB: 3 Blood Moon
SB: 4 Simian Spirit Guide
SB: 2 Ethersworn Canonist
SB: 2 Aven Mindcensor
SB: 4 Chalice of the Void
Birds is the only turn 1 to be played and I have to say that it is tempting to blank it and play Overgrown Battlement instead, and Carven Caryatid instead of Elvish Visionary. Also it would enable to play efficiently Perimeter Captain in SB (and Firespout).
We do not need to resolve Warp World to win the game. Rampaging Baloths, Siege-Gang Commander and Ob Nixilis are creatures that are impressive enough to get the job done by their own.
For the moment, I’ve only goldfished the list a few times to control, I could get the things done without any problem.
Control should be easy. You just have too many threats.
Aggro has to be tested. They’ll probably blast the birds and the Cobra to slow us down, but still we play a lot of walls to contain their aggressiveness. Once we play a kill they should have much difficulty to finish us with something else then blasts.
Combo (including 12-post) must be impossible MD. Magus of the moon, Blood Moon and other hate might be useful. But it’s generally difficult to have a universal answer to every combo deck, so that we probably need to way for the moment to understand which option is the best.
According to me, the testing of aggro is going to be the real test for the viability of the deck. If it works MD without any problem, then we might find a solution to the awful combo MU with the SB.
Anyway, this is obviously too slow for Modern. We should not need to resolve Warp World to win, but if we do, then we should win.
To build this first version, I took inspiration from a standard Zendikar list that I found on the web (I did not play anymore standard at this time).
Mana ramp creatures: 12
4 Birds of Paradise
4 Wall of Roots
4 Lotus Cobra
Card advantage creatures: 8
4 Elvish Visionary
4 Wall of Omens
Kill creatures: 14
4 Rampaging Baloths
3 Siege-Gang Commander
3 Ob Nixilis, the Fallen
4 Spellbreaker Behemoth
The card: 4
4 Warp World
Lands: 22
4 Misty Rainforest
4 Verdant Catacombs
4 Arid Mesa
1 Plains
1 Mountain
1 Swamp
3 Forest
1 Overgrown Tomb
2 Stomping Ground
1 Temple Garden
Sideboard: 15
SB: 3 Blood Moon
SB: 4 Simian Spirit Guide
SB: 2 Ethersworn Canonist
SB: 2 Aven Mindcensor
SB: 4 Chalice of the Void
Birds is the only turn 1 to be played and I have to say that it is tempting to blank it and play Overgrown Battlement instead, and Carven Caryatid instead of Elvish Visionary. Also it would enable to play efficiently Perimeter Captain in SB (and Firespout).
We do not need to resolve Warp World to win the game. Rampaging Baloths, Siege-Gang Commander and Ob Nixilis are creatures that are impressive enough to get the job done by their own.
For the moment, I’ve only goldfished the list a few times to control, I could get the things done without any problem.
Control should be easy. You just have too many threats.
Aggro has to be tested. They’ll probably blast the birds and the Cobra to slow us down, but still we play a lot of walls to contain their aggressiveness. Once we play a kill they should have much difficulty to finish us with something else then blasts.
Combo (including 12-post) must be impossible MD. Magus of the moon, Blood Moon and other hate might be useful. But it’s generally difficult to have a universal answer to every combo deck, so that we probably need to way for the moment to understand which option is the best.
According to me, the testing of aggro is going to be the real test for the viability of the deck. If it works MD without any problem, then we might find a solution to the awful combo MU with the SB.