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Magic the Classroom – Obsessions

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Have you ever had one of 'those' cards. You know the card that just can't keep out of your head. Every time you find yourself starting a new deck or theorizing what could be in a new expansion you can't help but think of that card. It can be an obsession. Sometimes it's healthy, sometimes not. In my Magic life I can recite multiple times where I've been a victim to this obsession.

BiorhythmMy first was Biorhythm. That was a fun win. I used the Symbiotic Elf and his cronies. Mixed with Wrath and Oblivion Stone and just a spice of acceleration mixed in and I had a deck. I once beat 14 opponents at once in a multiplayer game. End of Turn blow up Stone destroy all and put tokens from my Symbiotes into play. My Turn cast Biorhythm and win. That was fun.

That obsession didn't last long though. Biorhythm just was to straightforward for me. As I grew in the game my inner teacher began to latch onto certain cards. Invariably these cards required an explanation or a teaching of some kind. The first State Championship I ever attended was with a deck that looked to abuse Mind's Desire. I used Affinity based permanents with Chain of Vapor and a bunch of draw spells. On my critical turn I would dump my whole hand on the table. Use Chain to bounce them back again and then play them for free via Affinity. Cast Mind's Desire with the floating mana and BOOM a very large Tendrils (or at least a load of Frogmites and friends).

Mind's Desire lasted forever. I went through the Twiddle/Desire, the Cloud of Faeries/ Desire, and finally the Perfect Storm of TEPS. In fact I still have my TEPS list from Extended last year. I just can't take it out of its sleeves.

Warp WorldSince this summer I've had a new pet. Warp World did well for me all summer long, in Standard anyway. Of course I loved the casting of WW itself but also the games where it just went Ramp/Aggro were great as well. But as rotations go the Warp World has just gone flat. I've tried to make it work from multiple angles but have not been successful.

And there is good reason to want it to be successful. When evaluating Warp World you have to consider two factors. What do the non Warp cards do pre-warp? How do they fare coming off of the Warp?

Pre-Warp we want to gather permanents and/or card advantage. This is similar to all decks but the real kicker is Post-warp. How do our cards generate advantage off of the Warp itself?

Let's look at the Warp ratio for some common decks being played today. The Warp Ratio is a number that is devised by taking the number of permanents deployed divided by the number of cards used. Since Warp World count varies every game and every matchup we'll just look at the whole deck and develop an average. So now it's the number of Perms deployed by the whole deck divided by 60. (Decklist found on Deckcheck.net)

  • Jund- .72
  • Naya Lightsaber - .95 ( I gave Ranger of Eos 3 perms even though the two he fetches aren't played right away)
  • Boros Bushwhacker - .88
  • Mono White Tokens – 1.03 (For Emeria Angel I added a very conservative 3 Landfall triggers)
  • Borderland Bant - 1.15
  • Vampires - .79

Today I want to run you through the adjustments I've made and see if anyone out there has an angle that I haven't tried.

Here is my list that I ran to 17th (of 98) at a PTQ this summer.

First notice that this list has a 1.27 Warp ratio. When you look at this list you would think that it would be an easy transition to Zendikar Standard. But I assure you it is not. In the land department we really aren't that phased. The Reflecting Pool is not that big of a loss and the Thicket can be replaced as well. Kazandu Refuge can even work here because of our lack of early drops.

Wort, the RaidmotherThe heavy hitters of Warp World, Siege-Gang, and Hellkite are still around. The rest of the deck is all role players. Here is a list of our losses

  • Fertile Ground – Adds a permanent and gives extra mana. Replacing it has been extremely difficult. The problem is that most good mana accelerants that are in permanent form are creatures. Every one has creature removal while few decks main enchantment removal. This enchantment was also safe because it was too innocent. Why would you waste a spell to get rid of Fertile Ground?
  • Farhaven Elf – I personally ran this elf over Birds in my list. Many people ran Birds for the multi-color aspect but I preferred Farhaven Elf because of the bonus permanent. Both are easily removed but the Elf mana fix keeps on giving.
  • Wort, the Raidmother – this card is a gimmick. It's a gimmick I like but a gimmick none the less. It does make your Warp World almost uncounterable since you place two copies (or more) on the stack. With the proper design double Warpage should never lose. The added benefit of extra permanents was actually more handy than the conspire. In the PTQ I actually took a game loss because of the desire to Double Warp instead of just winning and playing Wort later if needed.
  • Murderous Redcap – This is role player that is most missed. With the acceleration suite Redcap is playable on turn 3 and serves the role of early removal. The bonus Synergy with Siege Gang is also incredible. At least half of the games that I won off of Warp came from direct damage from Hellkite, Redcap, and Siege throwing tokens.

Warping Landfall

That was the card list that I lost due to rotation and that is where my saga begins. So enter the first spoiled card that I saw Rampaging Baloths. "This Landfall mechanic is going to ROCK!" I thought to myself. Imagine Warping into a Baloth. Every land that hits will be a 4/4 Beast as well! I instantly fell in love with the Landfall Warp. I even went so far as to drop the Bogardan Hellkites. Lotus Cobra slithered his way in easily. I did some Judge questioning and found a disappointment when it came to the Expeditions. Enchantments warp in after lands so the Expeditions would gain no counters from the Warped in lands. If I had a card like Farhaven Elf I would be able to gain a token from that land but not the Warped ones. Khalni Heart Expedition still made the list but Zektar does not. Even when I looked at adding the Hellkites back in I was still short of cards so I looked to the other color. Obnoxious, I mean Ob Nixilis said "put me in coach" and I had to agree.

Final Warp Ratio is 1.33 which is much more potent but it really has harder time getting there. This deck is just to top heavy pre-warp. Admittedly I tested this mostly in a heavy Jund/Vampire environment.

The pre-warp card advantage of Jund was just too much to handle. Basically games came down to can I get a Warp off? Sure I had a couple Snake accelerated Warps that were really cool but not enough to warrant any serious play.

Vampires was a little easier but not a lock. While I was able to Warp more often and his Warp ratio was very low the synergy within the few perms he got to lay was real good. Sometimes good enough to win post warp. Hitting a couple of Bloodwitches off of Warp was just cruel with the number of Vamps also coming into play. One of my students actually started boarding in his own Ob NIxilis as well. By the way, your opponents CIP's (I mean ETB's) happen first.

Boros Bushwhacker is also an issue. It's fast enough to win before Warp and has a decent retaliation attack because the Ranger can grab multiple dudes that come in cheap and become hasty from a kicked Bushwhacker.

There is a very interesting (to me anyway) math dilemma with this deck. You want to use fetches to max the Prewarp potential. But if you use too many in the game then your decrease the lands hit off of a Warp which decreases the power of Landfall thereby decreasing the power of the Warp effect.

Warped Allies

So I started looking for way to make the deck Win directly off of Warp World. That way I wouldn't have to wait for the win or defend against my opponent's first swing. Also the occasional DoJ in my opponents hand wouldn't spell my ruin. Of course raising Hellkite up to 4 was the first move but I still need more. Enter Hagra Diabolist. If we can Warp a Hagra and say 3 other Allies we take 16 life away from our opponent. Add in another Ally or a Hellkite and its game over.

Now we have 8 cards that can do significant damage and potentially win the game off of the ETB's alone. To make Hagra effective enough we need more Allies. Turntimber Ranger is an easy inclusion since it also generates better Warp and increases our Warp Ration. Others in Green, Red, and Black don't really stand out but some would be necessary. Oran- Rief Survivalist is playable and Bala Ged Thief affords us some protection.

As many of you could imagine this deck was a step back. While the Warp Ratio is at least 1.2 (that's assuming no other Allies trigger Turntimber Ranger) it still doesn't have much game without a Warp and the lack of acceleration just makes it harder to survive long enough. I did enjoy the wins that I pulled out but they were far between.

Warped Now

Realizing that the Warp World will need to be just a casual deck I've decided to max our Warp Ratio. That's were the real fun is anyway. Sure I'll lose more than I'll win but when you have that mind set it's not so bad. It's almost funny that I say that while the Mothership (Wizards.com) sings the praises of Spike with 'Spike Week.'

In order to max out the ratio I bring in White. The reason for the inclusion is two cards. Emeria Angel is included for more landfall as well as helping our midgame permanent building. I also brought in Kor Cartographer to serve as a quasi Farhaven Elf. Sure it only gets Plains but it still mana acceleration as well as permanent acceleration.

Let's do the math. Still going with 3 lands hit off a Warp then my Ratio is 1.67. WOW!! That doubles many of the current decks. Talk about a post-Warp advantage! Sure pre-Warp I'm a little weak but this deck is just for the Warp-age fun that happens. If you play it make sure to pack your tokens. Goblins, Birds, Beasts, and Wolves abound.

Anyway, I can see that class is almost out. Feel free to post any ideas you may have for Warp World. It doesn't need to be any tech that makes this deck a tournament caliber player. Just looking for fun ideas.

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