Warp World, Mastering Chaos

Warp World is perhaps one of the most unique spells in EDH. The ability to interact with not only our's but everyone else's permanents including lands is a unique effect. The ideal strategy is to turn into as much of an advantage for ourselves as possible while making it as much of a detriment to our opponents as we can thus making it a potential game-ending spell.

Assuming it resolves, the risk with Warp World is that you do not get a good board state afterwards, you lose a good board state for one with less permanents, or your opponents get an even better board state then your's. Warp World is also a card that gets a decent amount of hate, and this hate is based in part in the aforementioned risks as well as the fact that the card can be very confusing and hard to resolve.

The aim of this deck is to minimize as much of the "randomness" in Warp World as possible. We do this by making sure that every single card in the deck can be hit by Warp World and focus on making as many permanents as possible. For the sake of compactness, the number of permanents on the battlefield that can be shuffled into the deck off of Warp World and contribute to the number of permanents that can be returned off of Warp World will be refereed to as the WWC (Warp World Count). The core theme of the deck is to get the WWC as big as possible before casting Warp World and ending the game off of it.

An inevitable question that may arise when choosing Warp World is, "Why not just use Primal Surge?" While Primal Surge decks do in fact run a similar deck to ours, the weakness in Primal Surge decks that Warp World gets around is the fact that if a Warp World is copied, it has the exact same effect as if it was cast. This means that Hive Mind + Warp World is almost guaranteed to be a game winning combo. In a four player game, four Warp Worlds will result in your WWC staying neutral or increasing across the Warp Worlds, but our opponents will very likely be going down.

The commanders that we want to run are unfortunately very limited because the minimum number of colors we want to run if very high. Red is a must because we have to run Warp World. Blue gives us access to Hive Mind and solid combo pieces and permanent based interaction. Black gives us access to tutors to find Warp World. Green gives us access to ramp and token generators. White is the only color that we don't lose too much by not running. So our options are sans-white and five-color.

Golos

Golos - Golos is a solid commander for this deck because he provides two things that is very unique to a commander. He brings another permanent to the battlefield with him, so we didn't lose any WWC when we don't shuffle our commander in for Warp World. Also, he has a mana sink built in that allows us to spend excess mana on more permanents and therefore increase our WWC.

Yidris

Yidris is a commander who's ability is very well suited towards increasing our WWC. With each spell cast we have the ability to add a minimum of two to our WWC (assuming enough valid hits exist in our deck). The problem with this is that Yidris is a commander that many playgroups will recognize as a potential threat on sight, and might not let him sit long in a meta that packs a healthy amount of removal. Because Yidris adds nothing to the WWC until he attacks and a spell is cascaded into, he is a much riskier option.

Jodah

Warp World costs 8 mana and this can be a tough number to get to at times. Combined with the fact that many of the other spells in our deck can have mana costs that prove to be quite... troublesome, we can save ourselves tons of mana by having the option of paying five mana as opposed to something like 7, 8, or even more. Depending on your meta, Jodah may also be a very underrated commander and people may not try to remove him on sight, so you can continue to get value out of the ability for as long as possible. The problem with Jodah is his inability to gain access to more resources after you play your spells and still don't have a line that leads to a game winning play. An important thing to note is that while it may be tempting to curve a turn 4 Jodah into a Warp World the following turn using Jodah's ability, this is hardly ever the ideal play and will be explained in further detail, so do not have that kind of thinking cloud your judgment when choosing your commander for this deck.

Thrasios/Vial Smasher

Thrasios and Vial Smasher are undoubtedly a very strong pair of commanders and suit themselves well to this strategy by offering both payoffs for playing large spells and the ability to dump extra mana into either ramp (which increases our WWC) or card draw with flexible timing. The two are also very easy to cast with a tuned mana base, so recasting them isn't always gonna set you back an entire turn unlike some other commanders, and this allows us to stay on tempo and continue to grow our WWC.

Summary

To sum up this section, the two best choices for commander in my opinion would be either Golos or Thrasios/Vial Smasher. They both allow for the ability to easily increase your WWC and synergize well with wanting to cast large CMC spells. Jodah and Yidris are fine options and both serve as fine commanders for the deck, but I would say that the two are far more meta dependent for me to recommend them. If your meta is light on interaction and ways to deal with him, Yidris will get the job done. Jodah requires a rather slow meta where you can more naturally draw into your game winning spells and win in a more battlecruiser manner.

Warp World and CO.

Our main game plan is to get a high WWC of course, but sometimes one Warp World isn't enough. That's right. We are going to make sure that we can cast Warp World as many times as possible. The first and perhaps best card for this strategy is Hive Mind. Hive Mind is such a fantastic card for this deck for a couple of reasons. The first and most obvious being that Hive Mind copies Warp World for each opponent at the table. The second being that Hive Mind creates a standstill effect in that no one wants to cast their good instants or sorceries for fear of letting other players have them as well. Most people don't want to Nature's Claim, Vindicate, or even Anguished Unmaking a Hive Mind when that gives three other players the same spell for free.

Cards like Eternal Witness and Greenward of Murasa grant us the ability to return Warp World to our hand regardless of how it got to our graveyard (including after having just resolved it).

Similarly, Feldon's Cane and Elixir of Immortality allow us to deal with having a significant number of our finishers in the graveyard, and serve as cheap permanents to increase our WWC. If your meta is more likely to have you mill/wheel your finishers, I would recommend at least one of the Eldrazi Titans to supplement/replace the Cane and Elixir.

Omniscience is a very difficult card to cast in most cases, but this deck has ramp as a strong subtheme, so it is not to hard to cast in a normal game. I recommend holding off on casting this card unless you can definitely use it to find Warp World and cast it thus likely securing the game. And, of course dump your hand before you do, so that your WWC is as high as possible.

Tutors

Limiting ourselves to only permanents means that we lose access to some of the best tutors for finding Warp World, so our options are fairly limited. Razaketh is a very mana-intensive card but offers us the ability to tutor for as many pieces as we need to go off.

Sidisi allows a very flexible tutor on an ETB, and the same is true for Rune-Scarred Demon.

Wishclaw Talisman is also a flexible tutor, but I recommend being careful when you tutor because you might end up giving someone else the ability to fetch a win-con before you can use your's.

Fauna Shaman is really just a complicated way to find other creatures that can tutor for cards that we need. But, if you need a creature, this works really well.

ETB FTW

All this talk about casting Warp World and winning off of it, but which cards actually win us the game? We want cards that, when they see all the other permanents enter simultaneously, generate enough value/damage to win the game on the spot. The most important player here is easily Purphoros, God of the Forge. The ability to deal two damage to each opponent for each creature entering the battlefield means that we can really deal some damage off of the many creatures we will have enter.

We also need permanents that will create more permanents upon ETB. Cards like Avenger of Zendikar, Field of the Dead, and Rampaging Baloths see each of our lands enter at the same time that they do. Field + 7 other lands entering the battlefield creates 8 zombies. Avenger of Zendikar + 7 other lands entering the battlefield creates 7 plants with the 7 landfall triggers then giving them each 7 +1/+1 counters. You now have 7 7/8 plant tokens.

Yarok allows for the ETB triggers that we just talked about to double and allow for our Warp Worlds to be more explosive. Yarok can turn 20 damage from Purphoros into 40 damage, 7 Field of the Dead triggers into 14 zombies.

Cheap and Easy Ramp

A lot of the cards that this deck wants to run require a lot of mana, and we need the permanents to cast them. Permanents with either ETBs that ramp us or can continue to provide mana are the ideal in this deck.

Dockside Extortionist is one of the best ramp cards printed in a long time and is perfect for this deck in every way shape and form. Its cheap, grants us access to mana, and increases our WWC. A solid staple for this deck.

Carpet of Flowers can give us a lot of mana for very little cost. Be wary that you are playing this card in a meta that actually plays islands.

Signets/Rocks/Dorks are classics in the field of ramp that contribute to our WWC.

Springbloom Druid net increases our WWC by two on ETB and ramps us at the same time.

Courser of Kruphix gives us pseudo-card advantage and helps us ramp at the same time.

One of the reasons that some people have a strong distaste for Warp World is the fact it creates some situations that can take a while to sort out and lead to a confusing game state where no one really benefited. To ease some of this, I will walk you through some of the interactions that can come up during playing this deck that can take a while to sort out if not familiar. For all cases we will assume that the player order is ABCD and you are player A. Adjust as necessary for more or less players.

Warp World + Hive Mind

That's right one of our game winning combos is also a real doozy of interactions. Player A casts Warp World. Hive Mind puts three copies of Warp World onto the stack in the order of DCBA, and they will resolve top-bottom, D, C, B, A. The order for this matters, because of two things. 1. If a player dies, concedes, or leaves the game for any reason, their copy is removed from the stack. 2. The player whose Warp World is resolving dictates the order that ETBs resolve. Player D's copy of Warp World is resolving. All appropriate permanents enter the battlefield, the rest of the cards are bottomed. Each player chooses the order that their triggers will resolve in turn order. The triggers will resolve in Non-Active Player - Active Player order. This means that player A's ETB's will trigger first, then B, C, D in that order. After this, player C's Warp World will resolve and the process continues until the last Warp World (the original) resolves.

Do note that if an ability would grant you the ability to return a card from your graveyard to your hand, you can NOT choose Warp World until the original cast has finished resolving. This is because the card Warp World is still on the stack and has not gone to the graveyard yet.

Infinite Warp Worlds and Slow Play

For those of you familiar with the Legacy deck Four Horsemen, you will be familiar with this.

If, for some reason, you can cast Warp World an infinite number of times while having control over doing so, and can NOT demonstrate a way of winning the game, this counts as a violation of slow play. Similarly, you can not simply short cut and say "I cast Warp World an infinite number of times and eventually win the game". Say for example you have 2 permanents on the battlefield before you demonstrate that you can cast infinite Warp Worlds (somehow). You can't shortcut and state that eventually Avenger of Zendikar (or some other token generator) will ETB with a land and create more permanent(s), and you do the same thing again until eventually you have your entire library on the battlefield. You don't know the exact state that the game will be in and what all triggers will have resolved before this state.

You also can't say, "I Warp World until my opponents have no permanents". You don't know the actions that will happen to get to this game state and can NOT shortcut it.

Infinite Warp World at your own risk.

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Date added 4 years
Last updated 1 year
Key combos
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

56 - 0 Rares

18 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 3.64
Tokens Beast 4/4 G, Elemental 5/5 RG, Goblin 1/1 R, On an Adventure, Plant 0/1 G, Treasure, Zombie 2/2 B
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