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Windgrace, the World Warper

Commander / EDH BRG (Jund) Tokens

Q_is_564453


Introduction

This isn't your average Lord Windgrace deck. Instead of using a grindy land-based strategy, this deck aims to win through Warp World !


Early Game

The primary objective in the early game is twofold. First, find Warp World . We play black tutors like Demonic Tutor because we can find our namesake card without revealing to the table what we're up to, making it that much more dramatic when we finally cast it.

Second, develop a high permanent count. Almost all the cards in the deck are permanents, and there's a heavy emphasis on creating tokens. Cards like Tireless Tracker and Nesting Dragon are ideal for this plan. We generally want to have at least 20 permanents in play when we cast Warp World, though I've won games off of much fewer than that.

Once we've gotten enough mana to cast Warp World and a high enough permanent count, we play it and roll the dice! Our deck is built around Warp World, so we should come out ahead while our opponents fall behind. Hopefully, we'll get a combination of:

If we pull all those off the top, our permanent count should go up, and once the dust settles, we can cast Warp World again!


Getting There

Our ramp package is entirely permanent-based. We have a few dorks, a couple rocks, and several land search effects. We also have all of the fetch lands and Lord Windgrace . An ideal opener will have two fetch lands in it so Windgrace can get us to the number of lands we need to Warp as quickly as possible. Dockside Extortionist deserves a mention as well — his ETB can both boost our permanent count and fast forward us into a much earlier Warp World.

Our card draw package is also entirely permanent-based. Tireless Tracker is the MVP because it creates tokens that can also draw us cards. Other all stars are Nissa, Vastwood Seer  , Yawgmoth, Thran Physician , and Dread Presence , as they fill multiple roles in the deck.

Removal is permanent-based as well. Torpor Orb is this deck's worst nightmare, so we play Nullmage Shepherd and Wickerbough Elder to blow it up off a Warp World. Nullmage Shepherd is just devastating off of Warp World anyway, as she generally means our opponents won't have any artifacts or enchantments left by the time we cast Warp World again.

Countermagic is also strong against this deck, so we have several slots dedicated to thwarting it. The best answer to it is City of Solitude , as it means not only can our opponents not cast spells during our turn, but they also can't activate abilities — not even mana abilities! It basically forces our opponents to sit back and watch the fireworks. Other notable cards are Boseiju, Who Shelters All , Vexing Shusher , and Dosan the Falling Leaf .

OK, so how do we win? We have three routes to immediate victory off of Warp World:

  1. Purphoros, God of the Forge deals hilarious amounts of damage to our opponents (sometimes thousands)!
  2. Dread Presence + Urborg, Tomb of Yawgmoth deals a slightly less hilarious amount of damage, but they also pad our life total a bit in case of opposing Gray Merchant of Asphodel and can take out pesky creatures like Tocatli Honor Guard .
  3. In a pinch, Chancellor of the Forge will probably make enough hasty 1/1 Goblin tokens to win the game through combat damage.

Other Mentions

The most hilarious card in the deck by far is Monkey Cage ! We never want to draw this card — it's entirely in the deck so we can hit it off of Warp World. Monkey Cage sees everyone's creatures enter the battlefield at the same time, and since there's no intervening "if" clause, it will make a number of 2/2 Monkey tokens equal to the total converted mana cost of all creatures that entered! This has made literally hundreds of tokens for me before.

Dualcaster Mage is also pretty great. If you can get up to 11 mana, Dualcaster is a permanent-based way to get two Warp Worlds immediately. And then if you hit Dualcaster off the copy of Warp World, he can copy the original Warp World and loop!

The only non-permanent card in the deck aside from Warp World and tutors to find it is Heroic Intervention . This card is such a potent protection spell that it's worth taking the slot of a permanent in the deck.


Conclusion

I hope you enjoyed the deck! It's my favorite deck to play and the only deck I've tried to bling out. If you'd like, build it yourself and have fun watching the world warp itself in your favor!

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Date added 6 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

32 - 0 Mythic Rares

45 - 0 Rares

7 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.52
Tokens Ashaya, the Awoken World, Beast 4/4 G, Cat Warrior 2/2 G, Clue, Copy Clone, Dragon 2/2 R, Dragon Egg 0/2 R, Elemental 5/5 RG, Food, Goblin 1/1 R, Insect 1/1 G, Insect 1/1 G w/ Flying, Deathtouch, Kobolds of Kher Keep 0/1 R, Plant 0/1 G, Rat 1/1 B, Rock, Saproling 1/1 G, Treasure, Zombie 2/2 B
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