R/G: Aggro Warp World

by ghettosafari on 27 July 2009

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

this is a WW deck that i just made, if there is anything anyone thinks that can improve it, lemmie know!


also im working on a sideboard that would work good in this deck, so far i have volcanic fallout, but if it will also kill alot of my creatures at the same time.

Deck Tags

  • Tournament

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Mana Curve

Mana Symbol Occurrence

4003624

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for R/G: Aggro Warp World

I think that you might be using too many weaker permanents in your deck. With so many cards Warp World can hit with minimal result, the potency is lowered. Instead of all of the mana ramp permanents, maybe trying cards like Rampant Growth (or seething song etc should you decide standard is too difficult to stick to). I would try and replace at least half of your current "Permanent" mana increasing cards with another form of spell based boost, and a few with greater finishing cards, as the chances of hitting a concentrated enough patch of finishers right now is limited.

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Posted 28 July 2009 at 02:02

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yea i was thinking about the fact when i flip there are alot of weak creatures.. but the reason rampant growth isnt in here is because of the fact that it isnt a permanent, having the fertile ground and trace of abundance that stay in play help with the effects of Warp World. and as for adding more power, this is what i was thinking of doing.

-1 Fertile Ground
-1 Llanowar Elves

+1 Karrthus, Tyrant of Jund
+1 Hellkite Overlord

just to add some extra flipping possibilities for Warp World. The only time those cards become problems is if i actually draw them and they dont show up because of Warp World, the only way i could cast Karrthus is if i have the Fertile Ground's and Trace of Abundance's in play

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Posted 28 July 2009 at 02:44

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Warp World sounds like a fun card to use.. lol

How bout something that pops out more tokens? Seeing how having more permanents on the field is what you want, and tokens seem to work with Warp World. I suggest Dragon Fodder, its a cheap spell that pops out 2 tokens.

In terms of big cards, how about Progenitus? You won't be able to summon is normally, but it'll be hell to deal with if you manage to pop it out with Warp World with the other big guns you have.

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Posted 28 July 2009 at 07:17

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Bloodcot has a great idea with tokens - dragon fodder is good, and goblin assault might be a good idea too, it is a permanent itself and creates more permanents. Green offers you numerous token sources so looking into some of them is a good idea too.

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Posted 28 July 2009 at 12:26

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56 of the 60 cards in this deck are permanents.

when you drop a Warp World, having non-permanent spells is bad, it just ends up creating less permanents for you to have on the field.


i understand what you are saying about having Dragon fodder in here, but it just doesnt really work well if Warp World if you get what i'm saying.

its better just to have creatures in here.

and i actually edited the deck a little bit, this is what i did.

-4 Keeper of Progenitus
-4 Llanowar Elves
-1 Mountain
-1 Fertile Ground

+4 Elvish Visionary
+3 Kitchen Finks
+3 Murderous Redcaps

i seem to be having much more success with the new change then i was having before.

and i sideboarded 4 Great Sable Stag's for when im playing a 5cc deck, and 4 Acidic Slime for other games against random decks it seems fitting for.

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Posted 29 July 2009 at 02:07

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