smc1215

64 Decks, 832 Comments, 7 Reputation

Here, this is my warp world list. It's alway been fun to play and it wins a lot. It might help you narrow your deck down. I suggest going for the same idea, but make it your own. I think it'd be really interesting to see a GRW Warp world with Knight of the Reliquary, lotus cobra, emeria angel, and bushwhacker, but that's just me.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=60394

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Posted 11 May 2010 at 02:00 as a comment on NEED HELP-ELDRAZI WORLD

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btw the deck definitely has a lot of promise. Poly has been one of the decks to beat in standard since it was reprinted in M10. I suggest looking up other lists online, try to see who placed top 8 and understand why they run what they run, then make your own interpretation or adjustments.

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Posted 11 May 2010 at 01:50 in reply to #65140 on Polymorphing Eldrazi

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definitely less creatures. You don't want to poly into anything but big guys, you'll only need 2 or 3, run up to 4 with sideboard in case someone sad sacs you. Run halimar depths as your draw fix in place of the creature, run awakening zone. You'll need counter magic to protect the tokens you're polying cuz if they die the poly is countered due to lack of target. You'll need deprive and negate, both are great counterspells for standard.

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Posted 11 May 2010 at 01:48 as a comment on Polymorphing Eldrazi

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Without lotus cobra you won't ever get the warp world off, even if you did, you don't get the extra turn so your opponent has a turn to kill you with their newly amped board. Warp world is only really good if you can kill by playing it, such as the decks running Ob-Nix. Summoning trap isn't a bad idea, but building polymorph is the best bet when it comes to this deck idea. I'm not trying to make fun of this, I'm just saying that there are better ways to play warp world and eldrazi. With this you won't have the permanents necessary to get amazing boards after warp worlding, also consider that the thing costs 8 freakin mana, 3 of it red. You need color fixing and massive accel, only thing that can do it that efficiently is cobra. Try landfall if you want warp world, try polymorph if you want the creatures. If you don't plan on hard casting the eldrazi, the get rid of the eyes and the temples, you won't need them. If you do want to hard cast them, then you need some serious ramp. Knight of the reliquary, lotus cobra, and fetch lands all need to be added to ramp like crazy.

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Posted 11 May 2010 at 01:42 as a comment on get your big guys out V2.

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This is the build I'm running, I was trying to keep it a secret, but my friend put it up. It might give you some ideas:

http://www.mtgvault.com/ViewDeck.aspx?DeckID=60330

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Posted 10 May 2010 at 20:45 as a comment on i know everybodys getting tired of jund but...

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Bolt and Path are needed here. I'm not sure why you're using the angels and baneslayers either, maybe the baneslayers in sideboard, but they aren't nearly as useful to allies as paladin, evangel or warlord. I'd also run the 2 mana red guy that gives first strike in side.

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Posted 10 May 2010 at 17:30 as a comment on Violent Allys!

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Needs more awakening zones, and add monument for obvious reasons. Your land base could also use work. Try the M10 lands, that way they won't always come into play tapped. I'd run 4 Dragonskull summit, 4 Roodbound Crag and 4 Verdant Catacombs.

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Posted 10 May 2010 at 15:56 as a comment on spawn

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You're running GB and you don't have Pulse? Hint: You need it.

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Posted 10 May 2010 at 11:44 as a comment on Green Black, Demonic Scute

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Sorry to say but these decks can't handle the legendary eldrazi. If someone's running one, you'll lose, you won't be able to mill them.

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Posted 10 May 2010 at 11:40 as a comment on I dislike traumatize.dec

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Lotus cobra, to go with the Knights so you ramp like no tomorrow. Also Rafiq is still amazing as always, as is Noble Hierarch. Sejiri Steppe is a drop and win.

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Posted 10 May 2010 at 11:38 as a comment on Bant test ( please suggest)

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Mythic Bant runs... well... more mythics. That's how it got the name. For the Ramp, nothing is better for this deck than lotus cobra. You'll need 3 more Hierarchs too. 2 Elspeths and 1 Jace is better than 3 Jaces for this deck. You won't need the explore, the Birds, or the treasure hunts. I'd run the Days in sideboard. Add 2 Finest hour, 2 Master of the wild hunt, 2 more Rafiqs, 2 Sphinx of Jwar Isle, another Baneslayer, and that should get you started on making this a lot better. And sejiri steppe will win you games, you'll only need 1 since you can fetch it out with the Knights.

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Posted 10 May 2010 at 00:02 as a comment on Mythic Bant (please help)

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I'm sorry but this won't be fast enough. If you're running Cobra, you need fetch lands and knight of the reliquary, that way you ramp faster. Polly plays emrakul turn 3, jund will have enough mana to blow up your combo pieces, and naya and bant will have killed you already with baneslayer or vengevine or knight. I get the extra turn thing, but even with your ramp, you'll want to spend it on other things other than leveling chronologist. Run counter magic to help keep the other decks at bay and slow them down.

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Posted 09 May 2010 at 18:41 as a comment on Colorless mana Ramp

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This beats Jund, I'm running a version of this. Vengevine just rips Jund apart, the destroy spells Jund runs don't do anything against it.

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Posted 09 May 2010 at 18:34 in reply to #64577 on Vengevine - Naya

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I'd add in 3 terminate and 2 Bit Blasts in place of 3 Vols and 2 Mads.

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Posted 09 May 2010 at 18:31 in reply to #64906 on Sarkhan Jund( pls suggest )

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Monument stops Nausea, it gives +1/+1... and neither card is standard legal, so you don't need to worry about either since you wont be playing against them. I mean come on, Nausea was last printed in 8th and decay is from darksteel... that was a LONG time ago.

I'd be MUCH more worried about them being pulsed before the monument hits, or the monument being pulsed and then all of them... But if you're playing Jund and they have 6 mana and 2 pulses, you've lost... unless Emrakul is out, but then you've won anyway so who cares about the tokens.

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Posted 09 May 2010 at 17:29 in reply to #64855 on Eldrazi Swarm Tank

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Drop Seige Gang for Master of the Wild Hunt, it kills things and makes tokens every turn for your monuments... and costs less (mana wise). In my personal opinion though, I feel that Jund doesn't need the monument, in the mirror it'll get blown up and in anything else your creatures will be RFG so it won't matter much. You already destroy and swing so you don't need to worry about your creatures dying to combat damage

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Posted 09 May 2010 at 17:20 as a comment on jund monument

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Bolt and Path should be in here, yes I see the journeys, but they don't stop jund... in fact, they help it in some ways.

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Posted 08 May 2010 at 22:50 as a comment on ally 2 :)

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Kozilek should be run over Ulamog. While Ulamog is indestructable, Kozilek will be since monument will likely be out by the time Kozilek comes out and he lets you draw 4, which is amazing and usually much more useful than destroying a single perm. You'll need point destruction to make sure you don't die, so bolt is a must. Also keep in mind that eldrazi temple only taps for 2 for colorless eldrazi, so it really isn't that useful. I'd rather have color fixing, raging ravine for the beater and fixing, and crag.

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Posted 08 May 2010 at 22:47 as a comment on Eldrazi Swarm Tank

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Also, forgot, but add Brave the Elements, I'd say take the repel the darkness and pacifism out for 4 Honors and 4 Braves.

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Posted 04 May 2010 at 20:24 in reply to #64318 on Mono-White Tapdown Beatdown T2

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Beating works a lot better if you main board 4 Honor of the Pures

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Posted 04 May 2010 at 20:22 as a comment on Mono-White Tapdown Beatdown T2

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