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Will definitely think of a better deck name at some point. First deck build listed here, let me know what you guys think (improving etc) The bases of the deck is around warp world to not only screw over your opponent's setup, but to give you the field advantage and hopefully do some major damage to them in the process. But there are alternative ways to win other than hopefully warping into ob and lots of land. But that's the main way this deck hopes to win. You could also get into baloths and a madrush (or have it in hand). Control with burn, hard cast your dragons, use omnath as a lure/mana excel-store/beatdown, man-lands, planeswalkers and such. One seer's sundial because I like having a full hand. I know it's extra land drops and excel but the oracles at times seem to slow me down. I was thinking of replacing them with Cosi's Ravager so either landfall into for extra damage or use as some slow pinging everyturn. EDIT: So changed some things, no more baloths, found avenger of zendikon 10x better! For one, if I warp world into it that's X X/ X+1 Tokens where x is the number of land that came out because of warp world, all in one shot (not to mention the damage that could do with madrush also coming out with it!) but it's also useful in hand to cast, getting 7 0/1 that can get beefier with lands, sac lands, harrows, and expeditions or simply the turn before you play warp world thus giving you MANY more permanents. Now it works very well, getting warp world off even in one on one is usually a 70% of the time occurrence and if not there's plenty of ways to win without it. (I've gotten warp world off turn 3 and completely screwed up blue white control! They couldn't come back! It's also hilarious when out of the 3 permanents they have [2 land and a chalice] they get 3 chalices! Completely useless! ) The main things to remember about this deck are: Play reserved: Don't rush all your stuff out on the field ASAP. This includes and especially means land. Keep sac lands in hand till as long as possible or when you absolutely need them (try also not to sac them till needed). Keep the expedition ready to sac for when you need it, etc etc. Keep an eye on your land base: try to keep an even amount of colors in your land when mana fixing especially with harrows. Be a threat: Be out there early either with omnath, madrush, cobra, ob, etc. This deck isn't meant to sit pretty and wait for mana excel. It's jund colors for a reason! Have fun: If I really wanted to, I could make this a serious competitor deck, based around most of the landfall ideas. Warp world is an expensive spell and it gives a 50/50 chance of hindering or helping your opponent calculating variables depending on their number of permanents. But this is a deck to make warp world viable, not make landfall an amazingly awesome mechanic. (it just so happens landfall is best with warpworld in standard) So have fun and get to warping your friends worlds!
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I think that 24 lands is a bit much.
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the deck is all about hitting your land, you'd be surprised how often one can still get land fucked even with 26 land!
No offence then, but you haven't played competitive enough :P
o dear no x3 most of what I do know and learn though are from playing my friends who've won our local FNMs many a time.
Oh yeah, the only spells in Warp World are Warp World... NOTHING ELSE. And put in one more Warp World. The Planeswalkers are unnessisary, and one more Ob is good to demand the WW kill.
the problem with that though is no mana excel which warp world really needs. Was thinking of maybe taking out one warp world for another ob though. O no wait, better idea, for shits and giggles I'll throw in Emrakul! Finally all that extra mana from cobra or omnath is useful! Not to mention warp worlding into a 15/15 flying annihilator pro colored spells would be freaking sweet! (even if I don't get the extra turn)