Dragon Fodder is actually subpar with this. You want 4 Warp Worlds and then the rest of your deck to be non-planeswalker permanents to get the most efficiency out of what you flip over. Card that make tokens when they come in are good, like the Commander or Ambassador Oak, or things like Visionary or Bogardan Hellkite that do things to help you win. BOAB has had a few good articles on Warp Worlding.
SocialExperiment
★★★★☆ (4.2/5.0)(6 votes)
The guy I play almost all of my games against has a deck built for this card (and a few others he likes). His basic strategy is build a huge army of cost-efficient creatures and land, so when he Warp Worlds he gets more cards that he can play (I don't think he even has any non-permanents except the Warp Worlds). It usually works, too, unless he's playing against the people that build decks specifically to use lots of permanents (I built an excellent counter largely by coincidence; more on that in a second).
This thing can backfire rather horribly, though. I was playing against a guy that uses this card pretty much the firs turn he has the card and the mana, and I was hammering him with two Serra Angels every turn. We both had 14 permanents in play, but he played Warp World anyway because the Serra were going to kill him next turn (he has only one flyer, Bogardan Hellkite). He got about six creatures, some of which were rather dangerous (two Blitz Hellions, a Madrush Cyclops, and a Lord of Extinction that was in the 20 range because our graveyards were getting rather full). I got Akroma Angel of Wrath, two Serra Angels, Jenera Asura of War, Honor of the Pure, Battlegrace Angel, and several small creatures and pieces of equipment. He attacked with everything, I managed to come out with two life remaining and enough attackers to win it next turn.
In short, Warp World is an immensely fun card for casual play that should result in some fond memories. They just might not be fond for the person who played it.
Mode
★★★☆☆ (3.2/5.0)(4 votes)
some people hate card design like this, or playing against accordant decks. i like that card although it's not a powerhouse card, it can be very entertaining. for those interested in building a deck around this, i advise to read the "Warp World Revolution" article.
Joseph_Leito
☆☆☆☆☆ (0.0/5.0)
This is a wonderfully fun Timmy card. Gets high marks for being so out there and interesting.
True_Mumin
★★★★☆ (4.2/5.0)(28 votes)
What was the main focus of M10 again? Oh, yeah, luring in new players by simplifying things and showing them simple cards. Right.
Titanium_Dragon
★★☆☆☆ (2.5/5.0)(1 vote)
One of my favorite cards from Ravnica, this card is a blast. It can be used in some really funny decks, its a fun Timmy/Johnny card, and someday they'll screw up and actually allow you to play it in constructed in what will definitely be the most obnoxious combo deck ever. And I'll play it and be laughing. Maniacally.
And until that day it will sit in my binder and occaisionally in my limited decks.
EndlessSoul
☆☆☆☆☆ (0.0/5.0)
The most effective way I have gotten this card to work is run lots of non creature relied mana acceleration like Trace of Abundance or farhaven elf since the elf is crucial to the mana sticking around. Also I run 4 Goblin Assaults for tons of token generation. Then Bogardan as the main kill. Mulldrifter is real nice for card draw. I also like the new capsules for permanents for more card draw or creature kill. Also since the biggest weakness of deck is really fast weenie or counter magic I usually have caldera hellion and vexing shusher sideboard among other things
theelk801
★★★★☆ (4.1/5.0)(9 votes)
I'm considering making an Zendikar Allies deck with this. Could go really well.
*edit: I just won my first FNM tourney last night playing ob nix warp world, its amazingly broken.
sir_dwar
★★★☆☆ (3.3/5.0)(6 votes)
Word of warning- Warp World + Hedron Crabs + Large number of lands pulled by your opponent= You just payed 8 to mill yourself.
Half the fun of this card is the stories you can tell about how it totally screwed you.
The other half is how it totally screwed your opponent.
JaxsonBateman
☆☆☆☆☆ (0.0/5.0)
Having been playtesting a landfall/mana accel/warp world deck last night, I can say without a doubt that in the early game it is very, very weak, and against my white weenie deck (used by my opponent) it continually got smashed before I could ramp up to the Warp World (keeping in mind that I'm running 4 Birds of Paradise, 4 Lotus Cobras, 10 Fetch Lands and 2 Oracles of Mul Daya). You really need to luck out and land a T3/4 Ob, Rampaging Baloths or something similar in order to actually win with it, from my understanding, or take a little offense out of the deck and put some defenders in there to keep you alive while you build. Actually, out of 6 games, I only once got up to Warp World mana with one in hand and had to use it immediately - with 7 permanents on the board, to my opponent's 8. This is in a deck with 4 Rampaging Baloths and 4 Siege Gang Commanders. The 7 I got out were mostly useless (something like an Oracle of Mul Daya and 6 land), whilst he got 5 soldiers including 2 Captains of the Watch, 1 Coat of Arms and 2 Plains. Game over.
And yes, whilst all you need to win is to get a Warp World in your first 5 odd turns, and then warp out to an Ob with enough land (or 2 with slightly less land), the odds of that happening with enough tokens out across a decent amount of games seems pretty slim. I know I'll keep running my white weenie for the time being.
Kurhan
★★☆☆☆ (2.8/5.0)(2 votes)
I'm not a tournament go-er but I'd think that this isn't very useful in tournaments, but for casual play, its a very powerful card. It is as many have stated here capable of making or breaking the game for anyone playing. I've got it in a red + green + black token / enchantment deck. It features cards such as Sek'Kuar, Deathkeeper and Sprouting Thrinax to make a large quantity of tokens without relying on spells to generate them.
One of the best plays I've had with it was a 3v3 game with my friends. The turn before I drew it I got hit for 18 damage in one massive attack. When my turn rolled around, I drew Warp World and immediately played it. I had by far the most permanents in play with 21 and my only surviving opponent with 17. He was playing with an "Ally" deck which meant warp world gave him some insanely powerful creatures since all of them came into play at the same time. I got a nice variety of decently strong creatures, but the 2 that made the game were Strands of Undeath and Fortune Thief. Strands of Undeath forced him to discard the only 2 cards in his hand, which were also the only 2 capable of taking away my Fortune Thief. I explained to him that I could take over 1000 points of damage and still be at 1 life, but he insisted on attacking me all out dealing 79 damage which reduced me from 2 to 1. I returned the favor to him with all his creatures tapped out for 28. He didn't survive.
VirtueVsVice
☆☆☆☆☆ (0.0/5.0)
@ Zulp
I agree in part, but I think that chaos is much more {R} flavor-wise than world-altering-effects are {U}.
BrilliantIdiot
★★★☆☆ (3.8/5.0)(2 votes)
I use this with a token army in an otherwise sorcery heavy deck as to not deck myself, but still pretty much play everything in my deck for free.Its just a shame enchantments enter last.
Diachronos
☆☆☆☆☆ (0.5/5.0)(1 vote)
So you shuffle all you non-Sorcery/non-Instant cards into your library, then reveal that many cards?
Pwnsaw
★★★★☆ (4.0/5.0)(3 votes)
I have a bant ally mill deck that I wants to splash one of these. With so many permanents on the field from the cheap allies, I will get tons of ally triggers on the stack for large amounts at once.
(Allies on the field) * (Number of allies entering the field) * (Number of same ally on field) = BIG
This card is really good in a certain scenario, mainly the one that when you are getting your ass kicked, and you need to start a somewhat new game. this card basically starts your game anew. your library is reset, and everything is put into it. The only bad thing there is that if all of your opponents good cards get played at the same time. It either works well, or completely backfires one you. I wouldn't play it because the chances that you end up in a worse position then you were before is pretty high.
Sironos
★★☆☆☆ (2.0/5.0)(1 vote)
Isn't this more like a blue effect? A red effect like this would more be like "Destroy all permanents in play", as red is about chaotic destruction, where blue is about deceitful manipulation, like this effect. I guss it's a good card if you're in a losing situation.
boggsanator
★☆☆☆☆ (1.2/5.0)(3 votes)
can someone say "you only put ONE emrakul in there??!!"
sqweebag
★★☆☆☆ (2.4/5.0)(7 votes)
auras cant enchant creatures being put into play as warp world is resolving kurhan so strands of undeath and fortune thief would not work that way.
Warp World {5}{R}{R}{R} Sorcery Each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of his or her library.
* Taking it slowly, here's what happens when Warp World resolves: 1) Each player counts the number of permanents he or she owns. 2) Each player shuffles those permanents into his or her library. 3) Each player reveals cards from the top of his or her library equal to the number that player counted. 4) Each player puts all artifact, land, and creature cards revealed this way onto the battlefield. All of these cards enter the battlefield at the same time. 5) Each player puts all enchantment cards revealed this way onto the battlefield. An Aura put onto the battlefield this way can enchant an artifact, land, or creature that was already put onto the battlefield, but can't enchant an enchantment that's being put onto the battlefield at the same time as it. If multiple players have Auras to put onto the battlefield, the player whose turn it is announces what his or her Auras will enchant, then each other player in turn order does the same, then all enchantments (both Auras and non-Auras) enter the battlefield at the same time. 6) Each player puts all of his or her other revealed cards (instants, sorceries, planeswalkers, and Auras that can't enchant anything) on the bottom of his or her library in any order.
* Any abilities that trigger during the resolution of Warp World (such as a creature's enters-the-battlefield ability) will wait to be put onto the stack until Warp World finishes resolving. The player whose turn it is will put all of his or her triggered abilities on the stack in any order, then each other player in turn order will do the same. (The last ability put on the stack will be the first one that resolves.)
* Tokens are permanents but not cards. They'll count toward the number of permanents shuffled into your library, so you'll get a card back for each token you owned. But the tokens themselves should be ignored while you're revealing *cards* from your library. In practice, you shouldn't actually shuffle them into your library since they'll cease to exist as soon as Warp World finishes resolving. Note that a token's owner is the player under whose control it first entered the battlefield; this is a change from previous rules.
On a purely casual level, what exactly would happen if you cast Warp World while you have 80 permanents in play and only 40 cards in your library? I would assume that you just reveal cards until you run out and that is that, but there might be some obscure rule I am forgetting.
Kryptnyt
★★★★☆ (4.0/5.0)(2 votes)
* Taking it slowly, here's what happens when Warp World resolves: 1) Each player counts the number of permanents he or she owns. 2) Each player shuffles those permanents into his or her library. 3) Each player reveals cards from the top of his or her library equal to the number that player counted. 4) Each player puts all artifact, land, and creature cards revealed this way onto the battlefield. All of these cards enter the battlefield at the same time. 5) Each player puts all enchantment cards revealed this way onto the battlefield. An Aura put onto the battlefield this way can enchant an artifact, land, or creature that was already put onto the battlefield, but can't enchant an enchantment that's being put onto the battlefield at the same time as it. If multiple players have Auras to put onto the battlefield, the player whose turn it is announces what his or her Auras will enchant, then each other player in turn order does the same, then all enchantments (both Auras and non-Auras) enter the battlefield at the same time. 6) Each player puts all of his or her other revealed cards (instants, sorceries, planeswalkers, and Auras that can't enchant anything) on the bottom of his or her library in any order.
7) Each player counts the total converted mana cost of creatures that are entering play, and you sacrifice your monkey cage and put a buttload of monkeys into play
boneclub
★★★☆☆ (3.8/5.0)(4 votes)
That's a chaos card if I've ever seen one.
Wormfang
☆☆☆☆☆ (0.5/5.0)(2 votes)
@ozymandias, I believe not, the lands and creature come into play simultaneously
does this include permanents in your graveyard?
Fearsomecritter
★★☆☆☆ (2.6/5.0)(4 votes)
I really do not like this card. It grinds games to a halt and makes new players in our group fold. There's a guy in our group that keeps "Winning" with it, because he plays it and everyone rolls their eyes and folds. I keep trying to explain to him that if you win a game because no one wants to play with you it's not really winning.
made4ipod
★★★☆☆ (3.0/5.0)(6 votes)
the amount of text on this card reminds me of yugioh
MaizeRage47
★★☆☆☆ (2.8/5.0)(2 votes)
Hilarious in multiplayer EDH.
tazman321
★★★☆☆ (3.8/5.0)(2 votes)
Does this really work with landfall creatures, what with the creatures resolving at the same time as lands?
Guest1515099206
★★★☆☆ (3.8/5.0)(2 votes)
One thing I enjoy about this card is the fact that when the enchantments enter play, they ignore the targeting rules. So for a creature that can not be the target of spells, you can attach an enchantment to them.
Playing this card online, many people quit when it is played.
satanix
★★★★☆ (4.4/5.0)(5 votes)
@sqweebag Take it from a guy who has played Warp World an absurd amount of times, you absolutely can enchant Fortune Thief with Strands of Undeath. You see you went though all the trouble of reposting the rulings on Warp World but you actually didn't take the time to read them, so let me try to explain this to you: 1) Artifacts, creatures and lands come into play first. 2) Then Auras and enchantments are put onto the battlefield. 3) Auras can be attached to any legal permanent already on the battlefield (ie see line 1) 4) Then put all instants, sorceries, planeswalkers, and Auras that can't enchant anything on the bottom of your library You see WotC intentionally worded the card so that you would be able to use Auras with it, otherwise there would be no point in running Auras in a Warp World deck, they would just be another dead card. Case in point some of the original Warp World decks upped their permanent count by using cards like Fists of Ironwood and then burning you out with Galvanic Arc by looping Warp World with Anarchist. I still have this deck on MtGO and occasionally I will bust it out from time to time. It's a lot of fun but your opponent may get bored and drop as your final turn will be incredibly long as you play Warp World over and over again until eventually winning.
Gelzo
★★★★☆ (4.1/5.0)(10 votes)
...and that's how Equestria was made.
tcjimbo
★☆☆☆☆ (1.0/5.0)(1 vote)
Why play Warp World when you could just play Mind's Desire and Tendrils of Agony people to death?
They all enter the battlefield at the same time, so you wouldn't be getting the "or another ally" etb effect from each one. You would only get the one trigger that cares about themselves for each one.
Actually (rereading the card again), if you had some creatures that said "whenever an enchantment etb, do X", then you might be able to do some math like that.
Buderus
★★★★★ (5.0/5.0)(4 votes)
Epic card, so fun to play :)
Interestin combination with Day of the dragons, it doubles your creatures and lets them stay when you cast it one more time ^^
atemu1234
☆☆☆☆☆ (0.0/5.0)
This card is awesome in a token deck. Got 60 tokens? Put down top 60 artifacts, enchantments, artifacts and lands onto the battlefield, and have a deck of pure instants and sorceries.
MindAblaze
★★★★★ (5.0/5.0)(1 vote)
@Fictionarious
Actually each Ally sees each other Ally that is on the battlefield; they all enter the battlefield at the same time and you stack their triggers as you see fit. In addition, because each ally sees each other ally entering the battlefield, they each trigger X times where X is the number of allies entering the battlefield.
Beetleback Chief would make for a bigger warp world, and Archaeomancer would let your cast your warp world again next turn. But then again your probably dead next turn, everyone would come at you with all their bombs.
So you gota rig it to 1 shot everything. Mass creatures that make tokens to get a stronger and stronger warp world, which = more damage.
To set this up right, your going to have to splash and get a few tutors as well. Should make for a fun EDH deck, but it would take a lot of tinkering to get it working right.
raptorjesus69
★★★★★ (5.0/5.0)(2 votes)
Monkey Cage triggers for every creature that enters the battlefield thus giving you one hefty army of apes.
Ligerman30
☆☆☆☆☆ (0.0/5.0)
In EDH, If you have a way to generate enough tokens, you can just genesis wave your deck and go infinite and win on the spot with whatever infinite combo you have in your deck or just deck yourself w/ labratory maniac. Either way, there are a lot more wants that you can abuse this. The best warped world is the one where you win on the spot.
Comments (53)
Lots of Dragon fodders?
This thing can backfire rather horribly, though. I was playing against a guy that uses this card pretty much the firs turn he has the card and the mana, and I was hammering him with two Serra Angels every turn. We both had 14 permanents in play, but he played Warp World anyway because the Serra were going to kill him next turn (he has only one flyer, Bogardan Hellkite). He got about six creatures, some of which were rather dangerous (two Blitz Hellions, a Madrush Cyclops, and a Lord of Extinction that was in the 20 range because our graveyards were getting rather full). I got Akroma Angel of Wrath, two Serra Angels, Jenera Asura of War, Honor of the Pure, Battlegrace Angel, and several small creatures and pieces of equipment. He attacked with everything, I managed to come out with two life remaining and enough attackers to win it next turn.
In short, Warp World is an immensely fun card for casual play that should result in some fond memories. They just might not be fond for the person who played it.
i like that card although it's not a powerhouse card, it can be very entertaining.
for those interested in building a deck around this, i advise to read the "Warp World Revolution" article.
Right.
And until that day it will sit in my binder and occaisionally in my limited decks.
*edit: I just won my first FNM tourney last night playing ob nix warp world, its amazingly broken.
Half the fun of this card is the stories you can tell about how it totally screwed you.
The other half is how it totally screwed your opponent.
And yes, whilst all you need to win is to get a Warp World in your first 5 odd turns, and then warp out to an Ob with enough land (or 2 with slightly less land), the odds of that happening with enough tokens out across a decent amount of games seems pretty slim. I know I'll keep running my white weenie for the time being.
One of the best plays I've had with it was a 3v3 game with my friends. The turn before I drew it I got hit for 18 damage in one massive attack. When my turn rolled around, I drew Warp World and immediately played it. I had by far the most permanents in play with 21 and my only surviving opponent with 17. He was playing with an "Ally" deck which meant warp world gave him some insanely powerful creatures since all of them came into play at the same time. I got a nice variety of decently strong creatures, but the 2 that made the game were Strands of Undeath and Fortune Thief. Strands of Undeath forced him to discard the only 2 cards in his hand, which were also the only 2 capable of taking away my Fortune Thief. I explained to him that I could take over 1000 points of damage and still be at 1 life, but he insisted on attacking me all out dealing 79 damage which reduced me from 2 to 1. I returned the favor to him with all his creatures tapped out for 28. He didn't survive.
I agree in part, but I think that chaos is much more {R} flavor-wise than world-altering-effects are {U}.
(Allies on the field) * (Number of allies entering the field) * (Number of same ally on field) = BIG
This works especially well with:
-Ondu Cleric
-Hagra Diabolist
-Halimar Excavator
-Jwari Shapeshifter
-Harabaz Druid
Warp World
{5}{R}{R}{R}
Sorcery
Each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of his or her library.
* Taking it slowly, here's what happens when Warp World resolves:
1) Each player counts the number of permanents he or she owns.
2) Each player shuffles those permanents into his or her library.
3) Each player reveals cards from the top of his or her library equal to the number that player counted.
4) Each player puts all artifact, land, and creature cards revealed this way onto the battlefield. All of these cards enter the battlefield at the same time.
5) Each player puts all enchantment cards revealed this way onto the battlefield. An Aura put onto the battlefield this way can enchant an artifact, land, or creature that was already put onto the battlefield, but can't enchant an enchantment that's being put onto the battlefield at the same time as it. If multiple players have Auras to put onto the battlefield, the player whose turn it is announces what his or her Auras will enchant, then each other player in turn order does the same, then all enchantments (both Auras and non-Auras) enter the battlefield at the same time.
6) Each player puts all of his or her other revealed cards (instants, sorceries, planeswalkers, and Auras that can't enchant anything) on the bottom of his or her library in any order.
* Any abilities that trigger during the resolution of Warp World (such as a creature's enters-the-battlefield ability) will wait to be put onto the stack until Warp World finishes resolving. The player whose turn it is will put all of his or her triggered abilities on the stack in any order, then each other player in turn order will do the same. (The last ability put on the stack will be the first one that resolves.)
* Tokens are permanents but not cards. They'll count toward the number of permanents shuffled into your library, so you'll get a card back for each token you owned. But the tokens themselves should be ignored while you're revealing *cards* from your library. In practice, you shouldn't actually shuffle them into your library since they'll cease to exist as soon as Warp World finishes resolving. Note that a token's owner is the player under whose control it first entered the battlefield; this is a change from previous rules.
You probably wont need to kick the sadistic unless they have a warpworld deck as well.
add splinter twin and some other silliness like roil elemental, hedron crab, or ob nixilis, the fallen
1) Each player counts the number of permanents he or she owns.
2) Each player shuffles those permanents into his or her library.
3) Each player reveals cards from the top of his or her library equal to the number that player counted.
4) Each player puts all artifact, land, and creature cards revealed this way onto the battlefield. All of these cards enter the battlefield at the same time.
5) Each player puts all enchantment cards revealed this way onto the battlefield. An Aura put onto the battlefield this way can enchant an artifact, land, or creature that was already put onto the battlefield, but can't enchant an enchantment that's being put onto the battlefield at the same time as it. If multiple players have Auras to put onto the battlefield, the player whose turn it is announces what his or her Auras will enchant, then each other player in turn order does the same, then all enchantments (both Auras and non-Auras) enter the battlefield at the same time.
6) Each player puts all of his or her other revealed cards (instants, sorceries, planeswalkers, and Auras that can't enchant anything) on the bottom of his or her library in any order.
7) Each player counts the total converted mana cost of creatures that are entering play, and you sacrifice your monkey cage and put a buttload of monkeys into play
does this include permanents in your graveyard?
Playing this card online, many people quit when it is played.
Take it from a guy who has played Warp World an absurd amount of times, you absolutely can enchant Fortune Thief with Strands of Undeath. You see you went though all the trouble of reposting the rulings on Warp World but you actually didn't take the time to read them, so let me try to explain this to you:
1) Artifacts, creatures and lands come into play first.
2) Then Auras and enchantments are put onto the battlefield.
3) Auras can be attached to any legal permanent already on the battlefield (ie see line 1)
4) Then put all instants, sorceries, planeswalkers, and Auras that can't enchant anything on the bottom of your library
You see WotC intentionally worded the card so that you would be able to use Auras with it, otherwise there would be no point in running Auras in a Warp World deck, they would just be another dead card. Case in point some of the original Warp World decks upped their permanent count by using cards like Fists of Ironwood and then burning you out with Galvanic Arc by looping Warp World with Anarchist. I still have this deck on MtGO and occasionally I will bust it out from time to time. It's a lot of fun but your opponent may get bored and drop as your final turn will be incredibly long as you play Warp World over and over again until eventually winning.
They all enter the battlefield at the same time, so you wouldn't be getting the "or another ally" etb effect from each one. You would only get the one trigger that cares about themselves for each one.
Actually (rereading the card again), if you had some creatures that said "whenever an enchantment etb, do X", then you might be able to do some math like that.
Interestin combination with Day of the dragons, it doubles your creatures and lets them stay when you cast it one more time ^^
Actually each Ally sees each other Ally that is on the battlefield; they all enter the battlefield at the same time and you stack their triggers as you see fit. In addition, because each ally sees each other ally entering the battlefield, they each trigger X times where X is the number of allies entering the battlefield.
Beetleback Chief would make for a bigger warp world, and Archaeomancer would let your cast your warp world again next turn. But then again your probably dead next turn, everyone would come at you with all their bombs.
So you gota rig it to 1 shot everything. Mass creatures that make tokens to get a stronger and stronger warp world, which = more damage.
To set this up right, your going to have to splash