Tosus wrote:Let me preface this by saying I can't build a deck to save my life. In true Johnny style, when I first saw Warp World, I knew I had to build a deck around it, even going so far as to (perhaps ill-advisedly) first-pick it in an M10 draft. (I won the draft though, despite my choice).
Here is what I have so far. Any comments/suggestions?
Tosus' Warp World (Standard-legal)
Enchantment (4)
4x Fertile Ground
Land (20)
10x Forest
10x Mountain
Sorcery (3)
3x Warp World
Creature (33)
3x Ant Queen
4x Ball Lightning
4x Birds of Paradise
3x Bloodbraid Elf
2x Bogardan Hellkite
4x Boggart Ram-Gang
3x Elvish Visionary
3x Keeper of Progenitus
2x Mulldrifter
3x Siege-Gang Commander
2x Wort, the Raidmother
My roommate has a Warp World deck that went 4-1 at FNM on Friday. Here is the list.
4 Birds of Paradise
4 Fertile Ground
4 Trace of abundance
4 Warp World
3 Bloodbraid Elf
3 Mulldrifter
3 Elvish Visionary
3 Siege-Gang Commander
2 Kitchen Finks
2 Broodmate Dragon
1 Ant Queen
1 Hellkite Overlord
1 Bogardan Hellkite
1 Regal Force
1 Murderous Redcap
1 Keeper of Progenitus
13 Forest
9 Mountain
SB
4 Vexing Shusher
3 Cloudthresher
2 Shriekmaw
2 Acidic Slime
2 Anathemancer
1 Vigor
1 Banefire
The first big difference between this deck and your deck is the 4 Trace of Abundance. This not only helps in accelerating more than your deck can, but also ensuring that he has the ability to play some off collor spells, those being Mulldrifter, Broodmate Dragon and Hellkite Overlord. It also allows him to play Anathemance and Shriekmaw out of the sideboard. The more important difference between these decks, in my opinion, is that you only have 3 Warp World in your deck. That, along with the Ram-gangs and Ball Lightnings make this seem more like a Bloodbraid Aggro deck that randomly has Warp World in it. I think that you should try to focus yourself in one direction or the other. By smashing two decks together, I think you greatly dilute the power of either way of winning. Also, you only have 3 Visionary and 2 Mulldrifters, which is not a lot of card draw for a deck that potentially has the ability to go off on turn 4. You need to be able to hit your WW early if that is the plan. Skip even adds a Regal Force to draw extra cards from his BoPs, Bloodbraids and Visionaries.
I am not a big fan of the 3 Ant Queens. You cannot profitably play a more than one of them, since the ability becomes redundant. That is why I like the diversity of threats that Skip includes, specifically the Broodmate Dragons, not only does it stick with the theme making multiple guys per card, but it also provides a sold threat to win with if you cannot get WW to go off. Speaking of getting WW to go off, you use Wort as a way to try and force it through. The problem is that she does very little beyond that. If you are paying six mana for a spell, I think that you are better off with the threat power provided by the aforementioned Broodmates.
I think that the differences between the two decks boils down to when you want to play WW vs. when your non-WW spells matter. For you, you have all these three drops that are very aggressive, but you do not have as much in that helps with finding and maximizing your WW. For Skip, he plays out a lot of acceleration, while dropping early dudes, which allows him to ramp into more power at the top end.
Anyway, hopefully the list and thoughts are useful to you. Now, go have some fun!