SpaceCowTom
1.4k views29 days ago
Commander
Size: 100Salt sum: 35.01
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{"ops":[{"insert":"This deck is all about casting Warp World as many times as possible. The deck is set up with a minimum of cards that Warp World doesn't put into play, and several cards that create multiple permanents, so that with every resolution, your opponents' permanent count should decrease while yours increases. It also includes several permanents that return Warp World from your graveyard to your hand when they enter the battlefield so that you can cast Warp World again immediately. Eventually, cards like Tannuk and Terror of the Peaks will deal enough damage to kill all your opponents. \n\nDuring the early turns you should try to ramp and find Warp World, either by drawing cards or by searching it up with one of the tutor effects. Then you get to 8 mana and cast Warp World as soon as possible. Loot can help with both of these functions, as well as casting lightning bolts to remove small problem creatures and even kill your opponents slowly if necessary.\n\nIf Warp World gets exiled somehow, try to use Riftsweeper to shuffle it back into your deck.\n\nSome important rules:\n-Remember, Warp World only puts enchantments, artifacts, creatures, and lands into play. Other card types get put on the bottom of the library, including other permanent types like battles and planeswalkers.\n-You can shuffle your commander into the deck when Warp World resolves, but you can still put it in the Command Zone when it changes zones, and it will still count toward your permanent count.\n-Remember that enchantments enter play in a separate step of resolution of Warp World-- this matters because enchantments won't \"see\" other permanents that have non-enchantment types me into play.\n"}]}
Commander
Commander
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Draw
Lonis, Cryptozoologist
Whenever another nontoken creature you control enters, investigate.
, Sacrifice X Clues: Target opponent reveals the top X cards of their library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield under your control. That player puts the rest on the bottom of their library in a random order.
, Sacrifice X Clues: Target opponent reveals the top X cards of their library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield under your control. That player puts the rest on the bottom of their library in a random order.
Legendary Creature - Elf Scout Snake

Omen of the Sea
Flash (You may cast this spell any time you could cast an instant.)
When this enchantment enters, scry 2, then draw a card.
, Sacrifice this enchantment: Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
When this enchantment enters, scry 2, then draw a card.
, Sacrifice this enchantment: Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Enchantment

Draw
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Land
Land
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Protection
Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant

Protection
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Ramp
Biomechan Engineer
When this creature enters, create a Lander token. (It's an artifact with ", , Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
: Draw two cards and create a 2/2 colorless Robot artifact creature token.
: Draw two cards and create a 2/2 colorless Robot artifact creature token.
Creature - Artificer Insect

Blighted Burgeoning
Enchant land
When this Aura enters, incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
When this Aura enters, incubate 2. (Create an Incubator token with two +1/+1 counters on it and ": Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment - Aura

Tireless Provisioner
Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with ", , Sacrifice this token: You gain 3 life." Treasure is an artifact with ", Sacrifice this token: Add one mana of any color.")
Creature - Elf Scout

Ramp
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Recursion
Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman

Recursion
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Removal
Warp World
Each player shuffles all permanents they own into their library, then reveals that many cards from the top of their 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 their library.
Sorcery

Removal
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Tokens
Ethereal Investigator
Flying
When this creature enters, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
When this creature enters, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
Creature - Spirit

Tokens
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Tutor
Invasion of Arcavios
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, search your library, graveyard, and/or outside the game for an instant or sorcery card you own, reveal it, and put it into your hand. If you search your library this way, shuffle.
When this Siege enters, search your library, graveyard, and/or outside the game for an instant or sorcery card you own, reveal it, and put it into your hand. If you search your library this way, shuffle.
Battle - Siege


Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This deck is all about casting Warp World as many times as possible. The deck is set up with a minimum of cards that Warp World doesn't put into play, and several cards that create multiple permanents, so that with every resolution, your opponents' permanent count should decrease while yours increases. It also includes several permanents that return Warp World from your graveyard to your hand when they enter the battlefield so that you can cast Warp World again immediately. Eventually, cards like Tannuk and Terror of the Peaks will deal enough damage to kill all your opponents. \n\nDuring the early turns you should try to ramp and find Warp World, either by drawing cards or by searching it up with one of the tutor effects. Then you get to 8 mana and cast Warp World as soon as possible. Loot can help with both of these functions, as well as casting lightning bolts to remove small problem creatures and even kill your opponents slowly if necessary.\n\nIf Warp World gets exiled somehow, try to use Riftsweeper to shuffle it back into your deck.\n\nSome important rules:\n-Remember, Warp World only puts enchantments, artifacts, creatures, and lands into play. Other card types get put on the bottom of the library, including other permanent types like battles and planeswalkers.\n-You can shuffle your commander into the deck when Warp World resolves, but you can still put it in the Command Zone when it changes zones, and it will still count toward your permanent count.\n-Remember that enchantments enter play in a separate step of resolution of Warp World-- this matters because enchantments won't \"see\" other permanents that have non-enchantment types me into play.\n"}]}
















































































