World at War


Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rise of the Eldrazi (ROE) Rare

Combos Browse all

World at War


After the first postcombat main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn.

Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

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Recent Decks

World at War Discussion

NixTheThird on Valduk, Keeper of Too Many Pants

4 weeks ago

Most of your suggestions, puybm, are pretty spot on good cards, but I do not own and are well above my budget. The Torch of Defiance and Aggravated Assault in particular are cards I have wanted for a while. But I think I'll have to make an exception for Torch come rotation or the summer slump, as it's been going down steadily and is just so good in any red deck.

That being said, I'm coming around to the idea of extra combat steps. At first I wanted to try out going all in on the equipments/enchants, but now I'm beginning to see how the extra combats could be just wreckful. Not sure what I'll swap out, but in particular I like World at War and should pick one up before it gets too expensive as well. Didn't realize it's been going up till your suggestion.

Also Captain's Claws is probably a good choice. I find the effect rather weak without the extra combats, but I'm also beginning to really favor cheap cheap equip costs.

puybm on Valduk, Keeper of Too Many Pants

1 month ago

A good include could be cards that let you take an additional combat phase, as it will double your token count for the sacrifice effects and damage value, card like Combat Celebrant, World at War, Aggravated Assault, and Relentless Assault. As long as you have red mana, you can take a bunch of combat phases using Aggravated Assault. Planeswalkers like Chandra, Torch of Defiance, Jaya Ballard, and Chandra, Bold Pyromancer could all help with keeping the red-mana flowing in the late game for these effects or your other abilities, plus they deal constant damage if used right. Captain's Claws might also be a worthwhile include, as it lets the token stay on the battlefield, so after you untap, you can always keep it back as a blocker, and if you use it in conjunction with the additional combat cards, you can generate a bunch and just not attack with them.

Regoober on Grenzo, Havoc Raiser, Blood in, Blood out!

1 month ago

First off, I love the deck. Yeah, Probably a little heavy on the artifacts, but maybe that is the support Grenzo's Onion Army needs.

Etali, Primal Storm, Daretti, Scrap Savant and/or Koth of the Hammer If you're not opposed to planeswalkers.

Maybe Goblin War Drums Since you're going wide and wanna get through with some bodies no matter what (Bedlam may be strictly better for your meta, though). I didn't know War's Toll existed, but I use Mana Web occasionally for similar effect.

Neheb, the Eternal is a must for ramp from damage to play opponents spells, IMO. In addition, Things like World at War, Aggravated Assault, Savage Beating and, My favorite for hordes like this: Breath of Fury all get you exiling through people's decks and any chance of chaining together a winning combo. Stranglehold is nice, too if your meta loves tutors (like mine does)).

Happy Goading, my Mono Red Friend!

Nethereon on Samut's Manhunt

1 month ago

Cards to remove: Icy Manipulator, Zhalfirin Void, Baloth Gorger, Primordial Wurm, Llanowar Scout, Blessed Light, Tendershoot Dryad, Lightning Bolt, Splinter Twin, and Kavu Climber.

These cards are bad and make zero sense to add, especially a vanilla creature like Primordial Wurm.

There are far too few lands with too many high end creatures, along with very little ramp - hard ramp or soft ramp - along with very little removal for threats to your game plan. This deck needs Selesnya Signet and Gruul Signet. It also needs cards like Farseek and Kodama's Reach. You can also use Hour of Promise too. You should also find something like Blasphemous Act, Bonfire of the Damned, or maybe the new legendary out of Dominaria. At worst, it can burn all three of your opponents or the three biggest threats. Finally, Krosan Grip should be in just about every green deck, along with Decimate these are important because they fight through counters or remove multiple threats all at once.

As far as creatures, there are far superior choices to many of the cards here. Druid of the Anima is better than both Llanowars, any ramp spell is better, such as Burgeoning being better than scout, and will net you more land drops or better mana quality. If you can't afford a Birds of Paradise, consider Sylvan Caryatid. It does the same thing and is harder to remove.

Samut needs creatures that matter. Creatures that will impact the board in some meaningful way. I get this feeling that you're leaning too heavily on the power of Piper to cheat the big guys out there. I hate to say it but those types of creatures or effects, i.e. Quicksilver Amulet, draw a lot of hate very quickly.

Her untap ability works well with some of the exert creatures like Champion of Rhonas, and being able to attack multiple times in a turn is always a good thing. So look at Aurelia, the Warleader, Relentless Assault and World at War.

Finally, have any "I win" button. Sometimes large creature beats won't get the job done. I am not opposed to Infect as a last resort so look into Triumph of the Hordes and Grafted Exoskeleton. Actually, look into more equipment in general and Mirri, Weatherlight Duelist is a great card in an aggro deck.

I hope these suggestions help and look forward to the second draft. Best regards.

PookandPie on The Hits Just Keep on Coming

1 month ago

I'm not big on Master Warcraft in multiplayer, at least not against opponents who know what they're doing. Master Warcraft just says you get to control which creatures attack, not who they attack, so if you select certain ones to swing, oftentimes they'll just send them toward a different player, like you (and then which creatures you chose to block doesn't do anything if they didn't attack that player). So it'll oftentimes just be a 4 mana Holy Day.

Maybe Dawn Charm instead? It's a Sunforger classic; counter a spell hurled at your face, prevent combat damage, or save your Commander. It's a lot of flexibility and is easier to cast than Warcraft.

Also, Combat Celebrant works into your theme quite well, and I'm a huge proponent of Waves of Aggression for decks like these since it'll let you have more than just one additional combat step, and all you have to do is discard a land from hand and pay its mana cost (alternatively, World at War gives you two combat steps, straight up). They might be cards to look into in the place of Relentless assault.

NV_1980 on Grenzo, the Mindrazer

2 months ago


This is a nice looking deck! In order to increase your milling each turn, I would add some cards that would allow you to attack more times per turn like Aggravated Assault, Relentless Assault or World at War.

In order to generate mana to cast stuff you're exiling from opponents' libraries, I would definitely consider Neheb, the Eternal or Mana Echoes. This last one is particularly strong, as almost all of the creatures you're using are goblins. Speaking of which, how about Shared Animosity to significantly increase their power?

Last but not least, as you have such a huge potential to get many creatures at once onto the field, Purphoros, God of the Forge is a wonderful additional win-condition.

Hope any of this helps! If you have time, please have a look at one of my decks and tell me what you think.



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