World at War

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Rise of the Eldrazi (ROE) Rare

Combos Browse all

World at War

Sorcery

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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World at War Discussion

brandonsperry25 on Kumano: The Art of War

1 day ago

Have you considered Warstorm Surge or World at War to help put the pressure on?

I see you have Caged Sun but not Gauntlet of Power or Extraplanar Lens. All three are in my You can try... deck. Helps to have one land tap for 3-4 per turn. Really gets your general dealing serious damage quickly with minimal lands. Or in my case, helping cast my control cards and or fatties. Only downfall being you help their red creatures. But I feel like the benefit to you is pretty apparent.

Cheers!

Bxbx on Endeavor, The Eternal

4 days ago

Hey, this looks like a great deck! I really like Neheb, the Eternal as a commander. +1!

The combo-potential between Neheb, the Eternal and cards like Fury of the Horde is just over 9000!!! The mana you generate with him stacks up with every extra combat step. So why don't you also play Relentless Assault and Seize the Day? World at War does only work in the first postcombat mainphase but would still be nice. Savage Beating can only be cast in the combat phase, so you cannot use the mana from Neheb, the Eternal to cast it. Maybe it should leave therefore.

Another idea would be to include cards that give your commander flying, so that he won't get killed by cards like Molten Disaster anymore. You could include Fleetfeather Sandals or Akroma's Memorial. This way you could also play Earthquake in your deck. If you manage to give him horsemanship, you could also include Rolling Earthquake ;).

Finally, you could also include Breath of Darigaaz and maybe Warmonger.

Bxbx on Please Help!!! Cutting cards for ...

5 days ago

Hi,I evaluated some cards for my own Gishath EDH deck just yesterday. Maybe it will help you. You can check it out here:

Extreme Dinosaurs EDH

The basic problem, that all Gishath-decks have in my opinion, is that they have to play a lot of big, clunky dinosaurs, which you would not include in any other EDH deck ever, because they are just weak compared to cards like Avenger of Zendikar, Godo, Bandit Warlord or Sun Titan for example. So at least your non-dinosaur-cards should be as strong and impactful as possible. You should also avoid playing too many cards that do nothing on their own, are too situational or are just "win more".

This is why I'd recommend to cut cards like:

Huatli, Dinosaur Knight, Drover of the Mighty or Savage Stomp (all not good enough for EDH);

World at War, Fires of Yavimaya or Brave the Sands (do nothing on their own);

Guttural Response, Teferi's Protection (too situational);

Titanic Ultimatum, Overwhelming Stampede (win more, also do nothing on their own);

I also do not like cards like Lurking Predators and See the Unwritten or Selvala's Stampede in here because they offer an effect that your commander already provides. I'm not sure if the redundancy is needed.

DragonFaceEater on Master of Cascade (Yidris)

6 days ago

I'd recommend some evoke creatures. If you evoke them, it counts as casting the spell and the original CMC, but you pay much less than it. Other cards that have reduced CMC like avatars and Delve creatures are good too. Some of the ones I'd recommend are AEthersnipe, with decent removal with six CMC, Avatar of Might, since with your low amount of creatures the condition will almost always be met, plus an 8/8 trample for GG and an 8 CMC will be able to end games pretty easily and hopefully cascade into an extra turn effect or similar and kill someone right off the bat, Avatar of Woe is a sweet repeatable removal spell, again for just BB considering most of the time by late-ish game you'll have that condition met, and Mulldrifter, a staple even not in yidris decks. Also, cards that give your yidris double strike or hard to block can help get oyur yidris to hit more often, and sometimes more than once, giving your cards double cascade. Cards like Psychotic Fury, Temur Battle Rage, Uncaged Fury, Assault Strobe, Runes of the Deus, Berserkers' Onslaught, Blood Mist, Sangrite Surge and Rage Reflection all grant double strike, and Aggravated Assault, Fury of the Horde, Relentless Assault, Seize the Day, and World at War all grant an additional combat. Aqueous Form, Shimmering Wings, Slip Through Space, Shizo, Death's Storehouse, and Amphin Pathmage all make your yidris harder to block so you can get triggers more easily.

greatdevourer on Charge of the Light Brigade

6 days ago

So, let's work on making this deck a bit better. Don't get me wrong, this deck is good, but there are a couple of things that we can swap to make it better. Some of these you may not agree with. But consider the ideas behind the recommendations.

For the mana base, look at Temple of Triumph, Battlefield Forge, Ancient Amphitheater, Needle Spires, Wind-Scarred Crag, Vivid Meadow, Vivid Crag, Boros Guildgate, Opal Palace and Command Tower. I think you should get a many lands that tap for both colors into the deck as you can afford. Secluded Steppe and Reliquary Tower should probably come out to make room for better lands. Plateau and Rugged Prairie are just too expensive to really recommend.

Replace Armillary Sphere with a Burnished Hart which has a better synergy in the deck. A 2/2 attacker or blocker that can be equipped and can be recurrred with Sun Titan seems really good.

Ride Down just seems like a crappy spot removal card. If you need more removal, consider a good old Wrath of God, Blasphemous Act, the new Star of Extinction as a board wipes.

Vessel of Endless Rest should be swapped with a Boros Signet. The Boros Signet hits a turn earlier, allows you to convert colorless mana from the Ghost Quarter, Reliquary Tower, Rogue's Passage, Seraph Sanctuary, Slayers' Stronghold, and the Sunhome, Fortress of the Legion. If you want to keep the Vessel of Endless Rest, then I would still recommend adding the Boros Signet anyway.

Akroma, Angel of Fury has always been a weak version of Akroma, Angel of Wrath and I've never really felt that it was that good a card. Her 'can't be countered' is nice but the morph ability seems tacked on just to fit the Time Spiral block's mechanic themes and not to make the card better.

Mikaeus, the Lunarch is ok, but you really aren't utilizing a +1/+1 counter theme in this deck and he feels a little slow. The X casting cost makes him more situational.

Tajic, Blade of the Legion is an underwhelming 2/2 for 4 mana. Yes, the indestructible is nice, but I've never really been in a situation where I was happy to draw that card. I just feel that there are better creatures.

Combat Celebrant is stuck with the horrible Exert mechanic. Why would I ever swing out and leave myself stuck not being able to untap my lands the next turn? Too risky. Especially in a multi-player environment. Just bad, cut it. World at War, Waves of Aggression, Scourge of the Throne, and Aggravated Assault would be much better options for multiple combat phases.

I know I previously recommended the Ranger of Eos but I don't think this deck is going for quick creatures. This deck is more about dropping bombs and making people deal with your threats. So the Ranger of Eos, Mikaeus, the Lunarch may not really fit this theme as well as other cards. After looking over the deck some more and looking at some of the options below, we may have to cut the Whitemane Lion and the Flametongue Kavu to make some room.

True Conviction, is a 'wins more' card. The card is strong, but only helps in a few situations. Let look at three different situations to see how interacts with the board state.
1: You have 4 or 5 creatures in play and you are attacking each turn. You are applying a significant ammount of combat damage to your opponents. You have a good chance of winning the game in the next couple of turns, depending on blockers. Does a True Conviction help in this situation? Not really. Can you win without it? Why cast it?
2: You have 4 or 5 creatures on the field, and a True Conviction. Someone board wipes with a Final Judgement. The next turn you get a creature on the field. The True Conviction gives your dude life link and double strike. This time it will help you stay in the game a bit longer and rebuild faster.
3: You have 4 or 5 creatures on the field. Someone board wipes with a Final Judgement. This time, instead of drawing a blocker, you top deck the True Conviction. Is this what you need now? No. You need boots on the ground, a blocker.
What do you think? And, before you ask, yes, I'll be reconsidering this card in my Brion Stoutarm deck.

Alright. Now that we've looked at things to cut, lets look at some options.
Angrath's Marauders would act as an additional Gisela, Blade of Goldnight. Firebrand Archer and Harsh Mentor are good ways to ping each opponent. Archetype of Aggression, Archetype of Courage, Odric, Lunarch Marshal could be really broken and dramtically alter combat. Homura, Human Ascendant works well with Brion Stoutarm and Gideon's Avenger could be outrageous. Kumano, Master Yamabushi has never let me down. Aegis of the Gods and Magus of the Moat provide some defensive options. The Defy Death and Herald of War you already have to provide you with a lot of resiliency and flexibilty with the addition of a Angel of Glory's Rise. Vanquisher's Banner would be really go in this deck naming either 'Human' or 'Angel'.

And thanks to all of the work I've put in on making suggestions to your deck, I've got to go back and update my Brion Stoutarm deck. So check back on that deck in a week or so. As always, temper these suggestions with your budget, collection, and play style. Feel free to let me know what you think of these recommendations.

Sagarys on Heaven's Assault

1 week ago

You might consider World at War instead of Waves of Aggression. Same effect except World at War rebounds on its own, so you don't have to pay for it again. Plus it's a cheaper card $$$-wise. Looks cool!

Zenmynd616 on Neheb Competative Blood Storm

2 weeks ago

When Neheb the Eternal first was spoiled I was 100% down to make it a commander. Originally I made just a ramp into big eldrazi type deck but the I found this. And I started playing your list and it's pretty awesome. I was just wondering, Do you think World at War would fit in this deck? I feel like the more extra combat tricks the most likely you can go off with neheb. Thanks for the sweet list dude.

TheWallinator74 on

3 weeks ago

Your force is formidable, but there are plenty of Warriors you should look into for upgrades. A few particularly useful options include Archetype of Aggression, Bloodmark Mentor, Heartlash Cinder, Neheb, the Eternal, Ogre Battledriver, Paragon of Fierce Defiance, and Vengeful Firebrand.

You seem to want to attack a lot, so why not more than once a turn? Combat Celebrant, Savage Beating, World at War or, my personal favorite, Aggravated Assault are all great tech to keep the beats going.

Why stop at just hitting more though? Red offers plenty of way to apply even more damage every time you hit something. Try out Furnace of Rath, Dictate of the Twin Gods and especially Gratuitous Violence for extra pain.

Other than those, all I can think of that you may want are some basic staples in Red. Blasphemous Act and Chaos Warp are the best removal you can pack in this color. Mana doublers like Caged Sun, Extraplanar Lens, Gauntlet of Might and Gauntlet of Power will help you out a ton. Other useful tech such as Insurrection, Shared Animosity and Valakut, the Molten Pinnacle can give you the extra boost your deck might want.

Granted, not all of these are cheap, but just keep them in mind for long-term goals. Mono-Red is tough to play well in this format, so you'll need plenty of help to attain victory. Good luck!

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