World at War

Legality

Format Legality
Tiny Leaders Legal
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
1v1 Commander 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

Sorcery

Hooded Hydra enters the battlefield with X +1/+1 counters on it.

When Hooded Hydra dies, put a 1/1 green Snake creature token onto the battlefield for each +1/+1 counter on it.

Morph {3}{G}{G}

As Hooded Hydra is turned face up, put five +1/+1 counters on it.

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World at War Discussion

sriah001 on Uril ramp/control

22 hours ago

Thanks hkhssweiss ! So I have noticed in 3-4 player EDH, if I can't draw enough mana ramp and Uril Auras in time, the board state could very well have a few 10/10 fatties and 30 artifact tokens all pumped with +X/+X. I also consistently run out of cards in hand around turn 8. I either have a opening hand full of mana ramp and lands, or some lands and great auras, but for those times when I can't win early game, I need to Day of Judgment or Constant Mists. Even if I get Uril souped up, my opponents find way to bounce/sacrifice/prevent any creatures to attack.

I am trying to find the balance of: play enough ramp/aura draw cards so then I can swing before anyone has a chance, therefore I don't need to reset the board VS take a few more turns to draw for those game-winning cards, but in trade draw a wrath that may control the board to justify my taking a few more turns. I have lost to tokens/fatties damage after swinging with Uril at one person and not able to kill ALL players, so I have found that I need some way to survive another turn and keep Uril on the field.

I am planning to buy Sylvan Library (on my SCG shopping cart), and Hunter's Insight definitely syncs with Uril swinging ANYTIME (or even a turn 1 Serra Ascendant, which I have Aura'd up turn 3-5 and won.

Sage's Reverie is conditional like Daybreak Coronet, but for , I get some card draw out of it and vanilla "+X/+X damage". At most I have seen Uril with 4-5 enchantments and I already can kill someone at that point, so I don't know if it's the best 4 mana for (at most in my situation) 4-5 cards.

Every time I think about adding the enchantresses, I can't think of what I would take out. Manalith is already covered by Darksteel Ingot, Eldrazi Conscription is win more, Boros Garrison, Selesnya Sanctuary, and Gruul Turf bounce a land, but they still produce 1 more than Rith's Grove, so maybe I'll lose the Rith's. Acidic Slime is great with the deathtouch and destroy x, so it's a good blocker AND can take back an Aura Graft'ed mana reflection.

Blessing of the Nephilim and Ethereal Armor are great vanilla damage boosters. Blessing adds a guaranteed +3/+3, while Ethereal on it's own gives +1/+1 and first strike, but will need 2 other attached auras to add the +3/+3 that Blessing gives. Now Uril isn't swinging with only an Ethereal armor, so as long as Uril has 2 other enchantments, we get the equivalent damage, AND first strike. Having both on Uril would total +9/+9 for Uril for only , but without a trample Rancor or Shield of the Oversoul, I'm not swinging for lethal yet nor getting damage past blockers.

What I do want to consider is adding in more cards that give extra combat phases like Aggravated Assault. Maybe Seize the Day or World at War since they have flashback/rebound, or Combat Celebrant since it's only , but it has to survive a turn on the field.

I recently mainboarded Sigarda, Host of Herons since I hate sacrificing an indestructible Uril, and I can always Aura up Sigarda and swing, but I may consider swapping sigarda out for Tajuru Preserver since it's cheaper for the same 'prevent sacrificing' effect and can be cast early game, but I lose a hexproof flying swinger.

I also mainboarded Pariah as an alt way to prevent/redirect damage. I slap it on an opponent's indestructible or fat creature and now they have to either destroy the aura or remove their own creature before being able to deal damage to me. I know I could run creatures that "when damage is dealt to it, do X", but I would have to have both of those cards on hand to get the benefit, and unless I made it indestructible, it's only giving me utility 1 turn. Ghostly Prison also deters tokens/weenies from swinging at me since the opponent can't pay for all of them, and mana-strapped opponents with large creatures may want to save their mana and instead swing at the other opponent. I kept an opponent from swinging his fatty at me with my Soul Snare and I had a Moment's Peace in hand for the next turn after I popped soul snare.

Any thoughts on cards I can cut/replace?

ZendikariWol on My Vengeful Golem

1 week ago

Okay. Apologies, this comment is going to be even longer than the last one.

Your entire Recursion folder is not great. Cauldron of Souls is good, but the rest seem very weak. How much removal is there in your meta?

Borborygmos has a nice effect but is also 7 mana.

Death's Presence is fine, but once again, pretty mana-costly. There are better payoffs for that cost.

Oona's Blackguard is not super good. It forces discards, yeah, but not enough. This deck has too few creatures to really make use of it.

Panharmonicon is a confusing inclusion. You have EIGHT creatures with ETB effects. Eight. That is not enough to justify panharmonicon.

Rage Forger's only use outside a deck that's going wide (which yours is not) is as planeswalker removal. And even then, it'll probably take two attack steps.

Solidarity of Heroes is suboptimal. How many creatures do you usually hit with it? Let's assume four if it's cast late-game as your only spell of the turn. It doubles for things' counters, which is probably... 12, total?? Not great.

Lifeblood Hydra is BAD. To understand why, I'll walk you up the curve. At 4 mana, it's a 1/1 that gives you 1 card and 1 life. At 5 mana it's a 2/2 that gives you 2 cards and 2 life. At 6 mana it's a 3/3 that gives you 3 cards and 3 life. The first time I see this being worth the casting cost is at NINE MANA, and by the time you have nine mana, there are better things to cast.

Why are you running Vraska, Golgari Queen? You don't have very many aristocrat synergies, I don't see where sacrificing creatures at sorcery speed would ever help.

World at War isn't that great here. I mean it's good, but not as good as a lot of other things you could play at 5 mana.

Violent Ultimatum is hilariously bad for its mana cost. Its variable use is nice, but SEVEN MANA to destroy 3 permanents? Pass.

Undercity Plague really doesn't do a lot. It's great against one opponent but it doesn't have a lot of impact on the board as a whole.

Triskelion and Walking Ballista are all pretty lame if they're not being used as combo pieces. Triskelion is much worse than Ballista.

Balefire Dragon is good, but it doesn't synergize with the rest of your deck at all.

Oh yeah, and your deck has 109 cards in it, if I read correctly.

Sicktoid on Attack, Attack again

1 week ago

It could. Savage Beating and World at War too. Question is what to cut for them. I'm kinda thinking that Aurelia herself might be enough as a source for extra combats. I made an exception with Waves of Aggression - the synergy between it and Land Tax & Endless Horizons seemed so nice... And I guess it's a good idea to have a backup plan if Aurelia gets Pacifismed or something.

Thanks for the suggestion! I'll see if I can make some room for more extra combat cards in the future! :)

hkhssweiss on zurgo needs your help

2 weeks ago

hiboiiiiiiii

Zurgo is definitely a fun commander to play, I would recommend going for the aggro/voltron route. Cards that give Zurgo himself double strike or extra combats for set up. Here might be some cards that can be considered: Seize the Day, Sigarda's Aid, Combat Celebrant, Silverblade Paladin, Arashin Foremost, Bruse Tarl, Boorish Herder, Temur Battle Rage, World at War, Duelist's Heritage, Dictate of the Twin Gods, Ajani, Caller of the Pride

Cards I would recommend cutting would be: Resolute Archangel, Plaguecrafter, Opaline Unicorn, Howling Golem, Fleshbag Marauder, Miraculous Recovery, Risk Factor, Smelt, Hazoret's Undying Fury, Impale, Mind Rot, Repeating Barrage, Rise from the Grave, Shadow Slice, Walk the Plank, Arcane Encyclopedia...oh man there is actually quite a bit...

The most important thing to see when deck building is what is your main goal of your deck? After that it's how to achieve you goal or gameplan. Than add cards to support your game plan. For your Zurgo deck, I would recommend adding in more cheap ramp, removal spells, card draw, than protection. The cards I suggested earlier should be under $5 at most and should be affordable to get.

Hope that helps and feel free to ask for any advice!

Avacidal_maniac on Valduk Voltron

1 month ago

The recommendations I would give are Mycosynth Lattice since bludgeon brawl is one of my lowkey favourite cards, its simply a disservice to voltron to not include mycosynth. equip all the lands and you suddenly get a bunch more 3/1's for 0. Hellkite Tyrant is a fun alternate win con in artifact decks since if you're stuck at a standstill against a pillow fort, just play him and start piling up artifacts and eventually win. Berserkers' Onslaught makes all the 3/1 haste bois into pseudo wurms because of the double strike it gives, 6 damage from on average about 5 or 6 creatures ain't no laughing matter. Would also recommend adding a couple of draw spells to help thin the deck down to what you want, examples include; Faithless Looting, Cathartic Reunion, Tormenting Voice and Magmatic Insight. Would also recommend a wheel effect like Reforge the Soul.

With the amount of tokens you'll be making, extra combat steps would be monstrous, things you could add include: Aggravated Assault and World at War.

This deck is really fun looking and it definitely gets a +1 from me.

[email protected]_only on Valduk's Build-an-army

2 months ago

oh, I spaced off before mentioning it yesterday, but Bludgeon Brawl - turn all those rocks and utility artifacts into equipment. super useful for this style of deck.

another enchantment you may want is Aggravated Assault - similar to World at War or Relentless Assault, but as an activated ability on an enchantment.

bryanedds on Double Dragons

2 months ago

TODO: Add Seize the Day, World at War, and Rogue's Passage. Skip Berserk as it's alternate cost is too high considering how likely it is to also be somehow countered. Skip also Pathbreaker Ibex as its cost make it slower and it will be slower still if it somehow comes out without haster.

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