World at War

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.)

Browse Alters View at Gatherer

Trade

Have (2) gildan_bladeborn , metalmagic
Want (3) suenwind , Skreach , chicken66

Printings View all

Set Rarity
Rise of the Eldrazi (ROE) Rare

Combos Browse all

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Casual Legal
2019-10-04 Legal
Legacy Legal
Noble Legal
Canadian Highlander Legal
Unformat Legal
Penny Dreadful Legal
Leviathan Legal
Highlander Legal
Block Constructed Legal
Magic Duels Legal
Oathbreaker Legal
Commander / EDH Legal
Tiny Leaders Legal
Duel Commander Legal
Modern Legal

World at War occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

World at War Discussion

NV_1980 on Kaalia - Flying Good Stuff

1 month ago

Hi,

We like where this is heading but we do have some pointers:

Have fun with the brew!

Regards,

Mrs. and Mr. NV_1980

Epicurus on The Spirit of '76

1 month ago

eggypingu Thanks for the comment! I had found that World at War wasn't as ultimate in this deck as I thought it would be at first, so I've now replaced it with Niv-Mizzet, Parun. I also just replaced one of the single-draw instants with Skullclamp, and between those two additions I have seriously upgraded the draw power!

I'll keep your other two suggestions in mind. If I find that I have a lot of land cards in hand often, I'll totally put Flame Jab in there. It's a card that works at its best when you have infinite draw combos, which I don't try to do. But yes, it definitely might work for me anyway. Cheers!

Ashen0ne on All That Remain

2 months ago

Here’s some decent pieces to both help with the war theme and make life difficult for your enemies.

Fumiko the Lowblood because samurai

Warmonger Hellkite makes creatures attack and can be pumped

Incite RebellionandDisrupt Decorum both have that sort of subterfuge, disrupt enemy lines feel to me.

Grand Melee because open war

Goblin Diplomats because diplomacy is needed in every war

Prowler's Helm like a spy slipping through their defenses.

Outpost Siege card advantage and siege is referenced.

Blackblade Reforged and Strata Scythe can both make varchild big after a bit of development. More survivors

Grenzo, Havoc Razor

Paragon of Fierce Defiance

Godo, Bandit Warlord and while you’re at it you could add Helm of the Host as an easy win

Torbran, Thane of Red Fell

Bloodsworn Steward

Archetype of Aggression

Dockside Extortionist because there is always people like that in war

Neheb, the Eternal is likely worth a spot.

Oni of Wild Places may not necessarily fit the theme but repeatedly bouncing varchild has its advantages

Signal Pest

Iron Myr for mana

Legion Warboss

Angrath's Marauders

Downhill Charge seems pretty good.

Fatal Frenzy and Mercadia's Downfall feel decent too.

Seize the Day is very war themed to me.

By Force implies hostilities

Burn at the Stake might be a big kill card after you’ve taken a bunch of survivors. 3 times the amount you tap gets huge quick.

World at War

Mizzium Mortars

Crawlspace so you can bottleneck their armies like Sparta did against the Persians lol.

Voyager Staff to remove varchild maybe?

That’s what stood out most to me with a quick glance through EDHRec. I’ll keep brainstorming for ya though!

Kogarashi on World at War and Rebound

3 months ago

The effect would come twice.

Here's how Rebound works, using World at War as the example:

  • You cast World at War from your hand. It goes on the stack, and people can respond to it.

  • When World at War resolves, you get its first effect (extra phases), and you exile the card with the Rebound effect. The rest of your turn plays out, with the additional phases.

  • When your turn comes around again, and your upkeep starts, World at War's Rebound triggers. You have the option to cast the card from exile without paying its mana cost. If you choose to do so, World at War will go on the stack and resolve normally (assuming it's not countered), giving you the first effect, but since you didn't cast it from your hand (you cast it from exile), you don't get the Rebound effect. When it finishes resolving, the card goes to your graveyard.

  • If you choose not to cast it from exile with the Rebound trigger, it remains in exile and you will not get the option again.

For a shorter answer: you will get the effect twice, once when you cast it initially, and once again at the beginning of your next upkeep.

As for the confusion about spells being negated, if a spell on the stack is removed from the stack before it resolves, whether to put it back in your hand or to send it to exile or some other zone, then that spell doesn't happen. This is how cards like Counterspell work, by removing the targeted spell from the stack and putting it in its owner's graveyard. The spell doesn't get to resolve. It doesn't apply to World at War and other cards with Rebound because Rebound exiles the card as part of the spell's resolution. You get the effect, and the card is exiled with the chance to cast it a second time for free on your next upkeep.

Samus_Saran on World at War and Rebound

3 months ago

How does Rebound work? Theres some complicated stuff like its negated if u put something to the hand because ist not more on the stack.

Does it means if u cast World at War then the Effect would be negated by exiling it and then next turn it would work?

Or does it simply means the effect would come twice?

IrateWarrior on Ghired's Pound Town, Siege Mode Edition [C21 Adds]

3 months ago

Poly_raptor, bushido_man96, Chiefkief17

Ive been staring at this deck for 3 days trying to figure out What to swap/is it worth it. Maybe you pros can tell me im to close to this or the swaps are worth it.

I put in the likes of Aggravated Assault and Scourge of the Throne who have turned out to be amazing. With the very quick success i was having i started looking at Hellkite Charger and World at War, then with the influx of dragons i was looking at Utvara Hellkite and Drakuseth, Maw of Flame again lol... Should i just stick with the second combat cards or add in the little sub theme of dragons that i can copy and make tokens of as Drakuseth, Maw of Flame is the only Legendary

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