|Commander / EDH||Legal|
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|Rise of the Eldrazi (ROE)||Rare|
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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.)
|Have (23)||Talistan , Tiddilywinkus , Antiat , Nemesis , Qolorful , jwitzleben , Fullmetalmage , gildan_bladeborn , , Spinalripper , rikertchu , Fineontheoutside , Stryfe_ , Orypool , beatdown36 , saj0219 , Kleptozaniac , geazykagar , Oloro_Magic , Replayced , jhTheMan99 , , StevenCross|
|Want (43)||chucklebot , zomburs , Dragonsound , linejumpr , whatismyusername , tazartheyoot , MythD.69 , Zeldark , Valendale , Feyd-Rautha , CryAll , dododestroyer , ostiarius , TrojanUnlimited , wegotdahooch , vegetasfire , xander025 , RynBiffy , Asuras , SupremeRNB , livingrock , ForeverLoading... , sgtpumbah , Cannonball_Fun , king0fclubs , NobleSlay3r , WhipJr , spacemonaut , Sternguard , murde , SeveredOblivion , sybert1ger , arno_roeterink , Vedemyn , kisPocok , Amelius , CuddleSweat , Hagenizzle , instantBuddha , ShadowEagle59 , DKRouga , Approximos , BaconEnthusiast|
World at War Discussion
3 weeks ago
1 month ago
Hey, thanks for the advice! I really like Gift of Immortality cause I think that'll be a cool way to keep Narset alive. I'm definitely going to put it into the maybeboard and I'm going to playtest with it.
Spectra Ward initially seemed really good, but then I realized that Narset, Enlightened Master wouldn't be benefiting from any of the combat buffs. Sometimes your win comes from attacking with a 22/5 Narset that's got double strike and can't be blocked. For that matter, I also can't run the Lightning Greaves cause it knocks out so many of the crucial combat buff spells. Swiftfoot Boots is okay, but it's a little extraneous, since Narset's already got hexproof, so it's only really adding haste. However, it did get me thinking about other similar cards so I might run Ring of Valkas or Haunted Cloak . But I'll need a little bit more playtesting for that.
I tend to avoid the straight up extra turn spells (cause you lose all of your combat buffs) and instead run several extra combat phases. I've already got Illusionist's Gambit , Savage Beating , Fury of the Horde , and World at War . I'm just a little worried that adding more is going to reduce the effectiveness of Narset when she swings cause she won't hit the combat buffs.
Rogue's Passage is a good card that I had considered. Since Narset's ability triggers on attack, it isn't necessary, but it is still nice in case you fail to hit the cards that keep fer from being blocked or give her indestructible. So I think I'll replace one of my lands with that cause it can't really hurt the deck, only help it.
Thanks for the help!
1 month ago
There are a lot of creatures you can cut but the first thing you may want to consider is artifacts. I know you want to build an instant heavy deck but you may want some artifacts that will give narset a consistent boost once they're equipped. Darksteel Plate . Trailblazer's Boots , Swiftfoot Boots , Helm of the Host , Grappling Hook , Sword of Feast and Famine . You also want a ,to of artifact ramp for your deck. Narset of often seen as a major threat, you want to get her out as fast as possible. Sol Ring , the signets, Commander's Sphere , Darksteel Ingot , MindStone, Gilded Lotus are all great for that.
If you really want to run creatures in narset, I'd stick to about your 10 favorite, just so you have a lower chance of exiling them with her ability. I would keep mirrorwing, zada, dragonlord, etali, jace, thing, sphinx, kiega, exemplars and sage.
Moving onto instants and sorceries, you are going to want some extra combat phases along with double strike and pump affects. Fury of the Horde , Waves of Aggression , Savage Beating , Relentless Assault , World at War , Seize the Day . Id keep your instant count down around 30 cards total, start cutting with things like Gideon's Reproach , that are very situational.
I hope this helps, best of luck with the deck
1 month ago
Finally, you'll want some more explosive ramp and draw. Jet Medallion , Thunderscape Familiar , Herald's Horn can lower your rats' cost, and Slate of Ancestry , Skullclamp , Reforge the Soul , Midnight Reaper , Dark Prophecy , Grim Haruspex , Night's Whisper , Greed , Syphon Mind , Promise of Power ,
2 months ago
You should totally add extra combat step cards because it will allow stonebrow to trigger multiple times in a single turn! Breath of Fury , Combat Celebrant , Relentless Assault , World at War , Hellkite Charger .
2 months ago
Running wheel-effects like Reforge the Soul would be pretty neat to make them discard their early-game hand, potentially screwing them over.
You could implement the combo of Madcap Experiment + Platinum Emperion since you're in mono-red and aren't running any artifacts at the moment.
2 months ago
Hey, extra combats during your turn is good with Brass. Each combat during your turn you can attack a different opponent. Then at your end step you gain control of a permanent of each of your opponents who you did combat damage to. Arcane Adaptation makes any creature you steal from your opponents with Brass a Pirate, meaning you can then attack next turn with that creature to help to trigger Brass. Consider also adding some cards to give your Pirates constant evasion? With constant evasion they can more easily do combat damage to your opponents.
Cards to consider adding:
- Aggravated Assault: repeatable way to have extra combats each turn.
- World at War
- Combat Celebrant
- Goblin War Drums: give Pirates menace.
- Cover of Darkness: give Pirates fear.
- Levitation: give Pirates flying.
- Filth: combine this with Urborg, Tomb of Yawgmoth to make Pirates unblockable with swampwalk.
Good luck with your deck.
3 months 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?
World at War occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%