Warping Wail

Warping Wail


*( represents colourless mana.)

Choose one —

  • Exile target creature with power or toughness 1 or less.
  • Counter target sorcery spell.
  • Put a 1/1 colourless Eldrazi Scion creature token onto the battlefield. It has "Sacrifice this creature: Add to your mana pool.

Latest Decks as Commander

Warping Wail Discussion

IHATENAMES on Opposite of Heavenly (Avacyn 96%)

1 week ago

I'm trying to plug in colorless tech into mono colored decks.Warping Wail is a counterspell for sorcery some important spells like boardwipes and big end gaming spells are sorcerys.Other cards are more meta dependent. Thought-Knot Seer hand disruption against combo meta. Kozelik the Great Distortion big mana card draw and counterspells as well. Should you run into alot of reanimator or blink in your meta I'd find room for Eldrazi Displacer + Containment Priest for that sweet exile action. Looks like a fun deck to pilot btw.

ClockworkSwordfish on Criminally Underplayed EDH Gems

3 weeks ago

No shortage of 'em, that's for sure...

Hull Breach: The same card advantage of Return to Dust and at the same speed... but for half the mana. It's a common, too. How this two-for-one superstar was ever forgotten was beyond me!

Blood Frenzy: Mono-Red is somewhat lacking in hard removal. Sure it can throw direct damage at creatures, but EDH is the world of big plays, and sometimes a fattie will come along who is simply too big to burn. Blood Frenzy can kill any attacking or blocking creature for just two mana - while coming with a free Scorching Missile! This type of card takes advantage of the multiplayer format that EDH often is: If Player A attacks Player B with a big creature, you can use Blood Frenzy to make the creature hit Player B for four more points while conveniently disposing of it right after. Whoops, you just did Doom Blade better than black could ever dream of.

Aftershock: Blood Frenzy is cheap and powerful but a little specific in what it can target. Aftershock can flat-out destroy any permanent of the three most common types with no restrictions! This kind of versatility at four mana comes with the acceptable caveat of 3 life, which is a pittance when you start with 40. If you're making a mono-red deck, the flexibility of Aftershock should make it a staple.

Repopulate: Graveyard hate for decks without access to black - and it's an instant, so you don't lose the element of surprise like if you run artifact solutions. It can also fight against milling effects if you're desperate. Don't need graveyard hate? Hey, you can just cycle it away for something else!

Kill Switch: Playing a colour that can't deal with artifacts? Crank this guy every turn and you'll shut them all down! A Blightsteel Colossus is only scary if it can move. You can even still use mana rocks and attack with artifact creatures on your turn, then activate Kill Switch afterwards to keep anyone else from having access to their own trinkets.

Duskmantle, House of Shadow: Does anyone in your playgroup run Cruel, Enlightened, Mystical, Personal, Sylvan, Vampiric or Worldly Tutor? How about Harbingers, Volrath's Stronghold or Momir Vig? It can be comforting to have an anti-tutor just sitting in play, making mana when you don't need it.

Mitotic Manipulation: Monoblue can't do mana acceleration, right? Under most circumstances, Mitotic Manipulation is three mana to put an Island into play untapped - last I checked, that's better than the ever-popular Wayfarer's Bauble. Plus, once in a while you might get to pull out a Sol Ring, Gilded Lotus or other format staple if one of your opponents already has theirs.

Coalition Honor Guard: Long before Spellskite was zooming the toys away from Boggles decks, this unassuming common was doing the same. The Honor Guard is a nightmare for any Voltron-style deck that leans heavily into auras, including the common Zur and Uril builds. It also soaks up removal that would be pointed at key cards, such as your own commander.

Warping Wail: This counterspell can be played in any colour and even has some other modes. Any EDH deck without access to blue can still run this to prevent untimely board wipes, extra turns, and plenty of game-ending cards: Debt to the Deathless, Exsanguinate, Finale of Devastation, Genesis Wave, Insurrection, Rise of the Dark Realms, Torment of Hailfire... any number of effects you never want to see your opponent resolve.

Heat Shimmer: This mundane-sounding sorcery can do some heavy lifting, particularly in a colour pie as shallow as red's. Shimmer allows you to bring the heat by copying not only the best comes-into-play trigger on the field, but also any fun triggers from attacking, dealing damage, and so on. This can be a roundabout way for red to ramp, draw cards or borrow the nasty abilities of Resolute Archangel, Terastodon and other off-colour haymakers. Don't forget you can also get a permanent copy of your token if you Populate it before it's gone.

Bind: The best cards are often not only powerful but completely unexpected. Green isn't exactly known for its countering, but this cheap cantrip lets any mono-green deck stop combos, hose Strip Mine/Ghost Quarter, prevent a planeswalker ultimate or turn Aetherflux Reservoir into a losing proposition. All this for two mana and it even replaces itself!

Arena of the Ancients: We all know Karakas is banned for hosing commanders too hard, but the Arena does a decent impression and is still fair game. This cheap artifact can tap down even commanders with hexproof or vigilance and keeps them locked down - especially useful for colours that don't typically have strong control options, like black and/or red. It's another easy answer to voltron commanders.

Righteous Aura: This card doesn't read as too impressive, but performs a lot better than you might think. 2 life is a pittance in the face of some of the steroid monsters you'll see in any given EDH game, and it allows you to ignore Commander damage entirely as well as any other non-creature or even non-permanent threats that might take a chunk out of you. Best of all, it doesn't even target, allowing it to bypass hexproof, shroud and protection.

Megaspell on Elesh Norn's Anthems & Taxes

4 weeks ago

I really like the Warping Wail and I feel like I have to try this out. Not sure yet, what I should take out, but I'm leaning towards Silence.

IHATENAMES on Elesh Norn's Anthems & Taxes

4 weeks ago

Recently looking to plug some colorless tech into mono colored decks. Especially mono white. Warping Wail might be good here. Somewhat restrictive Counterspell(boardwipes are mostly sorceries) in mono white almost always a relevant card.

Plunderburger on Monoblack Eldrazi

3 months ago

Have some time to reflect on how the tournament went, and what to do with the deck moving forward.

1st Round: UW Spirits (literally the precon) Got kinda embarrassed in this match; I drew poorly, and my opponent drew quite well, but I must admit the deck also wasn't fully ready for the matchup. My reasonable board of ground creatures couldn't do much against the flyers game 1, even gaining life on the attack with two Gifted Aetherborn and chunking in for 2-4 a turn with a Dream Devourer. I never drew any removal, but I also don't think I was really playing enough to respect the matchup. Warping Wail was reasonable, killing a lord with another on the stack, but not fantastic. There are 0 sorceries to get here, and the token could never chump anyways. Game 2, I used Cry of the Carnarium for a one-sided board wipe to kill 3 of his 4 creatures (the last was a Supreme Phantom. Then he ripped a Watcher of the Spheres and an Empyrean Eagle in the next two turns and I died anyways. Bad beats, such is life. 0-2

Round 2: Lotus Field Combo This one was somewhat a reversal of the last match. Deck had a ton of things to get with Warping Wail and Thought-Knot Seer and he had trouble racing some aggressive dudes. Game 2, I brought in some Thoughtseizes and Go Blanks and it was kind of a rout. It really is crazy how good Warping Wail is here, dealing with their Wish effects pretty well (and Sweltering Suns and its ilk postboard). I'd board in 4 more if I could, ha ha ha. 2-0

Super small this week, they were running two formats simultaneously alongside quite a few other games, so it was just the 2 rounds. Starting relatively soon they're going to shuffle the times/dates around a bit, so I should have more competitive tournaments to build off of. Deck is fun when it works and you're at least doing things even when it doesn't, I'm satisfied and will keep tuning.

Tzefick on Vanish into the Void

3 months ago

As for the card itself: Obviously granting counter spells to all colors is in itself a dangerous thing to do but this one is also made cheaper by the size of the spell it wants to counter. Normally counter spells are made to be a likely tempo win, being cheaper to counter most smaller things or like Mana Leak it can deal with small stuff early in the game but the longer the game drags out, the more likely your opponent can naturally pay the cost to not have their spell countered - but it is still a mana tempo win, although marginal.

This follows a completely different logic, almost the complete opposite. The larger a spell, the less you have to pay to counter it. This is going to be a salt meter adding card where people who wants to play big spells gets shafted really really hard and it's possible for any color to include this colorless counter spell. Meanwhile those who plays small spells are safe from getting countered because the cost is astronomical to counter a MV 1-3 card.

Additionally the way you have attempted to balance this card is exclusively through mana cost - and I know that's been the go-to in the past. Something that especially for Commander is less a problem for certain colors due to mana ramp, and/or mana doubling, meaning the drawback hits differently between the colors.

If we should see another colorless counter spell (not colorless as in Warping Wail) I think it should be a lot more similar to Mana Leak than Disdainful Stroke in concept and perhaps the drawback should be more thoughtfully designed.

With that being said I hope we wont get flexible colorless counter spells. I do hope more colors gets to interact with the stack in the future to increase overall interaction instead of mostly hoarding that segment of the game for blue's counter spells. We've seen a few attempts in white recently, so we're starting on that journey but also only starting (although please WotC don't make more catch alls like Teferi's Protection - that card does a little too much).

DawnsRayofLight on Eldrazi Tribal/Tron (Help is Appreciated)

4 months ago

@lalalalala: it is definitely getting there. I am going to make some suggestions:

I know this is going to be like "wow now I am running the same Tron as everyone else" but Karn has always been one of my favorite planeswalkers and he is ideal in a list like this

I might run

3x Karn, the Great Creator

2x Karn Liberated

1-2 Ugin, the Ineffable

1-2 All Is Dust

3-4x Golgari Signet or Talisman of Impulse

1x Blast Zone

1x Yavimaya, Cradle of Growth

(for the lands maybe drop a crossroad or two? test the deck and if you feel you are not getting lands consistently enough run 22 or 21, a lot of the TRON lists similar to yours run only 17)

Cards to Drop:

Eldrazi Mimic: It is nice to have a 2 drop but he isn't that strong, if you want an early drop you can run Walking Ballista or Matter Reshaper

Conduit of Ruin: You can maybe be fine with 2 but 4 isn't necessary, I am honestly not a fan but it does at least fetch your big boys, but you may have enough dig with the Ancient Stirrings to drop it altogether. Wurmcoil Engine may be a better 6 drop

Titan's Presence: you may have enough creature removal with Kozilek's Return and Warping Wail. It also gives your opponents information about what you may have in hand. You could drop them to run other cards.

Set up your sideboard like this (for use with Karn)

3x Chalice of the Void: Seriously a good card, I was onto this long before it started getting put in Tron, maybe consider a 1 of in the main to, but basically it allows you to halt a lot of annoying decks in their tracks: affinity, infect, storm, they die to this card. I sided it in one game against an affinity player: played 1 for 0 then the next turn dropped another at 1 and he scooped.

1x Ensnaring Bridge

1x Crucible of Worlds

1x Relic of Progenitus

1x Grafdigger's Cage

1x Pithing Needle

1x Torpor Orb

1x Wurmcoil Engine

1x Ratchet Bomb

1x Trinisphere

1x Blightsteel Colossus: Martyr of sands is making a comeback

2x Wilt: just to counter Blood Moon

Maybeboard for the side

1x Oblivion Stone

Hope this helps!

i0brendan0 on Creating colored mana in a …

5 months ago

I have Lotus Field on the battle field. My commander is colorless. Lotus Field specifically states "of any one color", but as my deck does not have a color, does that mean that Lotus Field specifically creates colorless mana, or would the mana be some sort of true 'colored' mana that I could not get a mana bonus from Forsaken Monument or be able to cast Warping Wail using only the mana from Lotus Field?

I've come across 2 different ways of dealing with this but I don't have a definitive answer myself. The first way is that Lotus Field creates colored mana that I can't use for colorless specific casting costs (such as the colorless cost for Warping Wail). The second way is that because my commander has a colorless color identity, any mana produced by "any color" immediately becomes colorless as "any" color is outside my color identity (which means I could pay for Warping Wail with Lotus Field, and get a colorless mana boost from Forsaken Monument).

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