Warping Wail

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Warping Wail

Instant

( represents colourless mana.)

Choose one —

  • Exile target creature with power or toughness 1 or less.
  • Counter target sorcery spell.
  • Create a 1/1 colourless Eldrazi Scion creature token. It has "Sacrifice this creature: Add .

Profet93 on The Iron Giant

9 months ago

I don't recall even after searching through your EDH decks. Nevertheless, that makes me happy, I hope I can provide you with some meaningful suggestions and input.

Personally, I don't run lower than 37 lands in most of my lists, but I am super cautious about not having lands in my opening hands. Others are less inclined and are more aggressive with their openers to establish early board presence/value. In this artifact build, I suggest 34 lands lands or so. Not only will this ensure easier opening hands, but also assists you for when someone inevitably wipes the board with a vandablast, oblivion stone, etc... I would up the land count a little bit to playtest it and see if it works for you.

Why run 11 wastes without more land fetching ramp? I understand myriad landscape but without any more effects, I believe you can substitute some wastes for other non-basics that provide you additional utility, which is one of greatest strengths of colorless. Additionally, adding more nonbasics can fuel Field of the Dead. While it's not an entirely serious suggestion given the theme of the deck, it can definitely help (given that you said you wanted more bodies in your most recent update).

You beat me to it, this deck needs more draw. Given you are running Eldrazi, I'm surprised you're not running the best ones, Kozilek, the Great Distortion and Kozilek, Butcher of Truth. The former is my favorite given it allows you to pretend to be blue, bluff and provides a full hand guaranteed. The latter is more aggressive and 4 cards is nothing to scoff at.

Personally, I would avoid symmetrical effects like howling mine as you have no way to break parity and you are only getting one while each opponent (usually 3) gets one, for a ratio of 1:3 which isn't optimal. Chromatic star is less draw and more cantrips. While they are nice at times, they aren't often included unless you can utilize them for a greater purpose.

Sensei's divining top + Mystic Forge + Artifact cost reducer (you have several) = Draw your entire deck. Additionally, top helps smooth out your draws. Moreover, it synergizes with Kozilek Distortion to draw 3 cards deeper.

Expedition Map - Find Urza lands, buried ruin for recursion or just smooth our early game/ensure land drops.

Warping Wail - Having a colorless counterspell and the ability to bluff is strong. It can even give you a blocker in a pinch. I like having interaction in colorless given that it's hard to interact without paying 7+ mana (usually).

Let me know what you think of each suggestion. Looking forward to your response.

Epicurus on Runadi, Behemoth Caller: Beef Chief

1 year ago

First off, I am not a competitive player by any stretch. So take any comments I might make with that in mind. It is very likely that I'm just not a good enough player to understand. And I mean that honestly. In other words, I'm trying to learn something here.

Just going on the statistics, the deck has 34 spells that cost 5 or more (with 16 of those cards split equally between MV7 and 8), while only having 10 cards that cost 2 or less. That's more than a 3-1 ratio, with the larger category comprising slightly more than a third of the deck.

Of your mana ramp spells, 4 are in the MV5 or higher category, while having only 3 in the MV2 or less category. Even the remaining 7 ramp spells, at MV4 and 5, can't be played in the first two rounds unless you happen to get one or more of those 3 early ramp spells in the first 8 cards drawn. An even more lopsided ratio exists for the removal.

Constructed as such, when I playtest the deck, I'm almost always drawing for at least 4 turns before I can play a single spell. Just nothing but MV5+ spells and lands. The percentages don't make sense to me.

I guess what I'm getting at is that I've always thought that the ratio should go the other way around. Heavy on the lower cost ramp, and include a select few power ramp cards for a huge mid-game push. Generally fueled by the obvious Elvish selection (Llanowar Elves and all of it's counterparts). And yes, I do recognize that your land base is pretty stellar.

To answer your question, some of my favorite mono-green removal spells are already on your list. If I were to list a few others, I would include Manglehorn, Broken Bond, Caustic Caterpillar, Song of the Dryads and Lignify. For colorless, Warping Wail, Ratchet Bomb and Powder Keg. I don't know if stuff like Chalice of the Void, Trinisphere or Thorn of Amethyst would do anything for you, but they might put your opponents on a level playing field with you. And yes, if all else fails, you could at least have a Fog or two or three or four in the mix to at least stave off combat damage whilst you spend turns building resources.

I think that I'd have to actually see you play it to appreciate how it works.

Profet93 on Druken Distortion

1 year ago

Blinkmoth Urn - HUGE ramp, can be even better with a tapping effect such as Clock of Omens or whatever tickles your fancy. Could even utilize a land such as Blinkmoth Well.

Mycosynth Lattice - Synergy with the above and Karn, the Great Creator. Not an entirely serious suggestion, but worth considering

Warping Wail - Additional counterspell.

Wurmcoil Engine - Not entirely serious but Wurm + Klan Ironworks + Nimdeathmantle = Infinite creatures and mana(?), I'm too tired to do math at the moment but I think it checks out

Cryptic Caves > Springjack pasture. Draws cards which is relevant for your commander and in a pinch. Can be copied with rings as well and recurred with crucible.

Field of the Dead > Rogue's passage. Do you often find yourself at a stalemate where rogue's passage would be actually beneficial? Field, while comes in tapped, can easily produce some zombie tokens to protect your boardstate, sac to trading post and more.

Cavern of Souls > Nephalia Academy. Do you find your opponents making you discard in your meta? If not, I dont see the purpose as you can't utilize your commander. Would you not be better served by protecting your creatures from counterspells despite getting the cast trigger? Budget restriction? No1 plays blue in the meta?

Skullclamp - Draw, is there a specific reason you're not running it?

Mindslaver - Given you run Emrakrul, it doesn't seem like you're against mind control effects. If so, then this is a worthwhile inclusion. Being able to effectively not only time skip them at worst, but make them lose (looking at u necropotence), keep their commander in exile, or just make them in such an unwinnable position that your victory is assured, the flexibility is strong and should not be overlooked. Also, politics! You did state the deck is archenemy, so perhaps no politics, but if you're already the enemy, might as well end their misery.

Also, Scorched Ruins + Rings + Deserted Temple = Infinite colorless mana.

To respond to your previous comment, I do not believe it is a worthwhile inclusion.

nbarry223 on Viga-BOOM! (MH3 updates)

1 year ago

Hmm, weirdest thought I could come up with was coincidental ramp cards, which actually led to me going down a weird path. Things like Fake Your Own Death, Warping Wail, and Fable of the Mirror-Breaker  Flip seem to fit the idea of what I want for the slot... Fake Your Own Death being a decent option of anti-removal, but relies on having some kind of creature. Warping Wail has 2 other modes that allow it to trade (probably for profit), and the "ramp" mode is more coincidental. Fable of the Mirror-Breaker  Flip is definitely the most powerful overall, but I'm not sure if it is fast enough, as a do nothing 3 CMC the turn it is played for the most part.

Still not sold on anything; this last slot has been so hard to come up with a good card for. I've tried making it a land, a pay off card, a small ramp thing, and a mid-range type of card, with the mid-range card feeling the most correct as far as mana curve. Also, the "function" the deck struggles the most with is having good openers where you can count to 6 mana quick, and not drawing into threats later sometimes.

So I'd really like to find a card ~3 CMC that ramps or can be a versatile threat (Eladamri's Call was a good example of what I want for the slot before I cut white, since I could tutor for a 1 CMC ramp at 3 CMC, or find a Primeval Titan later in the game).

Gentoo on Urza Rack

2 years ago

I definitely do not have a problem with Warping Wail. Although, I have not had too many issues with the mana as it is mono black with 4 Urborg, Tomb of Yawgmoth. But I could definitely see you hedging your bets with a little more colorless interaction.

Gentoo on Urza Rack

2 years ago

Chasmolinker What void are you thinking that Warping Wail would fill in the deck?

Chasmolinker on Urza Rack

2 years ago

Any thoughts on Warping Wail as a 1-of?

DreadKhan on The Rock: Bad commander & good cards with no sense

2 years ago

I'm working on a pod of Legends-led decks that are somewhat like this, I also settled on Sunastian for Gruul. It's mostly budget Eldrazi atm, but there are a few things in your build that I'm taking a look at!

Not sure if you need it in your meta, but maybe a Warping Wail to protect yourself from wipes? Not of This World works with some of your biggies to protect them, and Artifact Mutation is really funny if you've ever got Blightsteel out. Not sure if you've got lots of countermagic in your pod, but Spellbreaker Behemoth can help you resolve your big stuff, while Spearbreaker Behemoth can help protect big stuff. There is also Vexing Shusher, but again, very much requires people to run counters against you. War Cadence is a weird card that can make your creatures very hard to block if you've got a board, but it can also be used to tax blockers on someone else's turn, IE if they aren't attacking you.

Cool idea, not being the archenemy from the start of the game can be a nice change, and it doesn't mean you can't end up winning later.

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