Greetings, readers, and welcome to my fifth installment of the Let’s Build series and the first in the string of installments for the month of August (technically this will be up on August the 31st, but I’m starting early.) Each installment of the series over the next few weeks will be based of submissions by people from Facebook and Tumblr.
The first submission was sent to me via Joel Holosko, a fellow writer for the CG Realm. He asked me over Facebook to build Adun Oakenshield.
So when I think of the Jund color combination, I tend to think of two things – creatures dying a lot, and creatures attacking a lot. The former plays extremely well with Adun, whereas the latter is situationally decent at best.
So, while building a shell for Adun, I thought of really powerful ETB’s and sac outlets to maximize the effectiveness of having Raise Dead on a stick as your general. When searching up old lists of mine to find good ETB’s in the colors, however, it dawned on me – looking over an old Ulasht, the Hate Seed list I had from a while ago, I saw a card in particular that stood out to me – Warp World.
Warp World is one of my absolute favorite cards ever printed. Obviously at first glance it can seem difficult to grasp the concept, but for those who don’t know what a fun card this is, let me give you the brief explanation – when you cast Warp World, you not only generate more permanents than each opponent, but you’re disrupting your opponent’s permanents as well.
CHOOSING YOUR GENERAL
The biggest issues that Warp World decks can run into are sweepers and well-timed disruption. Adun does a fantastic job of keeping your key players around while reusing powerful ETB’s and in general being a very powerful tool for the strategy.
There is the option of running a Dragon-themed shell with Karrthus, Tyrant of Jund at the helm instead (the printing of Scourge of Valkas makes this more of a reality now than ever), but Adun very much keeps you stable while you build the army of permanents you need in order to get that game-ending Warp World.
A BREAKDOWN OF YOUR GENERAL
It’s restrictive, but it’s extremely cheap for what it does. Adun doesn’t lose luster until you’re paying 7 or more mana for him, which even at that point, if you’re doing nothing, it’s not the worst. He’s cheap, enables the colors, and cost-effective for his abilities.
Legendary Creature – Human Knight
Being a Human is pretty relevant, with Xathrid Necromancer and whatnot, but overall, his creature type is rather pointless, and by far it’s not the reason why you run him.
BRG, T: Return target creature card from your graveyard to your hand.
Raise Dead has never historically been a good card, so it’s easy to overlook how adding colors to it to make it repeatable might seem weak. The truth of the matter is, with good enough color fixing, it’s really not that difficult to consistently activate him and cast the creature in question. With various sacrifice outlets and graveyard-enabling mechanics, it’s also quite easy to abuse this ability.
Obviously the weakest part of Adun are his stats, but honestly, Adun isn’t made for general damage – he’s obviously meant to be built-around, and interact with other, less Voltron-esque, parts of your deck.
WHAT DO YOU WANT TO DO WITH THE DECK?
The gist of your gameplan is simple – you have a bunch of little things that make a bunch of other little things, until you have a big thing that does big things.
I realize how 3rd grade that sounds, but bear with me as I talk about it in more detail.
To utilize Warp World to its fullest extent, you will at the time of cast and resolution want more permanents in play than all of your opponents. It’s actually pretty easy to achieve this when most of the cards in your deck are permanents that generate more permanents, or deny permanents from your opponent.
Warp World isn’t the only game-winner we have in the deck. Clearly, a deck that is focused on only one card has glaring weaknesses, so for good measure, a few auxiliary win conditions have been put in.
Another thing to note with keeping a large amount of permanents in play, which will make the players who have sweepers tend to see you as priority #1. Though the options are few and far between, the deck contains a number of interesting save buttons to help keep your army alive.
So a Warp World deck clearly relies on its ETB’s, and guns for a few key cards that can shut it down. Making sure Warp World fires is also a priority.
Priority number one, however, is generating enough permanents to make Warp World relevant. We do this almost exclusively through permanents that make tokens.
Avenger of Zendikar
Caller of the Claw
Mogg War Marshal
Chancellor of the Forge
Pawn of Ulamog
Endrek Sahr, Master Breeder
The next priority of the deck is to then deny your opponent what few permanents they have left. It’s important to make sure that when you cast Warp World, you’re not only bolstering your army, but shutting down your opponent’s.
A big detriment to playing cards like Warp World is the cost – 8 mana is a lot to ask for, so you need to have as much mana as possible through permanents that accelrate your mana.
Every deck has to have just plain goodstuff. These three colors are not lacking in some very high-power spells and permanents.
Jarad, Golgari Lich Lord
Urabrask the Hidden
Cauldron of Souls
Finally, we arrive at the best of the best – the cards that straight up win you the game. Once you’ve assembled your army, it’s time to go to town on your unsuspecting opponents.
Now that we’ve covered the 62 spells, it’s time to move on to the 38 lands. I’m using a non-budget list here, so with that in mind, I put the best options in the game into the manabase – feel free to adjust that if your budget can’t afford it.
We begin with the color-enabling lands:
Aside from the color-enabling dual lands the deck needs, there’s also a number of goodstuff lands the deck can take advantage of in order to accelerate the game plan of a giant Warp World.
Lastly, we have what few slots are left in the deck for basic lands.
And with that, we’ve arrived at the final product:
Well, that’s the first in the series. I hope Joel is happy with the list I gave him. Feel free to make any changes you want, but have this as a baseline for the deck.
I’m still very much open to suggestions by the readers, so if you have any ideas of a general or card you’d like to see me build a deck around, by all means, submit your idea and I’ll try to make a deck around it!
Check out my previous articles here:
Adapting to EDH Metagames:
Part 1 - http://thecgrealm.com/wordpress/?p=1177
Part 2 - http://thecgrealm.com/wordpress/?p=1252
Part 3 - http://thecgrealm.com/wordpress/?p=1317
Part 4 - http://thecgrealm.com/wordpress/?p=1370
Part 5 - http://thecgrealm.com/wordpress/?p=1454
Building on a Budget:
Dragon’s Maze Prerelease Weekend:
Legen-Wait for It-Dary:
Part 1 – http://thecgrealm.com/wordpress/?p=1606
Part 2 – http://thecgrealm.com/wordpress/?p=1595
Part 3 – http://thecgrealm.com/wordpress/?p=2214
Part 4 – http://thecgrealm.com/wordpress/?p=2278
Let’s Talk M14:
Planeswalking and You:
Trial & Error: