Season 3 of is in full swing and I threw together a mono red Warp World combo deck! The aim is pretty simple: get up to 8 mana and cast Warp World! Wacky, zany, wonderful fun!There are a variety of possible ways to approach the idea, and this deck takes advantage of three very powerful synergies to make this combo as deadly as possible.The first of these is Devotion/Chroma. Outrage Shaman and Fanatic of Mogis deal damage equal to your devotion to red, though of these Fanatic is preferred because the Shaman only targets creatures. Heartlash Cinder gets +X/+0 where X is your devotion to red when it enters the battlefield, and it enters with haste, so in theory the combination of Outrage Shaman clearing a path while Hearlash Cinder smashes in for massive damage is powerful, but I find I side these out fairly often in aggro matchups, as aggro opponents tend to receive a favorable bounty of large creatures with Warp World at about the same rate as we do. The second synergy is Landfall. Tunnel Ingus is the surprising all-star of the deck, and two Ingi landing with your Warp World almost certainly nets 12-18 damage, and often more. Akoum Hellkite also serves this process well, though it is not as powerful as good ol' Tunnel Ingus. I rarely board out Hellkite and never Ingus.The third synergy isn't so much a synergy as it is a bunch of dragons. A lot of opponents cannot handle the sudden appearance of two Bogardan Hellkites, and if you stack your triggers correctly your Bogardan damage turns into a fresh hand with Knollspine Dragon, and 7 more power in the air to boot. I often board out Knollspine simply because it doesn't directly contribute to the combo kill in the turn that we cast Warp World, and I need to make cuts for sideboard tools. Never board out the Bogardan, of course.

The Dream is incredible, but the reality can be very harsh. Many games are spent drawing the rest of the deck, the best ramp mono red can have in Wayfarer's Bauble and Burnished Hart, Beetleback Chief, and a slew of Mountains. Sometimes you get the ol' three Warp Warld hand on a mull to 5 kept purely on the virtue of two lands. Mulligan decisions are difficult, and often punishing. By far the greatest improvements that I see are working on the mana to make it more smooth and consistent. The sideboard construction is hasty, but Manic Vandal often comes in as well as Burst Lightning.

The matchups are sometimes hilarious, especially for combo decks, mainly because we can often spend a game looking like mono red aggro with some odd choices, and then BOOM! Warp World and life is fine. We are very weak to counters, though once we reach six mana we are liable to start spewing dragons if we're still alive. Aggro matchups are half and half, while anything durdley is choice prey. I would estimate that my win percentage is lower than 50%, but I'm having a blast.