u/IserLuick

Looking for ways to make a Warp-Strike deck work

Looking for ways to make a Warp-Strike deck work

Hi everyone,

I would like to have some feedback on my Noctis, Heir Apparent deck.

The plan is to have Noctis hitting opponents with Warp-Strike, using big Equipment to push damage and pressure the table through commander damage. Ideally, the deck should be able to kill through commander damage before turn 10, and maybe around turn 6 with a very strong start.

Here's the list:

https://moxfield.com/decks/b4kXWJsh7Ea-22NKdgLo5w

The ideal curve looks something like this:

  • Turn 1: land
  • Turn 2: land + ramp
  • Turn 3: land + Equipment or another ramp piece
  • Turn 4: land, cast Noctis, and have 3 mana available to activate Warp-Strike and equip what is already on board

The deck's engine is built around:

  • Enablers: Equipment tutors, Training Grounds, and cards that make equip costs cheaper, free, or usable at instant speed
  • Payoffs: big Equipment and effects that reward Noctis for connecting
  • Synergy/enhancers: especially cards that give double strike to help push lethal commander damage
  • Interaction: currently 6 counterspells**, 4** spot removals, and 2 symmetrical board wipes
  • Draw: engines that keep cards flowing so the deck does not stall
  • Ramp: mostly the cheapest options possible, plus Ring of the Lucii for flavor

What worries me is that the deck feels slow and the strategy feels fragile. I am wondering whether there is a better and faster way to build it, or whether leaning more into a control shell makes sense, especially since Noctis can potentially survive symmetrical wipes by activating Warp-Strike in response.

So the main things I would love feedback on are:

  • how to make the deck faster
  • how to make the plan more resilient
  • whether the control angle makes sense
  • possible cuts or additions
  • better ways to help Noctis close games through commander damage

Thanks in advance for any help.

u/IserLuick — 2 days ago