It's not like I've been a consistent site attendee for years anyway, but that's beside the point.
Warp World is a reset button, but more complicated in style than staples we've seen for years like Wrath of God. Warp World presents many more deckbuilding restrictions than Wrath or Obliterate do, as you need to be prepared for what happens after it goes off, and it's cost is pretty beefy. Additionally, Warp World isn't in the best color for building permanent counts. Red/Green would be one way to go, building up large numbers of tokens so that a late-game Warp World would allow you to put most of your deck into play.
I think the Boros guild gives us a more elegant solution, however. Consider the following deck fragment:
x4 Warp World
x4 Flame-Kin Zealot
x4 Loxodon Gatekeeper
The rest of the deck would consist of an aggressive Boros strategy that moderates itself by focusing on putting creatures out and keeping its permanents in play rather than by taking red-ish risks for short-term damage gains. If the aggressive creature rush fails, most Boros decks run dry and have to hope for a finishing burn. Warp World would help the deck have a late-game finish...or at least a chance for one.
By the time you hit the 8-mana threshhold for Warp World, you'll want enough permanents in play to have a solid chance of finding at least one Flame-Kin Zealot and at least one Loxodon Gatekeeper from the Warp World reset effect.
Since the Loxodon Gatekeeper comes into play simultaneously with your opponent's creatures, those permanents would come into play tapped. (check this with a local rules judge, which I am not) The Flame-Kin Zealot would strengthen your army and provide all of them haste, allowing for a game-ending alpha strike.
Drawing cards is the main concern in the deck, since you're lacking green, blue, and black. There aren't many solutions in Ravnica: City of Guilds, so extending out to other blocks for some basic card drawing may prove valuable. You could also stay pure to Boros by using the guild lands (the ones that tap for RW) which don't help draw cards or develop your mana curve more quickly, but do give you a better mana per card draw ratio and help ensure that you won't be stuck waiting too long for that 8th land. (Running 4 of them in any 60 card deck is probably a mistake, however.)
One counterintuitive way to increase your chances of finding the combo would be to increase your sorcery/instant count (not something normally desired in a Warp World deck) and use up your sorceries and instants in order to reduce the number of cards split between your library and the in-play zone. That might not work, but it would be one thing to try. Playing a number of Sunforgers and using them to pull the selected instants out of your deck would be a variant form of card drawing that would, as noted above, slim down the deck and increase your chances of pulling off the Loxodon Gatekeeper combo with Warp World.
Note: One thing I missed while writing the post above is that the Flame-Kin Zealot need not be found during the Warp World effect. It can be played from your hand after your other permanents hit the table. The Loxodon Gatekeeper, conversely does need to be found when Warp World goes off in order to make the timing work right. Keep a Flame-Kin in your hand, and play Loxodon Gatekeepers, so that Warp World will take them back into the library. They'll bog down opponent's defensive efforts anyway.