You have different WVP matrices for each object. But you can create a single BasicEffect instance to render all the objects. You just have to make sure that before rendering, you assign the correct matrices to the BasicEffect properties.
for every object
{
basicEffect.World = obj[i].world;
basicEffect.View = obj[i].view;
basicEffect.Projection = obj[i].projection;
GraphicsDevice.SetVertexBuffer(obj[i].vertexBuffer);
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
}
}
Check this