Chaos Warp

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
MTGO Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Rare
Commander Anthology Vol. II (CM2) Rare
Commander 2017 (C17) Rare
Commander 2016 (C16) Rare
Commander 2014 (C14) Rare
Vintage Masters (VMA) Rare
Commander's Arsenal (CMA) Rare
MTG: Commander (CMD) Rare

Combos Browse all

Chaos Warp

Instant

The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.

Price & Acquistion Set Price Alerts

C18

CM2

C17

Ebay

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Chaos Warp Discussion

poorpinkus on Evening the Odds - An actual decent coin flip deck

1 day ago

moysturizer Yeah, that's why I tend to play the off-control player. Cards like Puppet's Verdict and Chaos Warp make the game tense but also allow you to show that you can try** to help clear big threats, all while getting more value than you reasonably should with Zndrsplt. The nice thing with Okaum with cards like Fling and Chandra's Ignition is that you really don't need to use him at all until you get a way to force a win condition, so you can just play it safe and draw cards for most of the game.

That being said, definitely play the deck the way that you want to play it! I'd say you could either power it down by removing instant-win conditions and make it a janky meme deck (with some random punch that gives memorable moments), give yourself more answers and let Zndrsplt (and possibly other cards) give you a value engine, or give yourself ways to randomly win in one turn, but you might also find some other interesting ways to play with it!

October_The_First on Alesha, who smiles at shiny things

2 weeks ago

You have some cool cards in your build Hazoret's Favor seems really good with Alesha, and seems to do a lot of what she wants to do

Cards I would add for:

Ramp: As I said before, Ramp in Mardu is not super easy, but can be achieved to a limited degree with artifacts. Rakdos Signet, Boros Signet, Orzhov Signet All three or any two would do. You already have Sol Ring. I might add a Thran Dynamo or Gilded Lotus. Expedition Map is a must Super cheapened grabs you ANY land. Land Tax is great if you get it in your opening hand or possibly in your first two draws...but after that it's kinda bland. You can decide for yourself, I run it in my Alesha, I think it's worth a spot for sure.

Ashnods alter is great because it gives you mana AND sends creatures to your grave yard for repeated use with Alesha. Sword of Feast and Famine is a HOUSE with Alesha...and in general its an amazing card.

Car draw: You can hit double spots (creatures in the graveyard AND card draw) in red with Wheel effects Wheel of Fortune if you have a budget there are other options, just google red cards with wheel effects. I run Faithless Looting for the flashback. Mentor of the Meek will net you a lot of cards, and of course Skullclamp. One time effects like Sign in Blood and Read the Bones can be strong enough to play in a pinch. You are in black, although as third color, so Necropotence is also an option if your a true black mage! And once again, Key to the City is a triforce of awesomeness with an added on card draw.

Removal: In general you want at least 5 single target removal spells in edh. Although I've found that in Alesha more is better as it sometimes takes a few turns to set up your engine. I would run around 7-9. White is your friend with such amazing staples as Path to Exile and Swords to Plowshares toss in some Chaos Warp and Mortify for good measure. Return to Dust is also a must have in W. Creatures with removal plastered to them is great with Alesha. I see you already have the all-star player Duplicant, thats great. I would toss in Necrotic Sliver. Stinkweed Imp is pretty damn amazing, too. it'll block anything and kill anything it blocks, then allow you to drop a bunch of cards into your graveyard.

Hopefully that gives you some ideas...I can tell you what I would cut from your deck, if you want, but I'll leave you with this for now :)

cgomes on Grenzo Mono-Red Aggro-Control

3 weeks ago

Pinkie_Satanas, I agree that loyal apprentice is better than young pyromancer here but I'd definitely try to play both instead of one or the other. Regarding Sandstone Oracle, I like it in most multiplayer decks that play Mishra's Workshop, sol lands, and fast rocks. As you mentioned, it has good synergies with cards in the deck (namely, welder and daretti), which is why I keep it. That Chandra let's us accomplish multiple things--get additional grenzo triggers with her +1 and draw cards with her 0--but I'd say it's harder to get her on the board than it's to get Oracle, and Oracle is immediate card advantage. I'd test her (have not done that in the past, I don't think) but honestly think that Oracle is better in multiplayer. (I don't ever think it's correct to build an edh deck either bottom-up or top-down. I tend to build my decks balancing bottom-up and top-down ideas, so that I can use a few things that synergize well with my commander when it's available but when I cannot rely on my commander, I also have a few things that can keep me in the game, and Oracle goes in the latter direction.)

Yeah, I don't like Temple of the False God and I think it should never be played in a competitive list because you want things rolling way before you get other 4 lands into play. It also doesn't work well with bombers and ruination. The only real alternatives to workshop are sol lands--ancient tomb and city of traitors. Scavenger grounds might be a good option against gy-based strategies but that's meta-dependent.

I've had way too many bad experiences with Chaos Warp and decided I'd never play it again. It's probably okay against cEDH decks, as most run a whole bunch of nonpermanents but holy damn, it feels bad to remove something and put something way worse into play. Enchantment-based decks are a pain in the ass for this deck, and if your opponent starts sitting on prison effects, your best bet is to plan on burning him (I've killed many players that way with a spikeshot elder behind a mana doubler, like Gauntlet of Might, and a sword) or hit another opponent to find mass bounce/removal spells to cast. We've bad matchups, and that's one of them. Don't think it's a reason to play Warp because chances are that the Ghostly Prison will become something much more troublesome, like Mirari's Wake.

Mizzium Mortars is an interesting replacement for Rolling Earthquake, now that it doesn't hit walkers anymore. Tremors is horrible with all our artifacts, and personally, I don't think Jitte belongs to any multiplayer list. It's great in 1v1 but doesn't do enough in multiplayer. Stay with the swords, especially feast and famine.

Pinkie_Satanas on Grenzo Mono-Red Aggro-Control

4 weeks ago

Hello ^^ I haven't put my version in tappedout yet, but I'll do it as soon as I can! The changes I tried over your version are minimal for now. I'll list them one by one:

1) in Loyal Apprentice, out Young Pyromancer. The few times I've played pyromancer I haven't been impressed at all, while the apprentice have been an overperformer. Maybe it's a matter of playstyle, but I've come to appreciate haste a lot. I was also considering taking out Thorn of Amethyst so it's probably worth to have pyromancer instead, as cheap token producers are very good in this deck, although I'm still not quite sure if pyromancer scales as well as apprentice as the game goes on; apprentice topthers having haste and flying is huge to push in grenzo triggers.

2) Took off Moggcatcher for Glorybringer. As an standard red player I've been consistently impressed with the dragon. The way I see it, it's a heavy hitter, able to push in damage and get grenzo triggers on late game fast, that sometimes kills stuff. I haven't drawn it yet so I'm gonna consider this a flexible slot, and try some other alternatives over time. Stolen Strategy feels also like a good replacement for moggcatcher, as both are grindy cards.

3) took off Sandstone Oracle for Chandra, Flamecaller. I see why the oracle is here: helps catching up, can't be easily casted with our colorless fast mana, has a nice flying body, and can be quite grindy with Daretti, Scrap Savant or Goblin Welder. However, in my experience it rarely does enough if you are not in a dedicated Daretti deck. 7 mana is a lot and unless you have some player going crazy on the table, the draw etb is not that good if you can't consistently recurr it. The fact that it dies to artifact removal is huge too. Put in Chandra instead cause is 1 mana less, the 0 ability is a very consistent way to get you cards, the tokens she produces have haste and help with grenzo triggers (they are also great sac fodder, and as Spawning Pit has been super good the few times I've play it, I'm super happy to have more psinergy with it), they close games very quickly too. Chandra also is a board wipe in a pinch and very good to have in play when you Jokulhaups. I still haven't got to draw an play the card but as the deck generates lotta tokens to defend her, I feel it's gonna be decent, what do you think?

3) Alternatives to Mishra's Workshop. Put in Temple of the False God cause it felt similar, but it leds to some feel bad moments so I'm considering taking it off. Crystal Vein is always a mana source that can give you a burst when needed, and Scavenger Grounds doesn't ramp you but it's such and easy inclusion to hate on graveyards, something the deck lacks.

General considerations! Man I miss Chaos Warp so much in this deck. It's an answer to Ghostly Prison effects that are very bad for us, walkers that bolt can't hit, indestructible eldrazis, stuff that our damage base removal can't kill... I feel those represent the three things this decks is weaker against: ramp to big creatures strategies, dedicated token strategies (with green) and pillow fort. The last feels less problematic cause generally pillow forts are annoying to everyone on the table so other players are gonna also throw removal at them. But I feel we are kinda hopeless against lotta big dudes cause almost none of our removal can si anything about them and our creatures are to small to trade. Token strategies present a wall of chunk blockers that's hard to attack into, that eventually get very big and ran over you quite easily.

I'm putting cards like glorybringer or chandra in the deck to be able to disrupt those strategies and kill them as quickly as possible. I just wanna as much cards that can act as removal as I can get Xd so I have Mizzium Mortars, Subterranean Tremors and Umezawa's Jitte in my radar. The freaking jitte is in my binder looking at my with puppy eyes asking me to play it, such a great card, does so much! Bolt is the card I'd maybe take off for any of those but I'm still not sure at all. And sorry for the wall of text. I love the deck and I'm putting a lot os thought and work into it :P Tell me what you think. Did you consider any of these cards?

SynergyBuild on Ancestral Animar

4 weeks ago

Chain of Vapor is glaring angrily at Animar, with a Beast Within and Chaos Warp in the sidelines laughing hysterically, while little Animar is calling his friend Sylvan Safekeeper, stuck on the stack because Chain of Vapor was in response, but luckily a timely Mental Misstep was cast! Animar saves the day, before immediately making infinite Triggers from an Ancestral Statue and massacring everyone else with a Walking Ballista. Not really saving, is it?

Driemer84 on Brudiclad's Repurposing Plant

1 month ago

Storm the Vault and Tempt with Vengeance come out for Swiftfoot Boots and Chaos Warp.

Storm the Vault is often a 4 mana do nothing. I have a lot of artifacts in the deck, but I'm not a true artifact deck so it doesn't always flip reliably. It's powerful when it does, but getting it to do so often require some awkward plays.

Tempt with Vengeance just looks bad after adding Hordeling Outburst, Dragon Fodder, and Krenko's Command. No one in my playgroup ever takes the tempting offer and I don't normally want to make X more than a few because I usually have other plays to make in the same turn.

Swiftfoot Boots comes in as more protection and another haste enabler. A lot of creatures in my deck can have a big impact if they have haste. It also serves to protect my general.

Chaos Warp is experimental right now. I just like the ability to deal with any type of permanent. This slot could be a cantrip or draw spell, but for now I'm going to give Chaos Warp a shot.

TheGeneralAdvisor on Gobo-Focused Krenko

1 month ago

Skullion123 thanks for taking a look. You mentioned prices a few times, and that’s not much of an issue for me at this time since I own all the cards in the deck already. If I needed to add Mana Crypt or Gauntlet of Might that could be an issue but as it stands now the deck has been solid.

Chaos Warp is already in the deck. I’m not that bad at mono-red!

Don’t diss mah Scrying Sheets! Card advantage is something this deck struggles with, and any way to filter land or Coldsteel Heart off the top is something to be considered. If it didn’t break my own personal rule of fetches outside of color identity, I would add all the fetchlands for mountains I could run just to thin the deck out that much. Sheets is a small margin, but it’s a margin between a win and a loss.

I love Goblin Recruiter. I’m not sure why I haven’t picked one up but it should definitely be in here. I also like Shared Animosity so I’ll pick that up too.

Grenzo is so sweet. You just have to play with him to know just how awesome he is. No he’s not themed besides being a gobo, but his abilities are tits and very relevant in cEDH.

Speaking of cEDH, I find myself against a lot of blue which is why I run pyro/REB. They’re discard fodder for faithless looting or cathartic reunion when I don’t need them and they’re clutch against Cyclonic Rift.

Hellraiser Goblin’s forced attack ability has never been an issue really. I love to beat face and typically don’t care if a bunch of gobo dorks die.

I was actually considering adding another 3 drop mana rock because of krenko’s cost after taxing. He is heavily targeted and if I can’t get him to stick, it’s tough in the long run to ramp back into 8 and 10. This is also the reason for 36 lands; otherwise I would probably run 33-34.

Buried Ruin is just a random good utility land. It could probably be a mountain instead (buffing that scrying sheets!) but getting a Lightning Greaves back when I need it is pretty great.

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