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.
|Have (2)||metalmagic ,|
|Want (6)||laswear131 , Tocqy1 , Xylicht , darthprincessx , gdonner6 , Samskinburg|
Printings View all
|Commander 2020 (C20)||Rare|
|Mystery Booster (MYS1)||Rare|
|Commander 2019 (C19)||Rare|
|Commander 2018 (C18)||Rare|
|Commander Anthology 2018 (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
|Commander / EDH||Legal|
Chaos Warp occurrence in decks from the last year
Latest Decks as Commander
Chaos Warp Discussion
5 days ago
BuildingDankJankEDH Falthis gives your voltron commander additional layers of combat evasion, menace and deathtouch, meaning that if your opponent chooses to block they have to give up two creatures to do so. I'm a little unclear on how you're running voltron without attacking, though, so maybe I'm missing something about how you want this deck to play.
Argentum Armor is A) easier to cast and B) outlasts a creature board wipe. Also with Argentum Armor you choose the permanent, rather than your opponent. Annihilator, while a truly oppressive ability, puts the power in your opponent's hands and will rarely go your way. I can see an argument made for either.
Red has access to Chaos Warp and Blasphemous Act both of which are pretty common. IMO those are worth running Commander's Plate to protect against. Plus green is legit everywhere and a unit that has protection from green can't be blocked by green, giving you another layer of combat evasion.
Personally I'd remove Blade of Selves as Myriad doesn't copy any auras or equipment nor would the damage count as commander damage. For the purposes of a voltron deck I don't think it does what you want it to do.
5 days ago
If Animar, Soul of Elements that's mutated by Auspicious Starrix gets targeted by a Chaos Warp and I decide to put my commander into the command zone would the Auspicious Starrix be shuffled by the chaos warp effect?
2 weeks ago
I think you should most of all just try to grab every artifact or enchantment removal espically considering how vunerable you are to artifact hate.
2 weeks ago
How to Play:
Early game (Turns 1-4):
Ramp: Try to have a hand of 2-3 lands/ramping cards. Opening hand should have a cheap ramp to bring out Purphoros, God of the Forge by turn 2-4.
Set up field: If you have a control or ramp card, put it out. You want to protect your Commander and set up for a fight. Try not to bring out any token ramp cards until Purphoros, God of the Forge is out, pretty simple.
Bring out Purphoros, God of the Forge. Watch your devotion stay below 5 and especially your opponent is playing , and has untapped mana!
Create all the tokens!
You should be winning and only need Purphoros, God of the Forge ability to set off 20 times (in a 40 life game). You need to be aggressive, because in multiplayer games, you will be the target. Purphoros, God of the Forge is not a great diplomat.
Late Game (+13):
Infinite Combos with cards like Kiki-Jiki, Mirror Breaker.
-Ensnaring Bridge: severely limits creature attacks since keeping a decent sized hand can be difficult with the low mana cost of the deck
-Glacial Chasm: In the event that something go's awry, you can use Glacial Chasm for a couple rounds to prevent damage to you while setting up your board so you can sacrifice it.
-Wheel of Fortune: Wheels and other cards similar help both you in getting the cards you need, as well as controlling the opponents because they have to cycle their hand as well, potentially taking away their vital plays.
-Defense Grid: Making your opponent pay more mana in order to play out of turn.
-Price of Glory: Makes your opponent destroy whatever lands they used out of turn.
-Meekstone: Inhibits larger creatures from attacking.
-Grafdigger's Cage: prevents players that depend on playing from their graveyard/library.
None of the boardwipe cards will affect Purphoros even as a creature since he's indestructable
-Price of Glory mitigates people playing out of turn by costing them land sources that they tapped.
Adding these, in addition to your Purphoros, God of the Forge trigger will make him much more potent. You definitely will not be a diplomat at the table and will be targeted with extreme prejudice!
-Impact Tremors: Basically does the same thing as Purphoros, God of the Forge, except for 1 damage instead of 2. Can be added to Purphoros, God of the Forge trigger for additional damage. It's also a good substitute in the event that you can't cast Purphoros, God of the Forge for whatever reason
-Panharmonicon: Makes your ETB triggers activate a 2nd time
-Fiery Emancipation: makes sources you control deal triple their normal damage. Purphoros, God of the Forge would deal 6 damage per creature before adding anything like Impact Tremors or Panharmonicon. If Purphoros, God of the Forge is actually a creature, he's swinging for coup de grâce and dealing all 21 commander damage to the opponent if you use his ability 1 time.
-Chandra's Spitfire: Every time Purphoros, God of the Forge or Hellrider would deal damage to an opponent, this creature gets an additional +3/0. If you're playing a 4 player game, 1 trigger from Purphoros, God of the Forge gives Chandra's Spitfire a +9/0. Couple that with Hellrider and it gets really bad, really quick!
Infinite Combo / Win Conditions:
-Dualcaster Mage+Heat Shimmer / Twinflame: Heat Shimmer or Twinflame targets a creature. While on stack, use Dualcaster Mage to target Heat Shimmer. In turn the Dualcaster Mage will make a copy of Heat Shimmer which targets and makes a copy of Dualcaster Mage...
-Basilisk Collar+Goblin Sharpshooter: Goblin Sharpshooter targets a creature with his ability once Basilisk Collaris equipped, killing the targeted creature, which untaps Goblin Sharpshooter. Repeat until enemy board is cleared.
-Extraplanar Lens+Mountain: Use Snow-Covered Mountain or Mountain in your deck and get it "Imprinted" by the Lens. Snow-Covered Mountain are preferred because they aren't played as much as the basic Mountain, doing so means that only you (theoretically) can benefit for twice the amount of land on turn 3. It's sort of fragile, because having your Lens blown up on you (and it will be a big target) means being behind the curve.
-Basalt Monolith+Rings of Brighthearth: Tap Basalt Monolith to add 3 to your mana pool. Untap it using its own activate ability. Copy the ability using the Rings of Brighthearth trigger. You will start to make 6 using 5 (3 to untap and 2 to copy). Keep doing it for infinite mana.
2 weeks ago
Emberwilde Captain, the djinn that grants the 3 wishes.
Asceticism: Brokilon Forest
Chaos Warp: Ciri jumping through time.
Looking forward to seeing it come together!
2 weeks ago
2 weeks ago
3 weeks ago
Hey, I see you're already adding Commander Legends Pirates. Malcolm, Keen-Eyed Navigator is among the best because it's a combo with Glint-Horn Buccaneer and this is a new powerful Pirate combo in multiplayer Commander. Honestly it's a reason to want to play Pirates in Commander. Without the combo Malcolm is a repeatable source of creating Treasures who has helps Brass.
Malcolm + Glint is a combo if you have two or more opponents to draw/discard the rest of your library, make lots of extra Treasures if have three or more opponents and it can be a win condition. When Glint attacks activate him and you need at least 40 cards in your library to consistently make him a win condition. If you have three or more opponents then each time you activate Glint you create three or more Treasures with Malcolm. Sac two Treasures to activate Glint again and repeat.
More flying Pirates especially one drops can help to trigger Brass easier such as Spectral Sailor, Siren Stormtamer and Kitesail Freebooter. Stormtamer and Sailor are in the maybeboard. Chaos Warp is a versatile instant removal spell for Grixis. Exotic Orchard is a good Rainbow land.
Cards to consider cutting:
- Akoum Refuge: Orchard could replace any always ETB tapped land.
- Walk the Plank: Warp could replace it.
- Pillar of Origins: it's not good enough as ramp, only able to tap it for mana to cast a Pirate.
- Vraska's Contempt: not needed and four mana is high for a removal spell that only targets one of two different permanents types.
- Brass's Bounty: not a fan of this card since you can't ramp into it to get enough value for seven mana and needing six or seven actual lands to get enough value for seven mana is not worth it.
- Adaptive Automaton: Malcolm could replace it.
Good luck with your deck.