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 (3)||metalmagic , PostContact ,|
|Want (6)||Lozange , silver374 , 1Doogan1 , widowlark , Rahmodonis , Staiphos23|
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
Commander / EDH:
All decks: 0.16%
RG (Gruul): 1.2%
UR (Izzet): 1.57%
UBR (Grixis): 0.86%
RBW (Mardu): 0.43%
Chaos Warp Discussion
3 days ago
I would play lands such as Temple of Triumph, Temple of Plenty, Temple of Abandon over Guildgates for sure. Maybe you like the Vivid Lands over some of the Guildgates (or similiar). Vivid Crag, Vivid Grove and Vivid Meadow.
2 weeks ago
2 weeks ago
Chaos Warp is a good card if you're in Rakdos, but having access to white gives you much better options that don't come with the inherent risk of swapping the target out for something worse.
Seriously, why are so few people putting Anguished Unmaking, Vindicate, or Utter End in their upgraded versions of this precon?! Don't wanna be mean, but these cards should be the first cards that come to mind for spot removal.
Also, you might wanna reconsider using Queen Marchesa. She is not card draw, she's a bullseye on your forehead. Wonderful Pillowfort commander, but more often than not, you ain't keeping that Monarch for long without a way to blink her or deter attackers.
2 weeks ago
I never was a fan of Chaos Warp, myself... especially in Mardu strategies. Not only is there always the risk that you'll bring out something worse in the target's place, but you simply have better options thanks to your access to white. Some alternatives you might wanna consider are Vindicate, Anguished Unmaking and Utter End.
2 weeks ago
First things first - you need to have a proper deck description. I have no idea what you're really going for with this deck outside of:
- Play a bunch of random infect cards
- Get some stax pieces out
- Hope for a Win?
Writing a thoughtful deck description will not only help everyone who randomly visits your page (like me), but will help you gain a better understanding of what you're trying to accomplish with this deck. A general guide you can follow would be answering the following questions:
What turn can my deck consistently threaten to win the game?
What are the themes in this deck? (Obviously Infect, and +1/+1 counters)
These are also questions you should be asking your opponents before you sit down and start a game (those three questions you would be discussing with your opponents are known as the turn 0 talk). One thing that does help alleviate some of the salt Infect produces is ensuring that your opponents know what they are signing up for. I guess the term "social contract" applies here. But yeah, you need to be doing this before starting a game - especially with an infect deck.
Another resource to consult is Epochalyptik's Do you want to write a primer?. There you have an expanded list of topics to address and questions to ask yourself. I know it's easy to throw together a bunch of cards - but if you really care about your commander, and the deck you're constructing then you'll go deeper and ask yourself
A suggestion: Cut about 5 to 8 lands, and include more interaction, ramp, and rocks - especially the latter. Grixis has few cheap ramp staples, but the usual suspects i'd recommend are: Cabal Coffers + Urborg, Tomb of Yawgmoth, Fellwar Stone, Arcane Signet, Talisman of Dominance, Talisman of Creativity, Talisman of Indulgence, and Mana Crypt (Sorry, I know the last one is dumb expensive). If you're playing infect, then usually you're playing some form of prolifeation. That doesn't seem to be much of a subtheme here, but if you do decide to lean more into it then you could try out Everflowing Chalice as well.
As for interaction, you have some very strong color options. Imp's Mischief, friggin Toxic Deluge, Damnation, Black Sun's Zenith, Deadly Rollick, Counterspell, Fierce Guardianship, Negate, Mana Leak, Vandalblast, Blasphemous Act, Faithless Looting, and Countersquall. All very good options. Also, you could do with a bit more draw options as well - Windfall, Wheel of Fortune, (Expensive, I know - sorry) and Rhystic Study are all great staples.
Infect/Poison counters can only get you so far in commander. Take it as an inevitability that you will outright lose due to the mechanic being so politically weak. Assume that at the start of every game you will be isolated and that players will more often than not band together to remove your infect creatures/sources. To better compensate, you need to have a reliable secondary theme built into your deck that can help you get to victory.
1 month ago
I would cut creatures back from 34 to 28 to have a little more room for interaction in the deck.
The 6 cards I would put into the deck to replace the creatures would be
Boros Charm since it can let you dodge around most board wipes.
Legion's Initiative is similar, but can give your board a small boost.
Crush Contraband would be a good piece for instant speed artifact/enchantment removal.
I do also really like including Sunforger into my Boros decks since it will let you cast Teferi's protection or Boros charm from your deck as well as some of the removal pieces I've mentioned.
1 month ago
So being in red means you have limited access to draw and enchantment removal. I only see steel helkite and ugin as your source of enchantment removal. I also hate being mana screwed, but 40 lands is too much. 38 should be enough, 39 if you really want. I personally run 37, but my curve is a bit lower. You also have so much artifact ramp that the lands aren't really necessary. I rarely recommened cutting lands but it seems like the first easy choice here.
Arch of Orazca - Draw
Commune with Lava - Decent draw and can be used an a mana sink once you go infinite
Endless Atlas - Good reliable draw
Skullclamp - Draw, best with your token producers
Solemn Simulacrum - Draw / Ramp
Myriad Landscape - Ramp
Chandra, Torch of Defiance - Value value value
Sunbird's Invocation - Above on steroids
Sensei's Divining Top - Amazing on it's own, draw with rings/key
Chaos Warp - Best removal
I see a couple of cuts right away.
+1 Let me know what you think of my suggestions
1 month ago
Tutors are necessary for an entire archetype to function.
You didn't mention which archetype that is, but I'm assuming you are referring to combo. I completely disagree! I've built quite a few combos that win without worrying at all about whether or not the deck has access to combos (in fact, some times the decks are playing stuff like Mindlock Orb that restricts my ability to tutor as well). Here are three examples:
That's on top of the deck I played in my stream last night, Nethroi Apex of Death: https://www.youtube.com/watch?v=5mlA0-agBDk
(And this is responding to as well) Tutors aren't necessary for combos, at all. They are just necessary for the most mana efficient of combos (and having those around is why the higher the powerlevel you go, the more it kicks out the other archetypes). If we are worried about archetypes not being possible, then you would be arguing for nerfing combo since it is much more powerful that control, midrange, and especially aggro are nearly impossible to be viable.
Sure, you might find it more fun to win with the lack of consistency, but you should not ascribe that to every player.
Here's the problem... Knowing about game design gives insight about how fun is accomplished. I'm no expert, but I've made quite a number of games based on a few principles, one of which being "Gameplay experience repeating itself from game to game is one of the biggest killers of fun." In fact, this is exactly why Commander blew up in popularity in the first place: Going from 60-card decks with 4-ofs to 100-card decks with 1-ofs is a HUUUUGE drop in consistency, making games less repeating, and consequently more fun.
You also are treating tutors like there is no opportunity cost to using them--you have to burn mana to find your cards, and many of the best tutors put the card on top of your library, meaning you're wasting your next draw or have to use another method to get the card into your hand.
Well, then let's be honest about it, is the cost to search about 60 unique cards for one mana mechanically similar to searching about 15 unique cards for one mana? (Where did these numbers come from? There are about 60 1-ofs in a commander deck when you don't include lands and there are about 15 2-ofs, 3-ofs, and 4-ofs in a 60-card deck.) I think we can agree that they're not. In that way, tutors fall into the category of "Interact poorly with the format" quality of the banlist. Don't get me wrong, I'm not advocating for banning tutors, but that's only because I think there's a better way to fix the issue. Is it unprecedented? In application, yes, but the precedent for the reasoning is as old as the format itself.
What you propose is to to make a card not work as written--that's a huge problem. In fact, it violates what is literally the first of "Magic's Golden Rules": Rule 101.1.
So does the commander replacement rule. Because of that, casting a Murder on a commander doesn't cause it to die in almost all situations.
In addition, your response to me exemplifies the principle of "loss aversion" in psychology, which can be summarized as "A loss of the same magnitude as a gain is felt by human brains to be much larger in magnitude." You are only looking at the change in terms of how it would affect your decks, but remember, it affects three times as many decks in your games: your opponents. No one complains about one of their opponents' decks being too inconsistent, but people are commonly infuriated playing against decks that can consistently fulfill their gameplan. Personally, I understand it's a part of the game currently, but I can also understand that it's an area of the game that is ripe for improvement.
The banlist could just go away completely & if players cannot exhibit deck-building control & want to win the same way every time, then that is their problem to deal with. My playgroup knows how to self-regulate.
You are missing a huge portion of the playerbase if you are only considering players with playgroups. Many players (myself included) play the game in such a way in that the majority of our games are with people with whom we have never played a game before. In my situation, I play with strangers on MTGO, but I have friends who play mostly on Discord and I have friends who play Commander mostly at side events.
Getting rid of the banlist because playgroups can deal with it means that people with no playgroups gets a huge problem, resulting in their probable exit for the game. Why? Just to make it so that playgroups decide on their own bans INSTEAD OF DECIDING THEIR OWN UNBANS? That's definitely a poor idea, not to mention how many people play with multiple playgroups. Are they just going to have some decks for one playgroup and other decks for the other playgroup? No, they'd just stop playing with one group of people.
rubix215 My favorite answers in Gruul are Force of Vigor, Nature's Claim, Beast Within, Return to Nature, Mogg Salvage, Chaos Warp, Abrade, and Harvest Pyre. If there any of those cards that you aren't playing, I would start of with trying a few of those! :)
Overall, I am really enjoying our discussions! Hopefully, I didn't hijack the thread, but time and time and time again I see problems that people are having issue, and to me it seems obvious that there is a single solution that fixes it all! On top of that, it doesn't actually make cards unplayable at the same time! What I'm suggestion would turn Demonic Tutor into a way better Anticipate, which makes it still hugely playable. It just takes away it's ability to find watchlist cards game after game after game.