Chaos Warp

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.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Chaos Warp occurrence in decks from the last year

Latest Decks as Commander

Chaos Warp Discussion

Monomanamaniac on Equipping Godhood

1 day ago

I see the deck doesn't look much like it did before. 2.4 advantage cmc is definitely decent. I would like to start by saying I'm really glad to see some staple tutors in your list, i know you were initially against them but a little consistency in your 99 card deck doesn't hurt. So I noticed you don't run any mana rocks, which i think is a bit of a mistake. Mana rocks help you power up by getting with equip costs when you don't have a better way of getting them onto your commander automatically. Sol Ring , Talisman of Conviction , Boros Signet , Mind Stone and especially Thought Vessel would be good includes to make sure you're able to ramp those equipment onto your commander. On that note Danitha Capashen, Paragon while not as good as stoneforge or puresteel, is very decent at reducing those pesky equip costs. Also, Spirit Mantle is unblockable and lets you draw a card. Other than that you may want to think about removal: Swords to Plowshares , Path to Exile , Generous Gift , and/or Chaos Warp are good answers. I'd also think about utilizing Sunforger because it can fetch any if your answer cards. I know most of these suggestions aren't really the "fun" cards to run, but it'll keep you in the game more often than not and help you stop your opponents from going off via combo kill.

I'd cut trusty retriever because if you need either of those effects then there's lower cmc cards that you could do that with. Blood mist good card, but it's not an aura or an equipment so even though it's a neat effect I wouldn't run it. Metalworker probably does pretty decent with all your card draw, but it's giving away a lot of information for a deck that's trying to win through combat. Sculpting steel, I've never really liked how this card ends up working, our not working in most cases lol. Thespian's stage, you're going to spend too much time and resources on it getting it set up for the pay off to be good enough. Spectral steel doesn't give enough of a boost and the graveyard ability it's really worth it either. Idyllic tutor I can appreciate the fact that you're running tutors, but you're leaning into the equipments and only running the cream of the crop of auras... So spending 3 mana to search for an enchantment isn't ideal. Kor cartographer is too much mana to only get 1 plains, if you really want that effect you could get Solemn Simulacrum so that you could search for a mountain if you really need to. Encroaching wastes I'm not a fan of land destruction, especially eye for an eye types, especially if you have to pay 4 and lose a land to do it. Sword of body and mind good protections, but the 2/2 wolf is not great and the mill can be actively bad against graveyard decks, especially when you don't have graveyard hate. Knight of the white orchid i love this creature, but it's limited possible land fetch that doesn't do much else, I'd suggest Keeper of the Accord because it's repeatable. Disenchant I'd suggest running Heliod's Intervention because it's more flexible and can be used for life gain if needed.

Besides that it's looking sharp, you've got some serious power in this deck. I really like wyleth and i think it's a very fun and powerful deck. Wyleth is an engine and a win condition in one, which is very hard to find. Again, don't take my suggestions as criticisms, it's just what i would do if it were my deck (honestly I'd trade that metalworker for a Mana Crypt , Teferi's Protection , and a Smothering Tithe lol)

ZeroDegrees0 on Ford F150 [Gruul, Xenagos]

3 days ago

No problem! Cost is the first important thing when building an EDH deck, it decides what cards really you can include. It is important when making the deck to think about the various interactions you will have. The go-to list of stuff you need will likely include Ramp, Removal, Protection, and Win-Con.

It looks like you have a healthy amount of ramp in terms of mana production and land drop, maybe even a little too much but that will be known thru playtesting it. You could use a little more card draw, especially with all of the creatures. Beast Whisperer , Greater Good , Toski, Bearer of Secrets are all decent options. Sylvan Library is really good but on the expensive side.

In terms of removal, Beast Within , Chaos Warp , Krosan Grip , and Nature's Claim are some of the best options. Gleeful Sabotage is also good, along with Blasphemous Act and Vandalblast to level the board if you are behind.

For your win-con, its pretty obvious that you are looking to bash face with creatures. Using additional combats and protection like Heroic Intervention will help to keep everything in play to swing to win.

As a general recommendation, I think you should cut down on the creatures a bit and add more removal and interaction. One of the most powerful things in EDH is just the ability to interact, especially at instant speed.

StopShot on I need help choosing another …

1 week ago

@Raging_Squiggle, the cards you suggested removing have benefitted me countless times in cEDH though. Personally, I'd rather remove Terminate first. Holding up less mana every turn to address multiple threats is better as it gives me more flexibility. If you want to advance your boardstate it's better to hold up two 1's and a 2 than two 2's and a 3. Finding ways to do things cheaper without need for ramp is in a way card advantage as I see it and it mitigates how severe a discard cost is when you build your deck around flexibility than tempo. As I said I like playing more reactively than proactively. As for my experiences Lightning Axe 's removal capabilities in commander I find to be on par with Lightning Bolt 's capability in 60 card formats - not capable of removing everything but efficient enough to not get in the way of doing two things at once. Sinister Concoction is telegraphed removal which is incredibly undervalued in multiplayer settings as no one willingly wants to have it proc on their best card in hand, and having that kind of chilling effect on a whole table for one mana is pretty strong. And then there's Molten Vortex which is probably the best thing on earth for removing hatebear after hatebear and bypassing counter spells in blue combo decks. Losing lands to it may seem steep, but the cost is nothing when your opposition is locking you down and locking you out in the first place and if its a dead card I pitch it to the Lightning Axe or Sinister Concoction anyway.

Personally I've grown to loathe "non-black" removal spells. It's not just this combo but its also The Gitrog Monster and Kaalia of the Vast and Nekusar, the Mindrazer and Opposition Agent . I acknowledge there are a lot of non-black targets I can use it on instead, but picking between a Doom Blade and a Murder when Lightning Axe / Dismember takes out more of them for less mana sums up my approach to this. And I do run Chaos Warp , Anguished Unmaking and Generous Gift along with a slew of boardwipes for anything bigger - I just didn't mention I ran them here when the focus of my thread is on small and early game threats where the heavier removal isn't as apt at addressing these problems.

Still, even without the mana ramp the combo can come down on turn three by casting the cards on consecutive turns or on turn four by playing them all at once, and we are talking about competitive black which has plenty of tutors. In the early game holding up 2 or 3 mana for only one answer every turn I find to be a waste. It's not just this combo either as I'm in the company of decks that are looking to end or lock the game before turn six if left in a vacuum. At the same time I still want to acknowledge other non-aggressive strategies do exist and striking the balance is difficult when one set of cards is too slow for my current meta and another set don't go far enough for everything outside of that meta. Personally, I think the small spells still have some merit in all cases whereas the larger spells become an annoying liability when you're put on the clock. It's another reason why I value being reactive than proactive, to value flexibility over tempo, because I'd need to pick a different commander entirely if I want to match the speed my competitors play at. However, my opponents lose much more value than I do when they go headfirst into certain strategies only for them to be thwarted such as with the Witherbloom Apprentice + Chain of Smog combo or with the Auriok Salvagers + Lion's Eye Diamond combo or the Worldgorger Dragon + Animate Dead combo or anything that relies on Doomsday . My deck is built to address this kind of madness, but when I make card decisions I still want to keep more normal metas in mind when picking cards. Cards like Magma Spray and Fatal Push are incredibly narrow, I know that, but what I need to know is which card of that set is the best for taking on problems outside of my own meta.

berserkerazn on Queen Marchesa

1 week ago

I spoke to iamhikari:

Plan: Pivot towards aristocrats, lower the CMC, maybe more taxing. Though I think going more into the Monarch theme might be more fun/unique. We can try this first:

For starters:

-1 Beseech the Queen
-1 Deliver Unto Evil
-1 Wild Ricochet
-1 Call the Coppercoats
-1 Assemble the Legion

Mana fix and ramp:

-1 Worn Powerstone
-1 Gilded Lotus
+1 Exotic Orchard
+1 Talisman of Conviction
+1 Wayfarer's Bauble
+1 Talisman of Hierarchy ...can also +1
Talisman of Indulgence , but it's slightly pricier.

Expand reach and lower CMC of your removal:

-1 Return to Dust
-1 Terminate
-1 Comeuppance
+1 Chaos Warp
+1 Generous Gift ....alternatively there are some 2 mana removal cards in Strixhaven that might be fun to try out.
+1 either Path to Exile or the cheaper Dire Tactics
+1 Soul-Guide Lantern

Fun monarch theme and control: +1 Court of Grace
+1 Court of Ambition
-1 Black Market
-1 Ixalan's Binding

Pivot to Aristocrats:

-1 Neheb, the Eternal
-1 Thief of Blood
-1 Tectonic Giant
+1 Cruel Celebrant
+1 Syr Konrad, the Grim
+1 Bastion of Remembrance

Still need to deal with your creatures and maybe do some more token generation or something. I'll keep thinking and get back to you.

multimedia on Vertically Challenged Dragon Tamers

1 week ago

Hey, good start on a low budget. The deck name gave me a laugh :)

Some cards $1-$2 or less each to consider adding:

Having ways to tap Dwarves without attacking especially Magada is helpful to create treasures. Springleaf Drum , Survivors' Encampment , Holdout Settlement are ways to tap Magada to make mana. Dwarven Warriors and Dwarven Nomad can make Magada unblockable as long as she has only 2 power. Key to the City can make any creature unblockable such as Fearless Liberator .

Aethersphere Harvester is a Vehicle and Vehicles have an ability called crew which lets you tap any number of creatures you control with power equal to or more than the crew number. You can crew any number of times even if the Vehicle is already a creature with as many creatures as you want. Aethersphere with crew 1 means any creature can crew; each Dwarf you control can create a treasure.

Good luck with your deck.

Spirits on Saheeli's Thopter Factory

3 weeks ago

Hey TheDigitalMoose,

Not too much to say on this one, it has a good theme behind it, aligns nicely to the commander.

I has a good ramp package (about 12 or so on a quick look). Talisman of Creativity / Arcane Signet needs to be in here (can replace a higher CMC one). Dockside Extortionist is good if you can get his pre-con at walmart for $30. Foundry Inspector i see quite a bit. Hullbreacher if you lucky enough to crack one, he's super expensive, but so strong.

Scrap Trawler could be interesting, but I think you're on the token strategy, so it's honestly meh for you. More along the recursion lines, I often see Daretti, Scrap Savant being a go to for closing out a game. Sac your mana ramp artifacts to bring back your Myr Battlesphere for example. Hellkite Tyrant might be fun as an alt-win but he's CMC6 but certainly on theme, might be better than some others in those slots. Steel Overseer is often a good early drop, and has good value in all game facets, development, ahead, behind, even. Mirage Mirror is a good way to bring down CMC with game changers as well.

I think some targeted removal would be good, Chaos Warp , Counterspell , Cyclonic Rift , Vandalblast , lots of talk about the value/situation Mystic Reflection I think it may be cEDH level. Arcane Denial maybe. Narset's Reversal is really good, stealing an opponent spell sometimes better than just countering it. Capsize is a staple.

Draw perhaps could get a couple, it definitely has a draw package, I would convert 2-3 of my CMC6/5, and maybe 2 of my CMC4 moving them to the 1-3CMC slots. Jhoira, Weatherlight Captain is CMC4 but also good if replacing a CMC6. Recurring theme I know, thopters LOVE Skullclamp ! Jeska's Will I was a little show me what you can do, and now, I can't see any deck that shouldn't play this card, I've been trying to buy them when I see them in LGS, but they are never in stock. Brainstorm , Ponder are the strongest of the cantrips, I would include to lower the CMC and hit those land drops. Preordain is borderline I think, but it's still worthy of a spot IMHO. Faithless Looting especially if you have a Daretti, Scrap Savant .

Trading Post is just a fun card, I love it in my artifact decks. Good at a 5.

I'll say it again Lands suck, the cost :(. Steam Vents , Shivan Reef , Fiery Islet , Spire of Industry , Riverglide Pathway  Flip are all must includes. Highland Lake / Izzet Guildgate / Swiftwater Cliffs would all be outs for me, things like Sulfur Falls / Training Center / Fabled Passage / Exotic Orchard arent guaranteed mana but have the potential of entering untapped and mana fixing.

I would try and get some more 1 drops (a little lack there at 2, like 6-8 better curve), 3 is probably a good peak, but might be a little too high, have a better progression with CMC2 some mana rocks Arcane Signet / Talisman of Creativity can do that replacing some higher cost ramp. 4 I might try and cut like 3 honestly. 5/6 around 10 total right now its 14. Sometimes evaluating cards on when you can play them, ultimately you want to play more cards = more fun/involvement. Your commander is CMC4 so if your playing her T3/T4 consistently (and that is where most of your cards sit too), you have to choose play the commander or play a 3/4 spell. You want to be developing the board on T1-T3 leading into that T3/T4 commander play with a nice +1 thopter engine. Another thing to think about is now its T4/T5 have 4-7 mana, I can't really cast a 5 and a 2 to use my mana because I'm mostly 3 drops, maybe i have 6 mana and 2x3, but why not play a CMC6+CMC1, or CMC4+CMC2 for maximum value. When everything 3/4 drop including your commander, lots of wasted mana or tough play decisions.

Ancient Stone Idol only has value I think when your ahead, or maybe even if you have a possible swing with flyers, really bad in developing or behind. However, have to balance with how awesomely fun he would be to play.

This deck looks built with good methodology, and a theme/win plan, which is awesome. My friend had a deck I called, "The deck of missed triggers" because no matter what he misses triggers. This deck reminds me of that because you have Draw triggers, Upkeep triggers, CMC enables, ETB's, Attack triggers, end of turn triggers, etc. Lots of stuff to keep track of on your board! It's really fun looking deck, I play Mizzix Spellstorm so I just have to worry about assembling a million combo pieces, but also my Animar Budget is fun, almost the same idea as this deck with creatures vs. artifacts, cast a creature like 5 things trigger and like 4 things modifying the CMC of each spell.

Super fun, nice low moving to mid deck. Cheers!

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