Chaos Warp

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

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.

iPhalanx on Big Doinks

1 week ago

Update May 2023: I stopped playing the Magic for almost 4 years, back now and made some swaps with newer cards as well as some cards that I should've been running in the first place.

IN

OUT

DreadKhan on Pariah's Stompy Gruul Deck

1 week ago

I noticed a few things you might want to take a look at while testing your deck out, first you run several examples of artifacts that ramp you, this is usually a questionable choice in any Green deck, but Gruul is very good at ramping in particular, it has the least need for artifact mana. Some people run artifact wipes like Bane of Progress to punish people who are stuck with artifact ramp. There are always more creatures that can be tapped for mana, but there are also cards like Farhaven Elf and Wood Elves that find a land, there are quite a few of these out there. At your budget I think you should be running Myriad Landscape and Blighted Woodland, and I would consider Guildless Commons as a way to sneak an extra land drop out of your hand (you could also just run more lands).

Second, I think you might want to include more answers to artifacts and enchantments, if not creatures. Gruul decks that run big creatures can look to fight effects to help pressure opponent's boards/kill stuff like Magus of the Moat, Domri Rade and Domri, Anarch of Bolas are budget options that can help make fights happen, Ulvenwald Tracker, Thorn Mammoth, and Gruul Ragebeast are creatures that can generate repeated fights. Beast Within, Chaos Warp and Wild Magic Surge are all pretty interesting cards for a Gruul deck to look at, but there are also cards like Reclamation Sage or Caustic Caterpillar/Thrashing Brontodon, as well as Conclave Naturalists or Indrik Stomphowler that can help deal with artifacts/enchantments that interfere with attacking, and anything that can be used at instant speed has value in disrupting combos. At your budget Road / Ruin might be good, it offers ramp and removal in one card.

Third, you might want more card draw, there are a variety of ways to do that in Gruul, but many of the better options are Green spells. If you consistently have a big enough creature out Return of the Wildspeaker is good, as is Rishkar's Expertise, Momentous Fall and Greater Good. I like Bonders' Enclave if you think you can count on having 4 power out, and War Room is pretty handy in a pinch. Regal Force can draw a bunch of cards if you have green creatures. Garruk's Uprising might be budget enough, but Toski, Bearer of Secrets and Ohran Frostfang are cards to think about if you ever want to upgrade, both are very strong, Frostfang's deathtouch is superb synergy with Trample. If you do go with more Fight effects, Neyith of the Dire Hunt can draw a card for each fight and has other synergies with the deck. Dragonborn Champion is cheaper than Frostfang or Toski, but it requires your creatures to be big and probably have trample, so it might be worth a look.

Here are a few cards that might help that don't fit into the above categories/aren't necessarily solving a problem, but I think are worth thinking about. War Cadence is an all time favorite of mine, you can use it on anyone's turn if you have spare mana, very handy to make it impossible for an archenemy to block, also handy when you get down to 1v1. Have you thought about a Breaker of Armies? When it attacks, that player has to block it with everything, but you technically get to assign damage as you see fit unless they have Banding, so this tends to clear out an opponent's board while letting your other creatures get in unblocked vs that opponent. With your relatively low land count I feel like Abundance would be decent. With so many sources of Trample in your deck Bow of Nylea would be a sweet addition, Deathtouch and Trample are very good together.

Hope some of this is helpful, Gruul stompy decks are a lot of fun!

eliakimras on B.F.D.

2 weeks ago

Glancing through your cards, your deck's problem might be because you're building it based on best-case scenario, with tons of clones and blink synergies. (In my playgroup, Miirym always gets removed before her untap step, so the Miirym player does not rely on her sticking to the board.)

I'll suggest some upgrades for your deck based on making it more consistent and less dependant on Miirym:

1st. Ramp

Explosive turns with lots of cost reducers sound nice... if people don't blow up your dorks before you get any value from them.

2nd. You need more lands (36 lands + 13 ramp cards is a good starting point)

3rd. Better counterspells

4th. Better removal

5th. Better boardwipes

6th. More card draw

7th. Better win conditions

BubTheLab on Budget Minotaur Tribal EDH - Digeridont hurt me!

2 weeks ago

metalflame - Moraug, Fury of Akoum is a bit out of range for a budget deck

Other recommendations feel slow... Dragon Throne of Tarkir is tempting is a dead drop early game in what is kinda aggro-ish

Didn't realise I had both Terminate and Bedevil so Chaos Warp was good shout

metalflame on Budget Minotaur Tribal EDH - Digeridont hurt me!

2 weeks ago

Moraug, Fury of Akoum is a must include if you are Minotaurs. I would also suggest at least double the cheap ramp artifacts to get to your commander reliably early.

Royal Assassin, and Steel Hellkite are good in just about every deck it can get into. Dragon Throne of Tarkir is a cheap, and effective finisher for combat centric decks. Chaos Warp is a staple for control in red as well.

Check out my minotaur commander. Moraug's Relentless Attack! *C*

Last_Laugh on Marchesa - You made this? I made this.

2 weeks ago

Chaos Warp and Canoptek Tomb Sentinel are your best options (along with Feed the Swarm) for dealing with problematic enchantments like Solemnity or Rest in Peace.

Seize the Spotlight won't typically steal creatures... but that means you draw 3 essentially free. This card is amazing here.

The other thing I'm noticing is your creature's avg. cmc is really high (3.96 discounting Metamorph and Mulldrifter). That means on average you won't play a single creature before Marchesa hits the field.

A few low drops I'd suggest include:

Vigean Graftmage lets you abuse any etb/death trigger on everyone's turn.

Grim Haruspex is the best draw engine by FAR here.

Drana, Liberator of Malakir allows you to swing at lower life totals while getting your counters before regular combat damage thanks to first strike.

Imperial Recruiter looks up a surprisingly good toolbox of answers. Couple it with Vigean above or Metallic Mimic on humans for extreme brokenness.

Oona's Blackguard's discard is brutally effective here.

Phantasmal Image needs no explanation.

Gisa, Glorious Resurrector costs 4 but is your best theft effect here BY FAR.

Feel free to check out my list for ideas. I've been playing Marchesa for over 8 years now and there's a buttload of posts to sift through for more ideas. Upvotes on any of my decks are appreciated. Every Masochist Needs a Marchesa to Love Them

seshiro_of_the_orochi on STRATAGY

1 month ago

Your above posts would work well in the deck description.

Most off-tribe cards seem weird, considering Aegar is a very clear tribal commander. I won't go into detail regarding which cards you could or should replace. My suggestion: Look at every card that is not removal, card draw or ramp, and think about why it's in here. If you can't find a proper answer, maybe find a replacement for it. My own giant tribal deck is , so it's no perfect example for where this deck could go, but in case you're interested, you can find it on my profile.

Regarding the described weakness, there are tons of great removal spells in red and blue. Chandra's Ignition is a very powerful boardwipe for Aegar. Chaos Warp, Rapid Hybridization and Pongify would propably be the best possible kill spell for the deck.

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