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
Legacy Legal
1v1 Commander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Casual Legal
Limited Legal
Leviathan Legal
Vintage Legal
Custom Legal
Canadian Highlander Legal
Tiny Leaders Legal
2019-10-04 Legal
Oathbreaker Legal

Chaos Warp occurrence in decks from the last year

Latest Decks as Commander

Chaos Warp Discussion

plakjekaas on What, Exactly, is Wrong with …

7 hours ago

JeanYass Blue has all the bounce to deal with resolved creatures, not to mention all the auras that take away abilities or tap a creature forever. On top of that, in a singleton format where you spend 5-10 slots on average on removal, it doesn't matter how many answers your color has past those "couple" of things. If you can fill all your slots with 1-3 mana spells that permanently deal with the problem posed by a Elder Gargaroth, like Pongify, Rapid Hybridization, Reality Shift, Imprisoned in the Moon, Ravenform and Capsize, you're doing better than Red. Can you name 6 spells in red that cost less mana than an Elder Gargaroth that will deal with that creature? Because I'm having a hard time doing so. Blasphemous Act and Chaos Warp and maybe Transmogrify are the best things I can come up with. Red might have more removal, but it's not better removal.

multimedia on Zaggers

4 days ago

Hey, good budget version of Zagras.

Dagger Caster is another Goblin Chainwhirler effect who's much easier to cast. Chainer, Nightmare Adept and Viscera Seer combine to repeatedly cast Caster or Chainwhirler or other creatures. Seer sacs the creature and then you can cast it again from your graveyard with Chainer. This interaction is also good with Taborax, Hope's Demise and Malakir Blood-Priest for repeatable draw/grow Taborax/each opponent loses life/you gain life each time Priest ETB. Hooded Blightfang is repeatable life loss for each opponent and life gain for you since it triggers for each creature with deathtouch who attacks.

Pain Seer, Oona's Blackguard and Goblin Cratermaker are good budget two drops for party. Seer and Cratermaker can really benefit when having deathtouch. Chaos Warp and Feed the Swarm are ways to remove an opponent's enchantment in Rakdos and Warp can remove any permanent which is very versatile instant removal.

Dark Ritual can help to ramp into a quick Zagras. Command Tower is a staple Rainbow land in Commander for multicolored decks and Path of Ancestry is another Rainbow land that can be repeatable scry when you cast a Rogue or Vampire with it.

These 13 cards can could be added for around $8 at TCGPlayer, see list


Some budget upgrades to consider:

  • Dagger Caster --> Viashino Fangtail
  • Chainer, Nightmare Adept --> Graveshifter
  • Viscera Seer --> Bloodlord of Vaasgoth
  • Malakir Blood-Priest --> Mogg War Marshal
  • Hooded Blightfang --> Judith, the Scourge Diva
  • Pain Seer --> Rushblade Commander
  • Oona's Blackguard --> Blackbloom Rogue
  • Goblin Cratermaker --> Banewhip Punisher
  • Chaos Warp --> Walk the Plank
  • Feed the Swarm --> Price of Fame
  • Dark Ritual --> Forked Bolt
  • Command Tower --> 1x Mountain
  • Path of Ancestry --> 1x Swamp

Good luck with your deck.

Azeworai on Land Twins

2 weeks ago

Alright, let's do this.

Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.

Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.

In order aforesaid, removal:

I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.

Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.

I would add Chaos Warp, for it hits any permanent at an efficient cost and at instant speed. One I much like is Hull Breach. Two-mana, two targets. It does not get much better than that.

Unto wraths:

I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.

Try Blasphemous Act, Chain Reaction, Molten Disaster, and Savage Twister. In the event of you finding one, do add Ezuri's Predation.

Upon card draw.

If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.

Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.

Well, Valakut Exploration has impressed me. It is essentially another Horn of Greed, which bears much dint. I would add these both for the endless engines they offer.

Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.

Courser of Kruphix is just better than Grazing Gladehart. It may be half of the life gain, but the card draw off of the library's top is fantastic.

Outside of land-related draw engines, there are the basic ones of Outpost Siege, Elemental Bond, Guardian Project, and Harmonize.

Ramp, of course.

Notably, you are in Green, the very pinnacle of ramping. I would add the basics of Rampant Growth, Farseek, Harrow, Nature's Lore, Three Visits, Skyshroud Claim, and SOL RING.

As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.

Returning from the grave, recursion it shall be.

This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery  Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.

Start your engines.

What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.

Crash of Rhinos is cute, but does not accelerate your gameplan by itself. Large, but not unbeatable. I am not fond of Akoum Hellkite myself, but it is better than others of what I would remove.

Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.

Zendikar Resurgent doubles the mana and offers much card draw, winning the game once you untap. Beast Whisperer is similar, but an early-game card.

Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.

Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.

Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.

Conclusion.

Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.

I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.

The Lands Restored

Fare thee well.

NV_1980 on Gisela How Much Damage Is Too Much

2 weeks ago

Hi,

Interesting deck. Considering that in some ways this deck is Angel-tribe AND the fact that you have put some money into this, we would recommend Cavern of Souls. This will basically allow you to cast Gisela (and your other Angels) with impunity.

We would also really recommend adding Swords to Plowshares (because it's just such great removal) and maybe Chaos Warp as well. Adding Homeward Path will give you a way to retrieve Gisela if she gets stolen.

We would recommend more ramp. The average CMC of your deck's creatures is almost 5, so in most cases it will take a number of turns before you can actually do something to your opponents. We would recommend Arcane Signet, Ruby Medallion, Thran Dynamo and especially Weathered Wayfarer.

In terms of card advantage, Sensei's Divining Top and Scroll Rack are fantastic options (if you can afford them).

Hope this helped.

With kind regards,

Mrs. and Mr. NV_1980

RambIe on Best Play I Have Seen …

2 weeks ago

granted this year is only 12 days so far
but in last Saturdays games my buddy Silverbutters made one of the most epic plays!!!
faced off against a Edgar Markov deck poor Silverbutters was taking an onslaught of flying lifelinking vampires to the face every turn!!
but when Vito, Thorn of the Dusk Rose hit the board Silverbutters immediately recognized the threat
his opponent moved to combat and swung all out for the win.
Silverbutters finally released his tight grip and dropped Chaos Warp targeting Vito, Thorn of the Dusk Rose
Silverbutters could barely contain his laughter as his opponent freaked out.
after a about 10 mins of arguing and laughter Chaos Warp finally resolved
Vito, Thorn of the Dusk Rose was placed into the deck, the deck was shuffled, then passed to Silverbutters to be cut, then the top card was flipped and

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Coward_Token on Kaldheim official spoilers

2 weeks ago

Tibalt's Trickery: I myself thought of a riff off Chaos Warp (Spell Warp) before I saw this, but I figured it'd be too much of a stretch. Guess not, but this is a set that also contains Ravenform. Anyway, since this official version lets you target your own spells, I assume the random milling is to make it unreliable to stack your topdeck.

"Flying" Rune: The never ending quest of solving the 2-for-1 problem with creature Auras continues, and this latest attempt is pretty neat; you can choose between giving a creature the benefits of the Aura directly, or you can let an Equipment play the middleman.

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