Pointed Discussion

Magic: The Gathering Card Comments Archive

Chaos Warp

Multiverse ID: 338441

Chaos Warp

Comments (11)

ThePieManOfDeath
★★★★★ (5.0/5.0) (1 vote)
This thing has potential in a deck with low and high cost permanent spells. Sacrifice a weenie for a chance to bring out something bigger.
TheWrathofShane
★★★★☆ (4.8/5.0) (2 votes)
Odds are, it will turn anything, including enchantments, into a land. Has good odds of topdecking a non permanent spell, turning this into an arguably stronger, yet chaotic red vindicate.
DarthParallax
★☆☆☆☆ (1.6/5.0) (4 votes)
Good card is good. Just slightly saddening that this, unlike the Legendary Commanders themselves, is one that serious players of the game probably want 4 copies of or more "For Red Decks". (Which will effect price) I think it likely it will, in some years' time, get another, possibly alternate art, probably not Foil, Reprint. They'll want to keep the Commander's Arsenal cards special, so don't expect Foils of Command Tower again any time soon either, but some of these just say to me "Staple for Reprinting in anything"
MANABURNWASGOOD
★★★★☆ (4.5/5.0) (2 votes)
Throwing red a bone to deal with stuff.
Salient
☆☆☆☆☆ (0.0/5.0)
Combos with Doomsday.

Ideally, you fire off Doomsday, stack Chaos Warp on top of four Emrakul, cantrip into Warp, and Warp your own Shelldock Isle. You have an 80% chance of putting Emrakul into play immediately, and a 20% chance of casting Emrakul through Hideaway.

Perhaps more importantly, you can play Doomsday-for-Shelldock as normal, and use Chaos Warp as removal. It's versatile enough to be maindecked.
Lifegainwithbite
★★☆☆☆ (2.8/5.0) (2 votes)
I run it to get rid of excess land but I'd have to be pretty desperate to use it on my opponent...
RetroGamer3
☆☆☆☆☆ (0.0/5.0)
Everyone here can't see this was only created to get rid of commanders.
LeVaughnster
☆☆☆☆☆ (0.0/5.0)
I had an Ink-Treader Nephilim out during a 4 player free for all. Someone made the smart idea to use this on it... That was the most ridiculous Mass Polymorph-ish move ever. Though I was lucky enough to get my nephilim back out again! :D
Hunted0Lesser
☆☆☆☆☆ (0.0/5.0)
Blood Moon, stahp!
Red has little other answer to that card (if needed).
Krenkowned
☆☆☆☆☆ (0.0/5.0)
Shhhhh! Don't tell Rosewater! Red needs answers to enchantments, and this is, as far as I know, the only reasonable in color anser. Sure there's Capricious Efreet, and a few way to steal and then sacrifice permanents, but those aren't surefire answers. Technically this card isn't either, as you have the chance of shuffling, and then revealing and resolving the card tucked, or something worse like a Blightsteel Colossus. That's ok though, because red can deal with artifacts and creatures. While its dependent as to what you target this with, the odds are good that you'll reveal a land, artifact, or creature. Sometimes you can get lucky and reveal a sorcery or instant, in which case you've effectively removed their spell, and revealed to the table their next card draw for the turn.

While I don't really like color bleed, and power creep, I do believe that every color should have some kind of answer to most spells, which is why I really enjoy this card. Chaos Warp gives red players an option to remove a really nasty enchantment in a tight spot, while taking a gamble that it wont backfire on them. The card is also likely to be bad card advantage if you reveal any permanents, kind of like a red path to exileMaybe all colors don't need Counterspell, but everyone should get permanent removal at varying degrees of efficiency. For example, pretty much every color has creature removal, even blue in the form of bounce spells, and green in the form of the fight mechanic. While neither of those are great options for removal, at least options exist! BlackRed pretty much have no solid in color enchantment removal, and mono Black is in even worse shape since it can't hit artifacts either. Overall I hope we see more cards like this in the future, that expand upon the existing framework of the color pie, adding more options.