Red has a way to deal with enchantments. A card
that can target enchantments and get them not
only off the field, but put them somewhere their
owner can't easily get them back. Clearly our
world is in ruin. The biggest sledgehammer
about this card? It's not even "reveal cards
until you hit a permanent". It's "reveal the top
card, and put it on the field if it's a
permanent". If they flip an instant or sorcery,
you just Time Ebbed a permanent PERMANENTLY in
Red. And they said New Phyrexia was bad for the
color pie! I have no doubt that this is going to
be one of the biggest chase rares of the set. If
you're monored and your opponents run
enchantments, you play this card or nothing.
Sure, there's the little matter of them getting
a free permanent. But think about it-- lands are
permanents, and they take up a little over a
third of a deck. So unless your opponent is mana
screwed, trading their most fearsome permanent
for a land is almost always a good deal for you.
And if you just save Chaos Warp for the scary
stuff, which you should be doing anyway because
you don't have enough copies to blow it on a 2/2
that swung at you once, the permanent they get
will almost never be worse than the one you
Warped away. If they're playing mana artifacts,
smaller creatures, or other permanents that get
"outclassed" as the game progresses, then the
odds of you Warping them into Kozilek is
miniscule. And if you do, well, you used the
Warp to get rid of Ulamog, so it's not like you
dug yourself in any deeper.
More and more colors are getting the ability to
destroy permanents. I'd say that every color
more needs the ability to draw cards, but still,
I can't see any way that Chaos Warp won't be an
instant hit. The cost makes it a great answer to
permanents like enchantments and high-loyalty
planeswalkers. Sure, there's a chance they'll
get the card back, or something equally
threatening, but if you aren't comfortable
riding your luck, red may not be your color.
Plus, that random element will result in great
stories in Commander games and old-school
multiplayer games alike.
Today's card of the day is Chaos Warp which is
a three mana Red instant that has the owner of a
target permanent shuffle it into their library
then play the top card of their library if it is
a permanent. Legal only in Commander, Legacy,
and Vintage this does give Red a removal option
for anything that can be targeted even if it can
result in another threat being played. It also
can turn your own permanent, such as a token or
artifact without counters, into something
potentially useful which is the kind of gamble
Red often enjoys. The odds of getting something
more favorable in either case are generally
high, such as a land for the opponent. Overall
this is a fairly versatile card to gamble with
that should be used whenever no other option
exists and in that capacity it works quite well.
Welcome to another card of the day review here
at Pojo.com! We wrap the week up looking at
Chaos Warp from Commander. Chaos Warp is a red
instant that costs two generic and a red. Chaos
Warp says the owner of target permanent shuffles
it into his or her library, than reveals the top
card of his or her library, if it is a
permanent, he or he puts it onto the
battlefield.
This card is really a lot of fun. The ability to
send something troublesome away and possibly
replace it with a land is priceless. On the
other hand, targeting one of your own lands if
you have to much in an effort to replace it with
a creature is just as much fun. Try using with
Mirror of Fate and Selective Memory for some
real laughs.