Warp World
Sorcery
Each player shuffles all permanents they own into their library, then reveals that many cards from the top of their library. Each player puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of their library.
- CMC
- 8
- Mana cost
- Color identity
- R
- Rarity
- rare
- Set
- Tenth Edition
- Price
- $0.99
- EDHREC rank
- #7124
Warp World resets the entire board state on a single spell — every permanent each player controls gets shuffled away and replaced with a random pile from their library, which is exactly as chaotic as it sounds. Eight mana is steep, but Ian Malcolm, Chaotician turns that cost into a feature, not a bug.
Best Commanders
Commanders with the highest synergy

Ian Malcolm, Chaotician
Ian Malcolm, Chaotician's ability rewards chaos spells that affect all players, and Warp World is the apex predator of that category — it reshuffles every permanent on the board, triggering Malcolm's 'each player's permanents change' clause while burying opponents under RNG they can't plan around.

Norin the Wary
Norin the Wary flickers himself out of combat damage and spell targeting, and Warp World is the perfect reset for a deck already leaning into that instability — after the dust settles, Norin's triggers keep firing and your permanents tend to land better when you've packed the deck with enters-the-battlefield payoffs.

Neera, Wild Mage
Neera, Wild Mage already converts spells into wild casts, and Warp World fits the same 'embrace the chaos, build to exploit it' philosophy — in Neera decks, Warp World typically arrives after the battlefield has grown too complicated to answer conventionally, flipping the table in a way the deck is purpose-built to recover from faster than opponents.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | legal |
| pioneer | not legal |
| standard | not legal |
| vintage | legal |
| pauper | not legal |
| oathbreaker | legal |
Commander is where Warp World actually lives — eight mana is a significant ask in faster formats, but in a 100-card singleton game with four players' worth of permanents on the table, the payoff scales dramatically. Legacy and Vintage decks rarely touch it because the format's clock is far too fast for an eight-mana sorcery with no immediate protection attached. Modern has the same problem: efficient threats and interaction make Warp World a liability rather than a win condition. Commander's slower, multiplayer structure is the one environment where the effect's size justifies the cost, especially in dedicated chaos or permanent-flood shells.
Key Combos
Combo lines featuring this card
Price Context
Current price
$0.99 bulk tier
At $0.99, Warp World is firmly bulk — a high-profile effect at a throwaway price point. It's a niche card in a niche archetype, so don't expect significant price movement in either direction; grab it cheaply and slot it in without hesitation.
Explore
Sources
Mentioned
- Ian Malcolm, Chaotician
- Norin the Wary
- Neera, Wild Mage
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.