Chaos Warp
31% of tracked Commander decks with red in their identity run Chaos Warp. When drawn, 60% of copies are cast, with a median first-cast turn of 7.0.
Chaos Warp is red's most-played permanent removal spell in Commander, and the Playgroup Live numbers back that reputation. It sits in 31% of the 2451 tracked decks that have played a live game, appearing across 753 distinct lists spanning a wide range of commanders and strategies.
As a reactive instant, Chaos Warp is almost never cast on curve. The median first-cast turn is 7.0, well after its 3-mana cost would suggest, because players hold it until they have a target worth hitting. The hand-to-cast data confirms deliberate timing: the median copy sits in hand for 1 turn after being drawn before it resolves. 60% of drawn copies reach the graveyard via a cast, a solid conversion rate for a situational removal spell in a long-game format.
The win-rate delta between casts and uninteracted copies is a small positive signal at this sample size, but the standard error is wide enough that the direction is not conclusive. The more durable story is breadth: 533 distinct players have brought Chaos Warp to a tracked game, and the single heaviest contributor accounts for just 4% of all instances, meaning the data is well-spread across the player base.
- 31% of tracked Commander decks include Chaos Warp
- T7.0 median first-cast turn, reflecting deliberate reactive timing
- 60% of drawn copies are cast before the game ends
- 533 distinct players have brought Chaos Warp to a tracked game
- 24% draw rate across deck participations in tracked games
First-cast turn
n=186The "good card" funnel
1290 brought · 533 playersOf 1290 Chaos Warps brought to games, 308 were drawn, and 186 of those were cast, a conversion that reflects deliberate hold-and-fire sequencing more than dead draws.
Players who cast this card win 28% of the time (n=184) , vs 25% when it never left the library (n=891).
When players drew this card but left it in hand, they won 33% (n=118) — about the same as leaving it in the library. Those players survived long enough to draw it, so the gap above is about the card resolving, not just about surviving.
Observed gap +3.2pp; 95% confidence interval -3.2pp to +9.6pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
346 instancesThe vast majority of Chaos Warp copies end in the graveyard after resolving, as expected for an instant. The small library and hand counts reflect games that ended before the card was cast, not permanent zone changes.
Commanders that played this card
in tracked games-
1
Rootha, Mastering the Moment
24 decks
-
2
Valgavoth, Harrower of Souls
19 decks
-
3
Bello, Bard of the Brambles
18 decks
-
4
Cloud, Ex-SOLDIER
17 decks
-
5
Krenko, Mob Boss
17 decks
-
6
Doctor Doom, King of Latveria
12 decks
-
7
Henzie "Toolbox" Torre
10 decks
-
8
Deadpool, Trading Card
9 decks
-
9
Ureni of the Unwritten
9 decks
-
10
Admiral Brass, Unsinkable
7 decks
Rootha, Mastering the Moment leads the list by a wide margin at 21 decks, but the spread across Izzet, Rakdos, Gruul, and mono-red commanders shows Chaos Warp is not tied to any single archetype.