Chaos Warp
Chaos Warp sits in 30% of tracked Commander decks on Playgroup Live, drawn 24% of the time and cast 62% of the time it reaches a hand, with a median first cast landing on turn 7.0.
Chaos Warp is Red's go-to answer for permanents it otherwise cannot touch. Across 2000 tracked multiplayer Commander games on Playgroup Live, 30% of decks bring it to the table, making it one of the format's most consistent Red removal staples.
When a copy enters a player's hand, it converts to a cast 62% of the time. That figure reflects both deliberate use and games that ended before the card could be deployed. Median first cast lands on turn 7.0, consistent with a reactive instant held until a relevant threat appears on the other side of the table. Players average just over 2.6 turns with it in hand before casting, and only 28% of casts happen the same turn it's drawn, a clear signal that it's held as a response rather than slammed on sight.
The deck-inclusion rate from external decklists sits at roughly 14.6%, but the Playgroup Live play-based figure of 30% reflects the decks actually being sleeved up and played in tracked games. The commander spread is broad: 886 distinct players have brought it across the dataset, with no single contributor dominating the sample.
- 30% of tracked Commander decks include Chaos Warp
- 24% draw rate across tracked games
- 62% of drawn copies were cast before the game ended
- T7.0 median first-cast turn, consistent with reactive deployment
- 28% of casts happen the same turn it's drawn, confirming it's held as interaction
First-cast turn
n=358The "good card" funnel
2437 brought · 886 playersOf 2437 Chaos Warps brought to games, 575 were drawn, 358 of those were cast, confirming it converts drawn copies at a solid rate for a reactive instant held for the right moment.
Players who cast this card win 28% of the time (n=352) , vs 24% when it never left the library (n=1653).
When players drew this card but left it in hand, they won 33% (n=207) — 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 +3.9pp; 95% confidence interval -0.7pp to +8.5pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
639 instancesThe overwhelming majority of Chaos Warp copies end the game in the graveyard after resolving or in hand, which is exactly what you'd expect from a single-use instant: it does its job once and is gone.
Commanders that played this card
in tracked games-
1
Doctor Doom, King of Latveria
46 decks
-
2
Cloud, Ex-SOLDIER
39 decks
-
3
Rootha, Mastering the Moment
38 decks
-
4
Valgavoth, Harrower of Souls
37 decks
-
5
Krenko, Mob Boss
32 decks
-
6
Bello, Bard of the Brambles
29 decks
-
7
Ureni of the Unwritten
17 decks
-
8
Kilo, Apogee Mind
16 decks
-
9
Inspirit, Flagship Vessel
15 decks
-
10
Zada, Hedron Grinder
15 decks
The top commander list spans mono-Red, Izzet, Grixis, Gruul, and Naya commanders, showing Chaos Warp is broadly adopted across the entire Red slice of the color pie rather than concentrated in one archetype.