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"Find me cards equivalent to: Warp World"

Cards equivalent to Warp World (type: Sorcery, color: Red, similar mass-permanent chaos effects):
1. Scrambleverse – Sorcery, Red. Each nonland permanent is randomly given to a player, causing massive board state changes.
2. Possibility Storm (not a sorcery but similar chaos effect).
3. Wild Evocation (not a sorcery).
4. Disorder in the Court (but this is White-Blue).

Closest is Scrambleverse (both Red sorceries causing board chaos).
Reason: Both disrupt all permanents and create random board states.

Found Cards

5 Results

Disorder in the Court

Possibility Storm

Scrambleverse

Warp World

Wild Evocation

Disorder in the Court #67 Instant

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 2
Power/Toughness: /
Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Investigate

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 0.47 EUR
    Cardkingdom 1.29 USD
    Tcgplayer 1.39 USD
    Manapool 0.46 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Exile X target creatures, then investigate X times. Return the exiled cards to the battlefield tapped under their owners' control at the beginning of the next end step. (To investigate, create a Clue token. It's an artifact with ",Sacrificethis token: Draw a card.")

    Possibility Storm #7073 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Artifact, battle, creature, enchantment, instant, kindred, land, planeswalker, and sorcery are card types. Two cards share a card type if they have at least one card type in common.
  • If Possibility Storm's ability doesn't exile the original spell (perhaps because another Possibility Storm already exiled it), you'll still exile cards from the top of your library until you exile a card that shares a card type with it and have the opportunity to cast that spell.
  • If the spell you cast from exile has X in its mana cost, you must choose 0 as its value.
  • If you cast a spell without paying its mana cost, you can't choose to cast it for any alternative costs, such as overload costs. You can pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, you must pay those.
  • Instant and sorcery cards with miracle allow a player to cast a card immediately upon drawing it. If a player casts a spell this way, the spell is cast from that player's hand. Possibility Storm will trigger.
  • The original spell is part of the group of exiled cards put on the bottom of the library in a random order. If the exiled card that shared a card type with that card wasn't cast, it's also part of this group.
  • Prices

    Seller Price
    Cardkingdom 2.99 USD
    Manapool 2.55 USD
    Tcgplayer 3.09 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Whenever a player casts a spell from their hand, that player exiles it, then exiles cards from the top of their library until they exile a card that shares a card type with it. That player may cast that card without paying its mana cost. Then they put all cards exiled with this enchantment on the bottom of their library in a random order.

    Scrambleverse #153 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 8
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • All of the control-change effects happen at the same time.
  • Each nonland permanent will untap, no matter which player was randomly chosen to gain control of it.
  • For each nonland permanent, any player may be randomly chosen, including the permanent’s current controller.
  • Once Scrambleverse starts to resolve, no player may respond until it has finished resolving. For example, you can’t wait to see who will control a creature before deciding whether or not to activate one of its abilities.
  • Prices

    Seller Price
    Cardkingdom / 5.99 USD 1.79 USD
    Cardmarket / 3.08 EUR 0.73 EUR
    Manapool / 1.47 USD 1.09 USD
    Tcgplayer / 4.12 USD 1.67 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    For each nonland permanent, choose a player at random. Then each player gains control of each permanent for which they were chosen. Untap those permanents.

    Warp World #150 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 8
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Anything that triggers during the resolution of this will wait to be put on the stack until everything is put onto the battlefield and resolution is complete. The player whose turn it is will put all of their triggered abilities on the stack in any order, then each other player in turn order will do the same. (The last ability put on the stack will be the first one that resolves.)
  • 1) Each player counts the number of permanents they own.
  • 2) Each player shuffles those permanents into their library.
  • 3) Each player reveals cards from the top of their library equal to the number that player counted.
  • 4) Each player puts all artifact, land, and creature cards revealed this way onto the battlefield. All of these cards enter at the same time.
  • 5) Each player puts all enchantment cards revealed this way onto the battlefield. An Aura put onto the battlefield this way can enchant an artifact, land, or creature that was already put onto the battlefield, but can't enchant an enchantment that's being put onto the battlefield at the same time as it. If multiple players have Auras to put onto the battlefield, the player whose turn it is announces what their Auras will enchant, then each other player in turn order does the same, then all enchantments (both Auras and non-Auras) enter at the same time.
  • 6) Each player puts all of their other revealed cards (instants, sorceries, planeswalkers, and Auras that can't enchant anything) on the bottom of their library in any order.
  • Taking it slowly, here's what happens when Warp World resolves:
  • Tokens are permanents but not cards. They'll count toward the number of permanents shuffled into your library, so you'll get a card back for each token you owned. But the tokens themselves should be ignored while you're revealing *cards* from your library. In practice, you shouldn't actually shuffle them into your library since they'll cease to exist as soon as Warp World finishes resolving. Note that a token's owner is the player under who created it.
  • If a permanent leaves the battlefield this way but ends up in a zone other than a library (most likely because it's a player's commander in the Commander variant), it's still counted to determine how many cards to reveal.
  • Prices

    Seller Price
    Tcgplayer 0.97 USD / 8.81 USD
    Manapool 0.53 USD / 7.34 USD
    Cardmarket 0.39 EUR / 4.72 EUR
    Cardkingdom 1.79 USD / 9.99 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    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.

    Wild Evocation #160 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If a player casts a nonland card revealed with Wild Evocation's ability, it's put on the stack as a spell, then Wild Evocation's ability finishes resolving. The spell will then resolve as normal, after players get a chance to cast spells and activate abilities.
  • If a player reveals a nonland card, but can't cast it due to a lack of legal targets or a play restriction, it simply remains in their hand.
  • If a player reveals a nonland card, that player must cast that card if it's possible to do so, even if they don't want to. The player casts it as part of the resolution of Wild Evocation's ability. Timing restrictions based on the card's type (such as creature or sorcery) are ignored. Other play restrictions are not (such as "Cast [this card] only during combat").
  • If casting the revealed card involves paying a mandatory additional cost (such as the one Fling has), the player casting that card must pay that cost if able. If they can't, the card remains uncast in their hand. If the mandatory additional cost includes a mana payment, the situation is more complex. If the player has enough unspent mana to pay the cost, that player must do so. If the player can't possibly pay the cost, the card remains uncast in their hand. However, if the player has the means to produce enough mana to pay the cost, then they have a choice: The player may cast the card, produce mana, and pay the cost. Or the player may choose to activate no mana abilities, thus making the card impossible to cast because the additional mana can't be paid.
  • If, as the result of Wild Evocation's ability, a player casts a card "without paying its mana cost," any X in the mana cost will be 0, and that player can't pay any alternative costs (such as Demon of Death's Gate's alternative cost). On the other hand, if the card has optional additional costs (such as kicker or multikicker), the player may pay those.
  • Prices

    Seller Price
    Cardmarket / 1.48 EUR 0.43 EUR
    Cardkingdom 1.99 USD / 3.49 USD
    Tcgplayer / 4.07 USD 2.2 USD
    Manapool / 2.71 USD 0.52 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    At the beginning of each player's upkeep, that player reveals a card at random from their hand. If it's a land card, the player puts it onto the battlefield. Otherwise, the player casts it without paying its mana cost if able.