Warp World MTG Card


Warp World can offer a significant card advantage, reshuffling and redeploying your permanents onto the battlefield. The card’s mana cost and board state requirements suggest strategic deck building for its optimal use. It’s a unique MTG card that disrupts opponents and reshapes games, making it a notable collector’s piece.
Card setsReleased in 4 setsSee all
Mana cost
Converted mana cost8
RarityRare
TypeSorcery

Text of card

Each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, and land cards revealed this way into play, then puts all enchantment cards revealed this way into play, then puts the rest on the bottom of his or her library in any order.


Cards like Warp World

Warp World stands as a unique card within the realm of red sorcery spells in Magic: The Gathering. Its effect, which shuffles all permanents into the deck and then puts that many permanents onto the battlefield, can be likened to the chaotic nature of The Great Aurora. Both of these cards initiate a reset of sorts, but The Great Aurora draws cards for each permanent, offering a more controlled approach to rebuilding your board state.

Thieves’ Auction is another card that distills the blend of chance and strategy that Warp World embodies. Instead of a shuffling mechanism, Thieves’ Auction redistributes permanents among players, leading to unpredictable game states. Similarly to Warp World, it disrupts the flow of the game but does so by reassigning ownership rather than reintroducing permanents fresh from the library. Lastly, Scrambleverse shares Warp World’s element of randomness by randomly reassigning all nonland permanents, but without the comprehensive reshuffling of the deck.

Evaluating Warp World in the context of similar game-twisting magic, it becomes apparent that its ability to dramatically alter the game’s progression is unparalleled. This makes Warp World not only a powerful tool in the right deck but also an entertaining wildcard that can turn the tide of a match in surprising ways.

The Great Aurora - MTG Card versions
Thieves' Auction - MTG Card versions
Scrambleverse - MTG Card versions
The Great Aurora - MTG Card versions
Thieves' Auction - MTG Card versions
Scrambleverse - MTG Card versions

Cards similar to Warp World by color, type and mana cost

Obliterate - MTG Card versions
Insurrection - MTG Card versions
Boom // Bust - MTG Card versions
Rough // Tumble - MTG Card versions
Scrambleverse - MTG Card versions
Alpha Brawl - MTG Card versions
Deathbellow War Cry - MTG Card versions
Fast // Furious - MTG Card versions
Goldwardens' Gambit - MTG Card versions
Dance with Calamity - MTG Card versions
Call Forth the Tempest - MTG Card versions
Obliterate - MTG Card versions
Insurrection - MTG Card versions
Boom // Bust - MTG Card versions
Rough // Tumble - MTG Card versions
Scrambleverse - MTG Card versions
Alpha Brawl - MTG Card versions
Deathbellow War Cry - MTG Card versions
Fast // Furious - MTG Card versions
Goldwardens' Gambit - MTG Card versions
Dance with Calamity - MTG Card versions
Call Forth the Tempest - MTG Card versions

Card Pros

Card Advantage: Warp World grants a unique form of card advantage by shuffling all permanent cards you own into your library and then putting that many permanents onto the battlefield. This can potentially put you far ahead of your opponents in terms of the number of cards in play.

Resource Acceleration: Although Warp World itself does not directly accelerate resources, the rearrangement of the board state can lead to a form of acceleration. You could end up with more lands in play or permanents that generate additional mana, speeding up your ability to play high-cost cards.

Instant Speed: While Warp World is a sorcery, its impact can be as decisive as an instant-speed board wipe in resetting the game state. It completely alters the playing field which can be tactically timed to disrupt opponents’ plans who might be readying for a win.


Card Cons

Discard Requirement: Warp World necessitates a rich board state to be truly impactful, which means you might need to sacrifice valuable resources before you can leverage its effect.

Specific Mana Cost: Warp World comes with a restrictive red-heavy mana cost, making it less accessible for multi-colored or non-red-centric decks.

Comparatively High Mana Cost: With an eight mana investment required to cast, Warp World presents a high cost, potentially slowing your game plan compared to other mid-game strategies.


Reasons to Include Warp World in Your Collection

Versatility: Warp World is a card that infuses creativity and unpredictability into your gameplay. This red sorcery fits into numerous deck archetypes that aim to harness the chaos it can unleash on the battlefield, transforming the game state with a single cast.

Combo Potential: With its ability to shuffle all permanents into the library and then bring an equal number of cards onto the battlefield, Warp World becomes a linchpin in decks that seek to exploit enter-the-battlefield effects. The inherent potential to chain multiple impactful permanents makes it a formidable combo piece.

Meta-Relevance: As metagames evolve, Warp World can act as a disruptor against decks that rely heavily on established board states. In environments where players build intricate combos or amass vast numbers of permanents, casting Warp World can dramatically tilt the scales, providing a spectacular reset button that players can build around.


How to beat

Warp World is a red sorcery that undoubtedly creates a whirlwind of chaos in Magic: The Gathering. It stands as a unique card that, upon casting, shuffles all permanents each player owns into their library and then puts that many permanents from the top of their library onto the battlefield. To navigate this complexity, the key to overcoming Warp World lies in control and understanding the deck you’re facing. Tailoring your deck with a lower count of permanents or incorporating cards that manipulate the top of your library can mitigate the impact of Warp World.

Moreover, instant-speed removal or counterspells provide a reliable safeguard against this unpredictable card. Having the means to dispose of Warp World before it resolves, by using cards like Counterspell or Disallow, keeps the unpredictable nature of the game in your favor. Dedicating slots in your sideboard such as Negate or even Sadistic Sacrament, which can preemptively remove Warp World from an opponent’s deck before they have the chance to cast it, can be a strategic way to nullify its potential impact in the match-up.

Ultimately, adapting your playing strategy to maintain card advantage and control the flow of the game will position you well against the unpredictability of Warp World. It’s crucial to make precise, calculated moves and to be ready to adjust your tactics on the fly as the dynamic of the game shifts.


BurnMana Recommendations

Delving into the singular effects of Warp World in your MTG gameplay promises a thrilling experience. This red sorcery can shift the tides of the game with its capacity to reset the board and generate surprise advantages. Ideal for players who love an element of chance and enjoy decks that capitalize on enter-the-battlefield triggers, Warp World stands out as both a game-changer and a conversation piece. If you’re intrigued by the strategic depth and disruptive potential of cards like this, we encourage you to read further. Enhance your MTG knowledge and find creative ways to integrate Warp World into your next victorious deck build. Discover more with us and refine your strategy to harness the full power of this captivating card.


Where to buy

If you're looking to purchase Warp World MTG card by a specific set like Ravnica: City of Guilds and Tenth Edition, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Warp World and other MTG cards:

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Printings

The Warp World Magic the Gathering card was released in 4 different sets between 2005-10-07 and 2009-07-17. Illustrated by Ron Spencer.

#ReleasedNameCodeSymbolNumberFrameLayoutBorderArtist
12005-10-07Ravnica: City of GuildsRAV 1502003NormalBlackRon Spencer
22007-07-13Tenth Edition10E 2482003NormalBlackRon Spencer
32009-07-17Magic 2010M10 1632003NormalBlackRon Spencer
42020-09-26The ListPLST RAV-1502003NormalBlackRon Spencer

Legalities

Magic the Gathering formats where Warp World has restrictions

FormatLegality
CommanderLegal
LegacyLegal
ModernLegal
OathbreakerLegal
VintageLegal
DuelLegal
PredhLegal
PennyLegal

Rules and information

The reference guide for Magic: The Gathering Warp World card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2006-10-15 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.)
2009-10-01 Taking it slowly, here's what happens when Warp World 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 the battlefield 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 the battlefield 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.
2009-10-01 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 whose control it first entered the battlefield.
2019-05-03 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.