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Warp World

Warp World Price

5 printings · 5 sets · first printed 2005

Cheapest $1.17
Median $1.88
Highest $2.50
EDHREC Rank #7,115

Warp World has been printed 5 times across 5 sets, first in 2005 and most recently in 2026. Right now the cheapest printing is Ravnica: City of Guilds #150 at $1.17, while the most expensive is Magic 2010 #163 at $2.50 — about 2× more. The median across 5 priced printings is $1.88. Reprint risk: ELEVATED — Reprinted 5x total; appeared once in a dedicated reprint set (The List).

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Every Warp World Printing, Compared

Cheapest first · unpriced last
Printing Year Price Dealer Buys
Ravnica: City of Guilds #150 (R) Cheapest 2005 $1.17 $0.38
Tenth Edition #248 (R) 2007 $1.20 $0.75
The List #RAV-150 (R) 2020 $1.88 $0.38
Secret Lair Drop #7172 (R) 2026 $1.88 —
Magic 2010 #163 (R) 2009 $2.50 $0.38

Prices are the latest nightly market price; a printing with no tracked price shows a dash. Dealer buylist is Card Kingdom's current offer via MTGJSON, shown where one exists.

Oracle Text
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.
Legal In
Modern Legacy Vintage Commander Penny Dreadful PreDH

Legality is a property of the card, not the printing, so it is identical for all 5 versions.

Official Judge Precedents

10 Precedents

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.)

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.

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.

2) Each player shuffles those permanents into their library.

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.

3) Each player reveals cards from the top of their library equal to the number that player counted.

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.

1) Each player counts the number of permanents they own.

Taking it slowly, here's what happens when Warp World resolves:

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.