Chaos Warp
Mono-red's answer to the colors-can't-touch-it problem. Red has long been forbidden from clean enchantment removal and unconditional permanent answers, the deliberate cost of its burn and speed. This sidesteps the color pie restriction with a piece of pure chaos: it can hit anything that sits on the battlefield (a planeswalker, an enchantment, an indestructible god, a land), but it never destroys, exiles, or bounces. It launders the problem permanent back into its owner's library and hands them a coin flip off the top. That randomness is the whole bargain. The card is dependable as a remove-this-now button and wildly unreliable as a value play, because the replacement permanent is whatever happens to be on top: a live threat just as easily as a blank, with no selection and no say. The design lets red break its own rules precisely because the upside is uncontrollable: you can answer the unanswerable, but you might trade their dead enchantment for the bomb that was sitting under it, and you will not know until the reveal resolves. It works at instant speed, which turns the gamble into a usable trick: zap a blocker mid-combat, hit the engine about to win the game, or point it at your own stuck permanent and gamble for an upgrade. The shuffle is a clean removal-from-play, not a death, so it slips past indestructibility and regeneration alike, and the dice are simply part of the price.

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