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Moxonomy

Disorienting Choice

Sorcery3 generic manaGreen mana

Green has always been one of the primary homes for artifact and enchantment removal, so this design does not open new color-pie ground. What it does instead is hand the removal decision to the victim and pay you only for what stays behind. A straight Naturalize wants the permanent gone; this card is happy either way, and often happier when opponents keep their toys, because the ramp scales one land per permanent left standing. That inverts the usual removal-versus-value tension into a genuine table decision for each opponent: feed the ramp or lose the artifact. It reads as a group-table design rather than a spot-removal spell, precisely because it never forces a clean answer. The lands arrive tapped, keeping this a develop-my-board turn rather than a tempo swing, and the sorcery speed reinforces that it is a proactive ramp piece wearing the clothes of interaction. This is the kind of symmetrical-choice effect green multiplayer decks have been circling for a while: politics as a resource, where the "removal" half is a lever you pull to get paid, and the table decides how much you collect.

Disorienting Choice (dsc)
DSC · #32rare
Pricing
Normal: $0.36
Foil:
Oracle Text

Rules text

For each opponent, choose up to one target artifact or enchantment that player controls. For each permanent chosen this way, its controller may exile it. Then if one or more of the chosen permanents are still on the battlefield, you search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
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