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Moxonomy

Order // Chaos

Instant // Instant3 generic manaWhite mana2 generic manaRed mana

One split card, two answers to the same combat math from opposite directions. Order responds to the swing that has already committed: it exiles a single attacking creature, white removal narrowed to the one window where a threat has tapped out and stepped forward. Chaos sets up the swing that hasn't landed: a red blocker-shutdown that turns a clogged ground into lethal damage. The construction belongs to the era of split cards built around paired colors, where a single slot forced a choice between two spells rather than offering a flexible mode. The restriction on each side is what holds the rate down: Order only touches a creature that is attacking, so it is dead against a defensive board or a threat held in reserve; Chaos clears the blockers but leaves your own attackers to finish, useless if you can't follow through. Together the card sits in the white-red corner from both ends, a defensive answer or an offensive enabler depending on which side you spend the mana on. The exile clause on Order does more than the cost suggests: it sidesteps regeneration and death triggers in a way destruction does not, which matters against the exact creatures most worth answering when they attack.

Order // Chaos (c16)
C16 · #240uncommon
Pricing
Normal: $0.10
Foil:
Oracle Text

Rules text

Exile target attacking creature. // Creatures can't block this turn.
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
Legal
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
Printings elsewhere

Other printings

3 sets
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