Chaos Imps MTG Card


Chaos Imps can swing games by offering card advantage through impactful damage and board pressure. Its Unleash ability allows for tactical versatility but also introduces potential vulnerabilities. While mana-intensive, Chaos Imps’ flying and combo potential make it a deck-worthy asset.
Chaos Imps - Return to Ravnica
Mana cost
Converted mana cost6
RarityRare
TypeCreature — Imp
Abilities Flying,Unleash
Released2012-10-05
Set symbol
Set nameReturn to Ravnica
Set codeRTR
Power 6
Toughness 5
Number90
Frame2003
LayoutNormal
BorderBlack
Illustred byTyler Jacobson

Text of card

Flying Unleash (You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) Chaos Imps has trample as long as it has a +1/+1 counter on it.


Cards like Chaos Imps

Chaos Imps soars as a unique creature card in Magic: The Gathering, set within the vast array of red flying creatures. Comparable to the Thundermaw Hellkite, both cards command attention with impressive flying capabilities. However, Chaos Imps distinguishes itself with the unleash ability, allowing for potentially more significant damage output at the cost of being unable to block. Thundermaw Hellkite, alternatively, disrupts opponents by tapping potential blocker creatures upon entry to the battlefield.

In the league of formidable flyers, we also find Skarrgan Firebird. While not as innately powerful as Chaos Imps, it offers the flexibility of bloodrush, granting other creatures a boost akin to the imps’ power. Furthermore, the Firebird’s recurrence from the graveyard adds a layer of resilience Chaos Imps lacks. Moving to another spectrum, we encounter the Hellkite Whelp. A dragon at a lower mana cost, the Whelp pales in comparison with raw strength but compensates with its ability to pick off smaller creatures every time it attacks.

Evaluating each card’s dynamics, Chaos Imps stands out in Magic: The Gathering for players seeking formidable airborne force along with the strategic decision-making offered by the unleash mechanic, a balance of risk and reward that defines the chaos within their gameplay.

Thundermaw Hellkite - MTG Card versions
Skarrgan Firebird - MTG Card versions
Hellkite Whelp - MTG Card versions
Thundermaw Hellkite - MTG Card versions
Skarrgan Firebird - MTG Card versions
Hellkite Whelp - MTG Card versions

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Firestorm Phoenix - MTG Card versions
Crater Hellion - MTG Card versions
Callous Giant - MTG Card versions
Halam Djinn - MTG Card versions
Bloodshot Cyclops - MTG Card versions
Worldgorger Dragon - MTG Card versions
Two-Headed Dragon - MTG Card versions
Iron-Barb Hellion - MTG Card versions
Ryusei, the Falling Star - MTG Card versions
Ronin Cavekeeper - MTG Card versions
Oni of Wild Places - MTG Card versions
Thundermare - MTG Card versions
Pardic Dragon - MTG Card versions
Tectonic Fiend - MTG Card versions
Etali, Primal Storm - MTG Card versions
Kamahl, Pit Fighter - MTG Card versions
Sunrise Sovereign - MTG Card versions
Lu Bu, Master-at-Arms - MTG Card versions
Inferno Titan - MTG Card versions

Card Pros

Card Advantage: In the realm of MTG, angling for control of the match hinges on your ability to outnumber your opponent in resources. Chaos Imps shine in their capacity to sway the skirmish to your favor, by potentially dealing a hefty sum of damage that can lead the way for advantageous trades or pressure on the opponent, maintaining your hand’s supremacy.

Resource Acceleration: Though indirectly, Chaos Imps can affect the pace of resource acceleration. With its formidable presence and the Unleash ability offering a decision between aggression or board presence, playing the Imps could make opponents burn resources faster than they planned, disrupting their tempo and ensuring you stay ahead of the curve.

Instant Speed: While the Chaos Imps themselves may operate within the confines of your main phases, their inclusion prompts a need for instant-speed answers from your opposition, preserving your mana and responses for the most opportunistic moments. Whether it’s removing blockers or summoning creatures at the end of your opponent’s turn, every play becomes a part of the calculated chaos favoring your strategic dominance on the battlefield.


Card Cons

Discard Requirement: Chaos Imps has an Unleash ability that can be a double-edged sword. Opting to add a +1/+1 counter to give it an edge in combat also means it cannot block, which might leave you vulnerable to your opponent’s attacks.

Specific Mana Cost: Deploying Chaos Imps requires a specific mana alignment, including both red and black mana, which restricts its inclusion to only certain types of decks, typically those running a Rakdos color scheme.

Comparatively High Mana Cost: Boasting a casting cost of six mana, Chaos Imps comes with a hefty price when considering its performance on the battlefield. There are alternatives in the game that may provide more efficient outcomes for a similar or lower investment.


Reasons to Include Chaos Imps in Your Collection

Versatility: Chaos Imps bring flexibility to your red deck builds. Thanks to their flying ability, they can be a force in the air, posing a significant threat to opponents without sufficient aerial defense.

Combo Potential: With their Unleash ability, these imps can swiftly become a powerhouse, synergizing well with strategies that amplify creature power or benefit from increased creature aggression.

Meta-Relevance: In a meta that favors aggressive plays or where evasion is key to victory, Chaos Imps can shine as a strong top-curve option in red aggro or midrange decks, filling the skies and applying pressure on the opponent.


How to Beat

Chaos Imps is an intriguing creature card that can present a formidable presence in the air with its flying ability. This card thrives in the late game within Magic: The Gathering, where its unleash ability can turn it into a significant threat. Players facing Chaos Imps often prioritize removal spells that can address the creature directly without allowing it to deal combat damage, such as Murder or Path to Exile.

Against decks packing Chaos Imps, it’s also wise to have counter spells ready, such as Dissolve or Mana Leak, to prevent it from ever hitting the battlefield. Enchantment-based removal options like Detention Sphere can also be effective, as they sidestep the Imp’s power boost from being unleashed. Keeping an array of board wipes like Supreme Verdict or Damnation in your deck can be an effective strategy to deal with multiple threats, including a board with the might of unleashed Chaos Imps.

Ultimately, handling Chaos Imps is about staying prepared with direct counters and removal tools while maintaining vigilant board control. By doing so, MTG players can mitigate the impact of even the most chaotic flying creatures and keep the game within their grasp.


Where to buy

If you're looking to purchase Chaos Imps MTG card by a specific set like Return to Ravnica, 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 Chaos Imps and other MTG cards:

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Legalities

Magic the Gathering formats where Chaos Imps has restrictions

FormatLegality
CommanderLegal
LegacyLegal
ModernLegal
OathbreakerLegal
VintageLegal
DuelLegal
PioneerLegal
PennyLegal

Rules and information

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

Date Text
2012-10-01 Chaos Imps will have trample if it has any +1/+1 counter on it, not just the one put on it by the unleash ability.
2013-04-15 A creature with unleash can’t block if it has any +1/+1 counter on it, not just one put on it by the unleash ability.
2013-04-15 Putting a +1/+1 counter on a creature with unleash that’s already blocking won’t remove it from combat. It will continue to block.
2013-04-15 The unleash ability applies no matter where the creature is entering the battlefield from.
2013-04-15 You make the choice to have the creature with unleash enter the battlefield with a +1/+1 counter or not as it’s entering the battlefield. At that point, it’s too late for a player to respond to the creature spell by trying to counter it, for example.