Phyrexian Chimney Imp is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
(can be paid with either
or 2 life.) Flying When Phyrexian Chimney Imp dies, target opponent puts two cards from their hand on top of their library in any order.
Complete guide
Phyrexian Chimney Imp is a disruptive aerial threat that uses the terrifying power of Phyrexian mana to enter the battlefield early. While its stats are modest, its true value lies in the devastating setback it forces upon opponents when it eventually leaves the battlefield. Mastering this card requires understanding how to maximize the timing of its death trigger to ruin an opponent's upcoming draws.
Understanding Phyrexian Mana and Flying
Phyrexian Chimney Imp features a flexible mana cost of {4}{B/P}. You can cast it for four generic and one black mana, or you can pay four generic and 2 life. This flexibility allows it to fit into decks that might not have consistent access to black mana. Once on the board, its Flying keyword ensures it can chip away at an opponent's life total or serve as a high-value blocker against other evasive creatures.
Resolving the Death Trigger
When Phyrexian Chimney Imp dies, its triggered ability goes on the stack, and you must choose a target opponent. When the ability resolves, that opponent must choose two cards from their hand and place them on top of their library. They get to choose the order of these cards. This is notably different from discarding; the cards are not gone forever, but the opponent's next two draws are effectively 'spoiled' because they are drawing cards they already had instead of new resources.
Common Mistakes
A frequent error is forgetting that the opponent chooses the order of the cards. You do not get to see the cards or decide which one they draw first. Additionally, because the ability targets an opponent, it cannot resolve if the opponent has Hexproof. Finally, keep in mind that if the opponent has only one card in their hand, they simply put that one card on top; the ability does not fail just because they cannot fulfill the full count of two.
When to Play It
The Imp is most effective when your opponent is low on resources or has just searched their library for specific answers. By forcing them to put cards back, you create a 'tempo lock' where they cannot find new solutions to your board state for at least two turns. It also excels in sacrifice-themed decks where you can control exactly when the death trigger occurs.
Interaction examples
If you have Roaming Throne on the battlefield with 'Phyrexian' or 'Imp' chosen as the creature type, Phyrexian Chimney Imp's death trigger will fire twice. The target opponent will have to put two cards on top of their library for the first trigger, and then another two cards for the second trigger, potentially clearing their entire hand and locking their next four draws.
If your Phyrexian Chimney Imp and an opponent's Solemn Simulacrum die in combat simultaneously, both death triggers go on the stack. If it is your turn, your Imp trigger is put on the stack first, followed by their Simulacrum draw trigger. Their draw will resolve first, giving them a card, which they might then be forced to put back on top of their library when your Imp's ability resolves second.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Phyrexian Chimney Imp
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Phyrexian Chimney Imp
No archived Top 8 deck with this card yet.



Roaming Throne
Solemn Simulacrum