Alternative Chaos Lists: Psychotic Fun For A Rather Strange Family!
Chaos Rules to Remember
1) The Chaos Phase is before your untap phase. You roll one Chaos Roll each Chaos Phase. (Slight Addition: Creatures phase at the start of your chaos phase, not at the beginning of your untap phase as normal.)
2) You must take the roll. No matter what, the chaos roll must be attempted. If there are no targets, then it will simply be countered. Costs to play the effect will still be paid.
3) At the beginning of each game, after the initial draws have been made, the player who is playing first rolls in EnchantWorldLand before his turn.
4) When a player drops to or below zero life and concedes there is no way for him or her to stay alive, he or she gets healed to zero life and gets one last roll. If this player rolls something that will gain him or her life, he or she stays in the game and play resumes as normal. If the roll does not gain the player life, do not resolve the roll. This roll cannot be affected in any way. For instance, it cannot be countered with a CounterRoll, forked with a RollFork, etc.
NOTE: The ONLY way to stay in the game is to gain life from your roll. You cannot be at -4 life, wait to be healed to zero, then cast a Healing Salve.
6) No spells or effects are allowed in the Chaos Phase unless the EWL says they are allowed, or unless the roll says that you can.
7) Discard effects that trigger when a spell or effect controlled by an opponent causes you to discard only trigger when the roll is targeted (as stated on the roll).
8) All triggered effects still trigger in the chaos phase. For example, if you force an Illusions of Grandeur out of play, its controller still loses twenty life.
9) All creatures that are untargetable by spells/effects are still untargetable by chaos rolls that specifically target them.
10) The EnchantWorld is considered an Enchantment, but does not affect EnchantWorld cards in any way. This means that you can Disenchant it, but playing an Enchant World card will not get rid of it.
11) All Counterrolls and Rollforks are considered to be rolls themselves, so you can Counterroll a Rollfork, for example.
12) If a roll tells you to roll multiple times (more than once) ignore that roll unless you are currently on your last roll. For example, if you roll"Roll three times," then on your second roll you roll"Roll 3 times again," ignore that roll and re-roll.
13) Any Chaos Rolls that force a player to search their library are assumed to have"Shuffle <player's> library afterwards" unless otherwise.
If you have further questions, or just have a comment or suggestion, e-mail [email protected] For answers to common questions, including a full FAQ, go to the official site at http://www.planeswalker.com/chaosmagic.
1 - Eureka - All players can drop permanents into play, one at a time, until no player wishes to play more.
2 - Air Strike - Put three Eagle tokens into play. Treat these tokens as 2/1 fliers that are considered all colors and have Haste. At end of turn, destroy all Eagle tokens. They can't be regenerated.
3 - Feldon's Cane - Reshuffle your graveyard into your library.
4 - EnchantWorldLand - Destroy all EnchantWorldLand rolls already in play. Roll in <EnchantWorldLand>.
5 - Bone Harvest - Put any number of creatures from your graveyard onto the top of your library. Draw a card.
6 - Tranquillity - Destroy all enchantments.
7 - Roll 3 times - Roll three times.
8 - Conquer - Take control of target land.
9 - Tainted Energy - Lose 1d6 life or target opponent gains 1d6 life.
10 - Roll Fork - Get a RollFork Counter. Sacrifice a RollFork Counter to duplicate the effects of any roll just rolled. You choose all new targets.
11 - Secret Cache - Shuffle your deck. If your top card after the shuffle is a permanent, put it into play on your side. If not, pay one life and shuffle again. Repeat until you get a permanent.
12 - EnchantWorldLand - Destroy all EnchantWorldLand rolls already in play. Roll in <EnchantWorldLand>.
13 - Neutral Plane - Destroy all global enchantments.
14 - Sworn Enemy - Target creature gains protection from a color of your choice.
15 - Traumatize - You put the top half of your library, rounded down, into your graveyard.
16 - Orim's Chant - You may not cast a spell this turn.
17 - Worldly Counsel - Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put one of them into your hand and the rest on the bottom of your library.
18 - Balance - Everybody drops to the fewest number of creatures, hand and lands as the player which controls the least of each. These losses are considered a sacrifice.
19 - Ancestral Recall - Target player draws three cards.
20 - Memory Lapse - Skip your draw phase this turn.
21 - Relearn - Return any Instant or Sorcery from your graveyard to your hand.
22 - Prosperity - All players draw 1d10 cards.
23 - Enlightened Tutor - Search your library for an enchantment or artifact. Show it to all players and put it on top of your deck. During your upkeep, you may pay W or (3) to draw that card.
24 - Gauntlets of Chaos - Give an opponent one of your creatures, lands, or artifacts of your choice, and then take the same type of card from them. Discard any enchantments on these cards.
25 - Deja Vu - All players shuffle graveyards and put them on top of their libraries.
26 - Manipulate Fate - Search your library for three cards and remove them from the game. Draw a card.
27 - Haunting Echoes Light - Remove 1d3 cards in target player's graveyard other than basic land cards from the game. Search that player's library for all cards with the same name as cards removed this way, and remove them from the game. Then that player shuffles his or her library.28 - Demonic Tutor - Search your library for a card and put it in your hand.
29 - Simplicity's Reward - All players gain one life for each basic land they have in play. All players take one damage for each nonbasic land they have in play.
30 - Solid Fog - No player may attack until your next turn.
31 - Crosis's Charm - Choose one: Return target permanent to its owner's hand; destroy target nonblack creature, and it can't be regenerated; destroy target artifact.
32 - Better Off Dead - Place a creature from your graveyard into play under opponent's control.
33 - Nevinyrral's li'l disk - Each player sacrifices one creature, one enchantment, and one artifact.
34 - Seeds of Innocence - Destroy all artifacts; they cannot be regenerated. For each artifact destroyed this way, its controller gains life equal to its casting cost.
35 - Mana Clash - You and target player each flip a coin. Both players take one damage each time their coin comes up tails. Repeat this process until both players' coins come up heads at the same time.
36 - Dark Suspicions - Each opponent loses one life for each card in his or her hand more than you have in your hand.
37 - Three Wishes - Take the top three cards from your library, look at them, and set them aside. You may play these as if they were in your hand. At the beginning of your next turn, bury any cards not played.
38 - Chaos Knowledge - Roll twice (without resolving either), then choose one roll to ignore. Resolve the other roll.
39 - Intuition - Search your library for three cards and reveal them to target opponent. They choose one you can put into your hand, and put the other two cards in your graveyard.
40 - Ghastly Demise - Destroy target nonblack creature if its toughness is less than or equal to the number of cards in your graveyard.
41 - Stupor - Target player discards a card at random, then chooses and discards a card. This is a targeted effect.
42 - Braingeyser - Target player draws 1d6 cards.
43 - Meteor Storm - Discard two cards at random from your hand: Meteor Storm deals four damage to target creature or player. You may pay (4) each time you want to repeat this process in this Chaos Phase.
44 - Necropotence - Pay X life during your chaos phase. Skip your draw phase. At beginning of your discard phase, put X cards into your hand.
45 - Earthquake - Deal 1d6 damage to all players and non flyers.
46 - Stream of life - Target player gains 1d10 life.
47 - Decimate - Destroy target land, target creature, target artifact, and target enchantment. Only resolve this roll if there are legal targets for all effects.
48 - Chaos Lore - Search your library for two basic, or any one non-basic, land and put it (them)into play.
49 - Winds of Change - Everybody reshuffles their hand into their library, and draws as many as they had beforehand.
50 - WackyLand III - Roll 1d3 in <WackyLand>.
51 - Polymorph - Destroy target creature; it can't be regenerated. That creature's controller reveals cards in his or her library until a creature is revealed. Put that new creature into play. Reshuffle all revealed cards into library.
52 - Gold Strike - All of your lands produce an additional mana of the appropriate type this turn.
53 - Portent - Look at the top three cards of any library. Rearrange or reshuffle that library. Draw a card.
54 - Revenge is Sweet - Sacrifice a permanent: Destroy a permanent of the same type as you sacrificed. You may only use this ability once during this Chaos Phase.
55 - Guided Passage - Reveal the cards in your library. An opponent chooses from among them a creature card, a land card, and a noncreature, nonland card. You put the chosen cards into your hand. Then shuffle your library.
57 - Pity - Player with lowest amount of life gains five life.
58 - Creeping Mold - Destroy target artifact, land, or enchantment.
59 - Mutual Betrayal - Look at target opponent's hand and place one of the cards there into your hand. They look at your hand and take a card from your hand and place it in their hand, as well.
60 - Chain Lightning - Do three damage to any target. The controller of the last target to take damage this way can pay RR or (4) to do three damage to another target.
61 - Mana Short - All your land is tapped and your mana pool is emptied right after your untap phase.
62 - Rolling Thunder - Deal 1d6-1 damage, divided between any number of targets you choose.
63 - Political Trickery - Pick an opponent and a land they control. Now pick a land you control. Switch land.
64 - Enchant WorldLand ++ - Leave all enchant worlds in play. Roll in <EnchantWorldLand>.
65 - Ashnod's Cylix - Target player looks at the top three cards of their library, puts one on top of their library, and removes the other two from the game.
66 - Last Stand - Target opponent loses two life for each swamp you control.
Last Stand deals damage equal to the number of mountains you control to target creature. Put a 1/1 green Saproling creature token into play for each forest you control. You gain two life for each plains you control. Draw a card for each island you control, then discard that many cards.
67 - Odyssey Block - Target creature now has Threshold: +1/+1 and Flying - OR - Remove Threshold from target card.
68 - Never Say Die - All creatures in graveyards with toughness less than or equal to 1d6 are returned to play under their owner's control.
69 - WackyLand - Roll in <WackyLand>.
70 - PersonaLand - Roll in <PersonaLand>.
71 - Fighting a Legend - Each opponent rolls in <PersonaLand>.
74 - Hymn to Tourach - Target player discards two cards at random. This is a targeted effect.
75 - Jester's Cap - Search any library for any three cards and remove those cards from the game.
76 - Agonizing Memories - Look at target player's hand: Choose two cards from that player's hand. That player puts those cards on top of their library in any order.
77 - Time Crawl - Pass the dice, your turn is over.
79 - Relentless Assault - After your attack phase, untap all creatures that attacked. You may declare an additional attack phase this turn.
80 - Grinning Totem - Search target opponent's library for any card and place it face up in front of you. If you do not play this card before your next turn, bury it in owner's graveyard.
81 - Pestilence - Deal one damage 1d6 times to all players and creatures.
82 - Circle Shield - Get two shield counters. Whenever you would take damage, remove a shield counter instead; the damage is prevented.
83 - Impulse - Look at the top four cards of your library. Put one of those cards in your hand and the rest on the bottom of your library.
84 - Fissure - Destroy a land or creature. It can't be regenerated.
85 - PersonaLand - Go to PersonaLand.
86 - Desert Twister - Destroy any card in play.
87 - Roll 3 Times - Roll three times.
88 - WackyLand - Roll in <WackyLand>.
89 - Time Stretch, Warp, Crawl, or nil -- Roll a 1d4: 1 - Skip the rest of your turn; 2 - take your turn as normal; 3 - Take an additional turn after this one; 4 - Take two additional turns after this one.
90 - Disintegrate - Deal 1d6 damage to a target. If target dies this turn, remove it from game. Target cannot regenerate this turn.
91 - Luck - Cast a random spell from your hand for free. If it has X in the casting cost, X is 0.
92 - Magma Burst - Kicker - Sacrifice two lands. Magma Burst deals three damage to target creature or player. If you paid the kicker cost, Magma Burst deals three damage to another target creature or player.
93 - Energy Bolt - Deal 1d6 damage to target player or gain 1d6 life.
94 - Price of Knowledge - Skip your next turn: Draw four cards.
95 - Armageddon Light - All players sacrifice a land.
96 - Jokulhaups Light - All players sacrifice one land, one creature, and one artifact.
97 - Shower of Coals - Shower of Coals deals two damage to each of up to three target creatures and/or players. Threshold - Shower of Coals deals four damage to each of those creatures and/or players instead.
98 - Volrath's Laboratory - Choose a color and a creature type. Put a token 2/2 creature into play of this color and creature type.
99 - Happy Balance - Everybody goes up to the number of cards of the player who has the most cards. Do this with land and creatures as well, using the first that you come to in your library. Reshuffle.
100 - Happy Land - Roll in <EnchantWorldLand>, <WackyLand>, or <PersonaLand>.
101 - WackyLand - Roll in <WackyLand>.
102 - CounterRoll - Get a CounterRoll counter. Sacrifice CounterRoll to counter the effects of any roll.
103 - Flux - All players choose and discard any number of cards, then draw that many cards. Draw a card.
104 - PersonaLand - Roll in <PersonaLand>.
105 - Lesser of Three Evils - Sacrifice a creature, lose three life, or choose and discard two cards.
106 - Wheel of Fortune - All players discard their current hands and draw seven new cards. This is not a targeted effect.
107 - Double-Sided Blade - Roll a 1d6. That number of cards is drawn by any combination of players of your choice. For each card drawn, that player takes two damage.
108 - Clash of Chaos - Choose target opponent. Flip a coin, opponent calls it in the air. Loser of the flip takes two damage. Winner decides to flip again, or to stop.
109 - PersonaLand - Roll in <PersonaLand>.
110 - Deluge - Tap all creatures without flying.
111 - Mana Barbs - Take one damage each time you tap a land this turn.
112 - Barrin's Spite - Choose two target creatures controlled by one player.
That player chooses and sacrifices one of them. Return the other to its owner's hand.
113 - WackyLand - Roll in <WackyLand>.
114 - Infernal Tutor - Name a converted mana cost. Reveal cards in your library until you reveal a permanent with the named casting cost. Put that card into play, and remove all other revealed cards from the game.
115 - Mind Bend - Change a color word on a card, or change a land type on a card.
116 - Drain Life - Deal 1d6 damage to any target and gain the amount of damage that you did in life. You can't gain more than a creature's toughness or a player's life total.
117 - Desperate Times - Look at the top three cards of your library. Draw one of them and bury the other two. Roll again.
118 - Duress - Look at target opponent's hand and choose a noncreature, nonland card from it. That player discards that card.
119 - Planar Overlay - Each player chooses a land he or she controls of each basic land type. Return those lands to their owners' hands.
120 - Price of Immortality - Choose and discard a card: Gain four life. You may use this ability as many times as you like during this Chaos Phase.
121 - Gaea's Charm - Target player shuffles up to three cards from their graveyard into their library or remove any three cards in target graveyard from the game. Draw a card.
122 - Mind Wipe - Target creature loses all abilities and becomes a wall.
123 - Confiscate - You control enchanted permanent.
124 - Murphy's Law - Roll twice (without resolving either). Target opponent chooses a roll for you to ignore, then makes all decision in regards to how you resolve the remaining roll.
125 - Regrowth - Take any card out of your graveyard and bring it back to your hand.
126 - RollFork - Get a RollFork Counter. Sacrifice RollFork to duplicate the effects of any roll just rolled. You choose all new targets.
127 - CounterRoll - Get a CounterRoll counter. Sacrifice CounterRoll to counter the effects of any roll.
128 - Storm Seeker too - You take one damage for each card in your hand.
129 - Wash Out - Return all permanents of the color of your choice to their owners' hands.
130 - Global Stream of Life - Each player gains 1d10 life.
131 - Disenchant - Destroy any enchantment or artifact.
132 - Squee's Revenge - Choose a number. Flip a coin that many times or until you lose a flip, whichever comes first. If you win all the flips, draw two cards for each flip.
133 - Gift of the Magi - Choose one: Gain six life; get three mana of any color during your main phase; draw three cards.
134 - RollFork - Get a RollFork Counter. Sacrifice RollFork to duplicate the effects of any roll just rolled. You choose all new targets.
135 - Price of Power - Sacrifice a land: Deal four damage to any target. You may use this ability as many times as you like during this Chaos Phase; however, you may only damage each target once using this ability.
136 - Enchant WorldLand ++ - Leave all enchant worlds in play. Roll in <EnchantWorldLand>.
137 - Pillage - Destroy an artifact or land.
138 - Siren's Call - All your non-wall creatures must attack. Each non-wall creature that could have attacked but didn't is destroyed at end of turn.
139 - Healing Salve - Target player gains three life.
140 - Persecute - Choose a color, then look at target player's hand. That player discards all cards of the chosen color from his or her hand.
141 - Ray of Command - Untap and take control of target creature. That creature is unaffected by summoning sickness this turn. At end of turn, tap it and give it back.
142 - Gerrard's Wisdom - Gain two life for each card in your hand.
143 - Peace Talks - Until your next turn, no player may attack or play spells that target any permanent or player.
144 - Predict - Name a card, then put the top card of target player's library into his or her graveyard. If that card is the named card, you draw two cards. Otherwise, you draw a card.
145 - Truce - Each player draws two cards. For each card less than two drawn, that player gains two life.
146 - Meet in the Middle - Discard or draw until you have exactly four cards in hand.
147 - Land Ho! - All players may play up to three lands, using their hand and/or graveyard.
148 - Miraculous Recovery - Put a creature from your graveyard into play with a +1/+1 counter.
149 - Blue - Your next spell is countered. However, you then get a CounterRoll counter. Sacrifice CounterRoll to counter the effects of any roll.
150 - Wackyland III - Roll 1d3 times in <WackyLand>.
151 - Control Magic - Take control of target creature.
152 - Intimidation - Nobody can attack you until your next turn.
153 - Lightning Round - Until your next turn, when any player casts a spell, that player draws a card.
154 - Chaotic Twilight's Call - Each player returns 1d4 creature cards from his or her graveyard to play.
155 - PersonaLand - Roll in <PersonaLand>.
156 - Calm Before the Storm - There are no Chaos Phases until your next turn. Then, until your next turn after that, all players must roll double the normal rolls.
157 - Peek - Look at target player's hand. Draw a card.
158 - RollFork - Get a RollFork Counter. Sacrifice RollFork to duplicate the effects of any roll just rolled. You choose all new targets.
159 - Triple Enchant WorldLand - Destroy all EnchantWorldLand rolls already in play. Roll in <EnchantWorldLand> three times and keep all those EnchantWorld effects in play.
160 - CounterRoll - Get a CounterRoll counter. Sacrifice CounterRoll to counter the effects of any roll.
161 - Swords To Plowshares - Remove target creature from the game, that creature's controller gains life equal to its power.
163 - TimeTwister - Each player reshuffles hand and graveyard into library and draws 7 new cards.
164 - Misfortune - Choose an opponent. They now pick if you gain four life and all your creatures get +1/+1 counters, or they lose four life and all their creatures get -1/-1 counters.
165 - Masques Block - Target creature now has 'Fading: 1d6+1' and gets that many Fading counters -OR- Remove Fading from target card.
166 - Probe - Kicker 1B or (3). Draw three cards, then discard two cards from your hand. If you paid the kicker cost, target player discards two cards from his or her hand.
167 - RollFork - Get a RollFork Counter. Sacrifice RollFork to duplicate the effects of any roll just rolled. You choose all new targets.
168 - Conjure - Search your library for an artifact and put it directly into play.
169 - Helm of Obedience - Flip 1d6 cards from opponent's library into their graveyard. If you get a creature, stop flipping, and put it into play under your control.
170 - Tsabo's Decree - Choose a creature type. Target player reveals his or her hand and discards all creature cards of that type from it. Then destroy all creatures of that type that player controls. They can't be regenerated.
171 - Lucky Us - All players flip over the top card of their library. If that card is a permanent, they put it directly into play. If it is a spell, they cast it for free. If there are no legal targets, it fizzles.
172 - Rediscovery - All cards that have been removed from the game return to their owner's graveyards.
173 - PersonaLand - Roll in <PersonaLand>.
174 - Diminishing Returns - All players shuffle their hands and graveyards into their libraries, remove the top four cards of their libraries from the game, and draw up to seven cards.
175 - Power Surge - Take one damage for each land you have untapped.
176 - Ransack - Look at the top five cards of target opponent's library. Put any number of those cards on the bottom of that library in any order and the rest on the top of that library in any order.
177 - WackyLand - Roll in <WackyLand>.
178 - CounterRoll - Get a CounterRoll counter. Sacrifice CounterRoll to counter the effects of any roll.
179 - Wrath of God Light - All players sacrifice a creature.
180 - Fact or Fiction - Reveal the top five cards of your library. An opponent separates those cards into two face-up piles. Put one pile into your hand and the other into your graveyard.
181 - Global Hypnotic Cloud - Each player discards one card of that player's choice. This is not a targeted effect. Any player may pay (4) to force all players discard three cards of their choice, instead.
182 - Trade-In - Sacrifice a creature: Place any creature from your graveyard or your hand into play under your control. You may use this ability as many times as you wish during this Chaos Phase.
183 - Goblin Game - Each player hides at least one object, then all players reveal them simultaneously. Each player loses life equal to the number of objects he or she revealed. The player who revealed the fewest objects then loses half his or her life, rounded up. If two or more players are tied for fewest, each loses half his or her life, rounded up.
184 - Reviving Dose - Gain three life. Draw a card.
185 - Psionic Blast - Deal four damage to any target and take two yourself.
186 - Vampiric Tutor - Pay two life: Search your library for any card. Put that card on top of your library. During your upkeep, you may pay B or two life to draw that card. You may only use this ability once during this Chaos Phase.
187 - Shortcut - Target creature gets a landwalk ability of your choice.
188 - Enchant WorldLand - Destroy all EnchantWorldLand rolls already in play. Roll in <EnchantWorldLand>.
189 - Time Walk - Take another turn after this one.
190 - Wanna Bet? - Pick an opponent and a card they control. They pick one of yours. Flip a coin. Winner gets control of loser's card.
191 - Hurricane - Deal 1d6 damage to players and flyers.
192 - Bomb Squad - Put a fuse counter on 1d4 target creatures. At the beginning of your upkeep, put a fuse counter on each creature with a fuse counter on it. Whenever a creature has four or more fuse counters on it, remove all fuse counters on it and destroy it. That creature deals four damage to its controller.
193 - Magical Sleight - Change all occurrences of one mana symbol on any card in play to any other mana symbol, or colorless.
194 - Spring Cleaning - All land is destroyed. As many times as a player wishes, they may pay one life to save up to two of their lands.
195 - PersonaLand - Roll in <PersonaLand>.
196 - East Wind - Until your next turn, whenever any player would gain life, you gain it instead. If more than one player would gain life from East Wind, no player may gain life.
197 - Fall Harvest -- Sacrifice a land you control: Gain life equal to the number of remaining lands you control. You may only use this ability once during this Chaos Phase.
198 - Steal Artifact - Take control of target artifact.
199 - Feast or Famine - Destroy target non-black, non-artifact creature, or put a 2/2 black zombie token into play. If a creature is destroyed, it can't be regenerated.
200 - Chaos Tune - Pick any roll from the Chaos List. Resolve this roll as if it were that one.
2 - Wacky Memory Jar - All players set their current hand aside, untap all lands they control, and draw seven cards. All spells in this hand may be played as Instants. When all players finish playing spells, all hands are discarded and all players tap all lands they control.
3 - Chaos Ward - Target creature is now immune to the effects of chaos magic rolls, including WackyLand.
4 - It's a New Ruling - Add up all numbers on target card (not including copyright dates or set numbers) and redistribute them however you wish.
5 - Master of Chaos - Until your next turn, you may chose all targets of Chaos rolls.
6 - Really damn Wacky - Roll twice on WackyLand and 1d6 times on the Chaos List.
7 - Real Rainbow Vale - Put a Rainbow Vale counter into play. Treat this exactly like Rainbow Vale, except if it is ever untapped at the end of someone's turn, they take take four damage. Mana burn from Real Rainbow Vale does four damage, as well.
8 - Musical Life - Move your life one player in the direction that turns are currently going.
9 - Calculator - Add or subtract 1d6 from any number on a card in play.
10 - Turn Twister - After this turn, randomly decide who goes next after every turn until you go again.
11 - Chain Mirari - Until your next turn, whenever any player plays an Instant or Sorcery spell, any player may pay three. If he/she does, put a copy of that spell onto the stack. The player who paid additional mana is considered the controller of that pseudospell and may choose new targets for that copy. e.g., if text reads"you draw two cards and discard two cards," the 'you' refers to the player who paid to copy the spell.
12 - Magnet - Everything in the game that can target the creature you pick must target it until the game is over or until that creature dies.
13 - Wrath of the Random - Destroy all permanents in play with a casting cost of 1d6 or lesser. All permanents destroyed this way can't be regenerated.
14 - I Decree it..... - All players gain 2d6 life, draw 1d6 cards, or take 1d3 cards from their graveyards into their hands.
15 - Fun Time - Roll once on <ChaosList>, <WackyLand>, <PersonaLand>, and <EnchantWorldLand>.
16 - Time Wall Safe - Skip one of your phases this turn. Get a Safe counter for that phase. Sac the Safe counter to take that phase immediately.
17 - nruT - All players take their turns backwards. Each player rolls a 1d6 during their upkeep (which now, of course, takes place at the end of the turn); this effect continues until someone rolls a six.
18 - Expansion in a Bottle - Destroy all non-land cards from target expansion. They can't be regenerated.
19 - Ka-Ching!!$$ - Get a lotus counter, as well as a counter for each mox.
20 - Time Crawl Jackpot! - Take four turns after this one.
1 - KGB: Spy and Infiltrate - Look at top seven cards of opponents deck and draw 1d6 of them of your choice. Rearrange the others how you wish.
2 - Rob - Search your library for up to two cards that can produce mana by itself (e.g., Thran Dynamo, Llanowar Elf) and put it directly into play. Shuffle your library afterwards.
3 - Team Revenant - During each of your upkeeps, put 1d3 creatures from target opponent's graveyard into play under your control. If you ever return zero or three creatures this way, this effect wears off.
4 - Bary - Put three 1/1 Goblin tokens into play under your control.
5 - Lee - Switch life with target opponent.
6 - Nick - For your next three turns, all your creature spells cost two additional colorless mana to play, thus making them clearly inferior to everyone else's creatures.
7 - Brian - Get a Brian Counter. Sacrifice a Brian counter to add or subtract ten from any X spell.
9 - Dan - Target Creature you control gains"Tap: Target player gains one life." Optional: When this creature leaves play, scuff the card nearly to unplayability.
10 - Ben - You get one bitch token. Sacrifice bitch token to counter target spell. That spell's controller gets a bitch token.
11 - Tim - Put an Armageddon Clock artifact token into play. At the beginning of your upkeep, put a doom counter on Armageddon Clock. At the beginning of your draw step, Armageddon Clock deals damage to each player equal to the number of doom counters on it. 4: Remove a doom counter from Armageddon Clock. Any player may play this ability but only during upkeep.
12 - Jeff - Until end of turn, all creatures and creature spells you control gain +2/+2 and haste.
13 - Grahame - When you die, you may come back in the game if you reshuffle all your cards back into your library and start at 1/2 your previous starting life, rounded up.
14 - Mike - You may play all cards that cost more than $10 a piece without paying their casting cost, including Kicker costs, Buyback, etc. If you do, you must give a lecture to all other players about how much it cost you to acquire it and how you can't believe you're spending your money on Magic cards, but why they really are necessary if you want to play the game competitively...
15 - Bill - Choose a rare card in your library or under your control and auction it off to your opponents for the highest life total, starting at one life. If you don't have any rares, ignore this effect and roll again on the Chaos list. The card is returned to you after the game.
16 - Master of Chaos - Get an RollPlus token. You may sacrifice this token to add 1d10 to any die roll. The 1d10 is rolled after choosing to alter a die roll. If this is used to affect any Chaos, WackyLand, Personaland, or EnchantWorldLand Roll and if the RollPlus would put it over the maximum allowable amount, it is looped back to the beginning of the list (i.e., a roll of '209' on the Chaos List would be interpreted as a '9' instead).
17 - Pikula! - Ban or restrict any non-land card.
18 - David - Search all libraries for the biggest creature (which is a flexible definition) in all libraries and put it into play under your control. All libraries searched this way are shuffled.
19 - Shroomie - Create a proxy of any card in Magic and place it out of play. At end of each turn, each player rolls a d6. If a six is rolled, place the proxy in the player's hand.
20 - Chaos Bookie - Get a Bookie counter. Sacrifice it at any time to re-roll any Chaos roll.
1 - Let's Kick it Up a Notch - All creatures gain Kicker XX: ~this~ comes into play with a +X/+X counter.
2 - Mana Flare - All lands produce an additional mana of the appropriate type, when tapped for mana.
3 - Concordant Crossroads - All creatures have Haste.
4 - Mirari - Whenever any player plays an Instant or Sorcery spell, that player may pay (3). If he or she does, he or she puts a copy of that spell onto the stack. He or she may choose new targets for that copy.
5 - Howling Mine - Everyone draws an extra card during their draw phase.
6 - Cursed Rod - All creatures lose all abilities.
7 - Psychic Battle - Whenever a player chooses one or more targets, each player reveals the top card of his or her library. The player who reveals the card with the highest converted mana cost may change the target or targets. If two or more cards are tied for highest cost, the target or targets remain unchanged. (Cards are returned to the top of players library after they are revealed.)
8 - Yawgmoth's Agenda - All players place the top ten cards from their library into their graveyard. Each player may play no more than one spell each turn. Each player may play cards in his or her graveyard as though they were in his or her hand. If a card would be put into any graveyard, remove that card from the game, instead.
9 - Mirages - All spells may be cast as Instants. If a spell is cast in this way, bury it when it resolves or at end of turn, whichever is first. Creatures cast as Instants have Haste and can't be regenerated.
10 - Aluren - All players may play creatures with a converted mana cost of three or lower whenever they may play an Instant and without paying the casting cost.
11 - Worship - Damage that would reduce any player's life total to less than one reduces it to one instead if they control a creature.
12 - Locomotion Drain - All walls may now attack. In fact, only walls may attack.
13 - Recoup - All Sorcery cards in all graveyards gain flashback. Their respective flashback costs are equal to their exact mana cost.
14 - Helm of Awakening - All spells cost one colorless mana less to cast.
15 - Price of Glory - Whenever a player taps a land for mana during another player's turn, destroy that land.
16 - Fade Away, Fade Away, Fade Away - Get your counters handy. All non-land permanents gain 'Fading 8-*' where * is the converted mana cost of that permanent. This cannot reduce a permanent to less than 'Fading 2' and overrides all other Fading costs. All permanents altered this way get a full complement of fading counters (i.e., a Blastoderm that has one Fading counter when this is rolled, now has 8 - 4 = 4 Fading counters).
17 - Gift of the Land - When ever any player draws a card, reveal that card. If it is a land, gain two life. Otherwise, lose one life.
18 - Yogan Ran Digidan - All players may play spells or effects during the Chaos phase. All Sorceries or Instants played during the Chaos phase cost 2 fewer colorless mana to play. (Note: For Yogan Tan Digidan, Chaos Rolls are considered to be"at the end of Chaos phase." Spells may only be played before Chaos Rolls and hence no spells may be played after the Chaos Roll.)
19 - Up the Stakes - Double all life gained or damage dealt outside the Chaos phase.
20 - Rainbow Vortex - Basic lands may produce any color of mana. When a non-basic land comes into play, its controller chooses a color of mana that land can produce. That land loses all other abilities.