"
There are methods to creating a mayhem that sounds different from your usual mayhem." - Nick Cave
These spells are the bread and butter of the deck. Mostly sorceries and enchantments, they are characterized by fundamentally changing the field of the game for ALL players. Many require luck, saviness, or a combination of the two to navigate successfully.
Prime Anarchy Introducers
Scrambleverse
: The prototypical card for any chaos based deck. Swaps about all permanents on the board at random. Is almost impossible to abuse or plan around, as both the board state when it drops and the state it will create are highly variable. Hold on for the ride.
Thieves' Auction
: One less mana than scrambleverse, but allows players to pick and choose from permanents on the board. You get to pick first, an enormous advantage. Reading out the text is often enough to make a
Blightsteel Colossus
player cry.
Warp World
: Far less chaotic, but still a complete game-changer. will favor permanent heavy decks and token decks to a large extent. This will likely bring out a large number of annoying enchantments and creatures from your deck, while ending synergies and tucking important combo pieces across the field. Chaos is chaos.
Illicit Auction
: Remember Blightsteel guy? lets see just how bad he wants to keep his golem compared to the
Oloro, Ageless Ascetic
player.
Stronghold Gambit
: Good headscratching here. Politics, deception, truces, lies, all of it and more across the table for two mana. Elecit rage from all other players with
Norin the Wary
.
Goblin Game
: More prisoner's dilemma style fun. Seeing the disgruntled members of your table grudgingly hide counters and dice is well worth the play.
Pyxis of Pandemonium
: most players will keep you alive for seven turns to get their cards back. They are often not ready for what will happen when a full suite of ten permanents from this deck gets dropped on the table, along with forty of theirs. Great fun if it fishes up
Confusion in the Ranks
Confusion in the Ranks
: Swap nonland permanents whenever one is played, what's not to love? (Cousin
Norin the Wary
loves this card)
Whims of the Fates
: causes much deliberation, sometimes ragequits. Is a good ex-machina if your opponents have prepared strong board presences.
Soul Conduit
: A great upsetter of order. Nightmare of aggro and pillowfort decks alike.
Timesifter
: Throws turns out of order, Benefiting disproportionately decks with higher average CMCs. Makes players with low curves scream.
Knowledge Pool
: A champion derailer. Any spells that would be played go into the pool, trading out for one already there. Essentially, this allows (and almost forces) players to use cards from other player's decks. Slows down combos, and wrecks synergy players. Fun times all around.
Genesis Chamber
: Myr for everybody, has a disgusting synergy with
Norin the Wary
. The Myr armada also increases the degeneracy of cards like
Warp World
and
Scrambleverse
Contested War Zone
: This card baits attackers at whoever possesses it, take the initial hit, and use the storm of swords going on to distract from your growing hoard of chaotic implements.
Emberwilde Djinn
: The table now has a shiny 5/4 to fight over, paying mana or life for the privilege of this traitorous djinn's presence.
Chaosphere
: Any player with flying creatures will be displeased.
Grip of Chaos
: This effectively makes targeted spells a crapshoot. Hilarious if the rest of the table has accepted the chaos at this point, and proceeds to cast spells anyway.
Impulsive Maneuvers
: All attacks are either twice as effective or completely worthless. (With
Krark's Thumb
, you even get a limited ability to pick.)
Mana Cache
: encourages players to tap out, or alternatively politic. Shenanigans ensue either way.
Pandemonium
: adds a lethal edge to any spell that alternates permanents around at random (like
Warp World
).
Norin the Wary
and
Genesis Chamber
get a lot more threatening with this in play.
Planar Chaos
: Counters spells at random normally. (With
Krark's Thumb
becomes an absolutely evil stax element.)
Possibility Storm
:
Blightsteel Colossus
? Don't you mean
Ornithopter
?
Risky Move
: An excellent swip-swapping enchantment that is somewhat steerable with
Krark's Thumb
.
Tide of War
: Randomly punishes attacking or defending (seriously that thumb is really useful.)
Wild Evocation
: Timmy laughs as his huge creature gets played for free, johnny sulks as his
Ad Nauseam
got dropped too early.
Homeward Path
: A tempting offer to be placed into random pools for cards like
Thieves' Auction
. The real cruelty comes with
Molten Rain
. (also super secret evil battle tech for
Starke of Rath
)
(Secret tech - not for the faint of heart) Show
Burning Wish
: If your need be great enough, and your play-group lenient enough, it is possible to wish for a spell of legendary power;
Worldfire
, ender of games. Only a true madman would play such a card, let alone with tools to back up its play. The mere suggestion that this card is in your hand can makes tables cry. Most groups ban it.
This is the ultimate leveler and the ultimate equalizer. Chaos perfected and concentrated into one spell. Use it at your own peril
These cards are the core tools used to sculpt the board, and by sculpt, we mean paint like a Pollock. Apply them well.