Okay. Step one, for each nonland permanent on the battlefield, you pick a player at random (using coins, dice, random number generators, whatever). Step two, each permanent gets given to whichever player was picked for it. They gain control of those permanents until another effect changes control of the permanent (Mind Control etc.). Step three, untap all nonland permanents.
Would you like me to put up a bit of an example?
yeah could you?
so what you're saying is, every nonland permanent gets a new owner (possibly)?
ok, so lets ay that its a three player match, and you all have 4 nonland permanents. starting with any of them, declare one of the nonland permanents. Next, use a random outcome to determine a player (I'd roll a die for 3 player). That player gets control of that permanent. Now repeat until each nonland permanent has been paired with a player.
Congratulations, your Scrambleverse has just finished resolving.
and how would that be a beneficial card to play?
like what situation
In a 2-player game, you can expect to get about half of the total number of permanents on the battlefield after it's finished resolving. If your opponent has a lot more permanents than you do, then you might get a significant benefit out of a resolved Scrambleverse .
However, sometimes a card doesn't really have a strong "beneficial" use, it's just there to make the game state weird and mess with people (take Grip of Chaos as a good example). Scrambleverse is one of these cards. My advice is to not bother playing with it at all.
Well, it could be used at a deck that doesn't use many nonland permanents so that you can get half your opponents permanents, like on a burn deck my friend has. But it has a really high cost, so it isn't really good.
Zedruu the Greathearted loves it. Shortly followed by a Brand , you can expect a pretty mean field advantage. Besides that....it's just kind of fun =P. Like a less tedious version of card:Thieves' Auction