I'll note here the main interactions and things you have to keep in mind when playing these cards.
Knowledge Pool - See the note about the interaction with Eye of the Storm and/or Possibility Storm. Also note that the card text reads "... that player exiles it. IF the player does, he or she MAY cast...". This means that you can only cast the previously exiled cards if you exile the new card under Knowledge Pool, and you're not obligated to cast another card, meaning you can "pile up" cards under Knowledge Pool.
Timesifter - One of the best chaos pieces of the deck. Makes a complete mess of turn order. This deck's mana curve is around 4 and with less lands than your usual casual decks (greatly reduced by the land ramp), this should ensure that we get more than 25% of the extra turns.
Scrambleverse - "For each NONLAND permanent"... Yeah, people can overlook the "nonland" part, don't forget that. Also, the permanents are untapped, but they do not gain haste. Keep that in mind.
Thieves' Auction - The cards are actually removed from the game and put game, so enter the battlefield triggers apply here. All players must put their own triggers on the stack (starting with the active player) after the resolution of Thieves' Auction. Remember that the cards enter the battlefield tapped.
Warp World - Oh boy! Every single permanent, including lands. Make sure you float all your mana before casting Warp World. This is a great reason to aim at a high permanent count when making this deck.
Wheel of Fate - This obviously could be nested in the "Card Draw" section. But making 4 players draw 7 cards each with "Shared Fate" on the battlefield... Remember that ANY 1 CMC CARD CAST WILL CASCADE INTO WHELL OF FATE. This is one of the reasons for running 1 cmc removal and only one 0 cmc card: "consistency".
Whims of the Fates - I would save this card for games when you have nothing to lose. Not because you will lose a pile of cards, but because you'll be certainly hated out of the table after that. Maybe you can try to use as removal to save the game from an oppressive player, although it's a rare occurrence.
Perplexing Chimera - This acts more like a way of leveling the playing field. You can give this to any player, and they will have pretty much the final word when deciding what happens next. Pay attention when copying the chimera with Phyrexian Metamorph.
Scandalmonger - More of a group slug card, but it's amazing at keeping oppressive players at bay. No cards in hand? Make another player discard his.
Whirlpool Warrior - Read Wheel of Fate. Also great for swapping a hand filled with lands for a hand filled with god knows what.
Confusion in the Ranks - Please, remember that the exchange is result of a trigger, meaning that the owner of the permanent will control its enter the battlefield trigger. Also, you can respond to the trigger if you want to.
Endless Whispers - Someone is being left behind, let them get all of their basic lands out of their deck (Sakura-Tribe Elder).
Eye of the Storm - The cards is removed as a result of a trigger. After the card is removed, the player copies each removed card (including the new one). Then the player MAY play the copies. See the note about interactions between this card and Knowledge Pool.
Grip of Chaos - This godforsaken cards will pretty much "ruin" the whole game unless someone has a wrath effect. Don't be afraid to cast stuff that targets, that's the whole point. Also, keep in mind the Shared Fate does not target (we've had a game with a Wheel of Fate exiled under Eye of the Storm and made that mistake).
Hive Mind - This is somewhat a double-edged blade. It's alright if people are on board with you, but if you draw enough hate, it only takes one removal to disrupt 3 things at once.
Ice Cave - I'm so happy that I found this card. Costs five, but from then on you're pretty much golden to keep your permanents (if you play carefully, which one tries to avoid when playing this deck). It works wonders as a group slug card too.
Mana Breach - The shittiest "nombo" when your general gives your spells cascade. But it makes your opponents want to flip the table.
Mana Maze - You may lock yourself sometimes. You may lock mono-colored decks. You may lock almost everything with Possibility Storm.
Planar Chaos - Group slug at its finest. Cast and take a lean back. Just observe people running into a glass door and trying it again.
Possibility Storm - Probably the only chaos card that we see a lot in nature. There are a couple of decks that use this card because it gives two cast triggers. Keep in mind that this will only trigger when cards are cast from the hand, this excludes: generals, cards from Shared Fate, cascaded into cards, cards cast from the top of the library...
Shared Fate - Another one of the best chaos pieces. It can make a simple game turn into an unpredictable mess. Must remember: does not target and the cards are exiled, not in your hand. It's a bit of a nombo with Yidris, since we the cards will not be cast from our hand. Wheels do not affect the exiled cards either. (Make sure everyone is using different sleeves.)
Telepathy - Just overall irritating. It's useful to make sure that no one is going to try to steal the game by surprise. Control players hate this card.
Psychic Battle - I've experimented with this cards but it's not so much chaotic as it is random. In the end some player will control the targets and that's not what we want playing a chaos themed deck, despite the deck having a high mana curve.
Zur's Weirding - I didn't try this card out yet because I couldn't find one. I believe it should be incredible in frustrating absolutely every player at the table and slowing the game to a proverbial crawl.