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|Commander / EDH
|Commander: Rule 0
Grip of Chaos
Whenever a spell or ability is put onto the stack, if it has a single target, reselect its target at random. (Select from among all legal targets.)
1 day ago
I'm curious--where were you in this dream? I can imagine the art for this card very clearly--nice description!
That "at random" abilities would be a headache for the deck that pumps out fat piles of tokens. The big problem I have with large numbers of tokens and random effects is that it can take a long time to resolve, and there's no shortcut aside from "this is what will probably happen." If Jetmir, Nexus of Revels has thirty tokens and three opponents, that declare attackers step is going to take a while. (Same deal with cards like Grip of Chaos and Last One Standing. It won't happen all the time, or even often, but it will happen occasionally, and it's completely out of your control.)
I think the second ability can be just "Whenever Banemaker becomes unattached," since that will cover all possible "equipped creature leaves the battlefield" scenarios.
With all that said, this is a great design that captures the feel of chaotic bloodlust.
3 months ago
IMHO their are few bigger 'lil shit' type cards than Rite of the Raging Storm, if their is an opponent who can't handle 5/1 Tramplers they are dead meat very quickly, it's a very chaotic atmosphere with Rite out. It's also very good with many cards that would work well with your Commander, such as Mask of Griselbrand, and I can point out a bunch of other options. Relic of Sauron is a very good Grixis mana rock that can also draw a card now and then. I think copy effects are probably pretty good with your Commander, if you cast Rite of Replication on your Commander you still get 5 copies ETBing and dying, which should clear out hands and serve as a huge board wipe (you get 5 triggers each of the ETB and death trigger, if you have 3 opponents left 2 of them have 1/4 of their permanents and one has half left, similar for their hands. Irenicus's Vile Duplication is another fun copy effect, this one doesn't die right away and has flying. If you like annoying creatures you might like some of the specters out their, Hypnotic Specter is an old classic that will always take away a card from whomever you hit, and Stronghold Rats can take one from each player fwiw.
I can't decide if MImic Vat would be worth it with your Commander, if you can get him into the Vat you can make a copy each turn for very little mana, but it doesn't get sacrificed unfortunately, it gets exiled at end of turn, so you'd need sac outlets to get his Death Triggers (but on the upside nobody is going to block you).
Their are a few Chaos type cards that might help with your plans to annoy the table, I've always enjoyed Teferi's Puzzle Box, but any effect that cares about your opponent drawing cards really loves the effect, if you can get Box and a Notion Thief out your opponents each lose their hand and you draw cards equal to how many they had when they lost them. Grip of Chaos can help keep your Commander (or another key permanent) alive longer, and you don't run a ton of targeted interaction yourself. Omen Machine is pretty funny, it's especially useful if you use a high average MV, same with Timesifter. Some people will try to flip the table if you resolve a Possibility Storm, especially if your deck isn't trying to abuse the effect. If you leaned harder into your spell plan, or into permanents that work regardless of who controls them you could try Thieves' Auction, a card many that is so obnoxious that some people consider scooping rather than resolving the effect.
I hope some of these ideas aren't too disruptive, it's fun to have a deck that can troll your playgroup a bit!
5 months ago
5 months ago
I've been brewing this same concept along with mono green enchantment control the past few weeks. I really like what you have going here!
Grip of Chaos for more chaos.
Flame Fusillade is super secret tech!
on I LOVE CHAOS
10 months ago
Chaos is a specific game archetype that involves spells which modify the rules of the game (like Grip of Chaos) or which significantly alter the status of the game in a way that does not advance any one person’s victory (like Worldfire if not used in a game-winning combo). Often the goal of a chaos deck is adding chaos for chaos’ sake, not winning the game.
In its purest form, a chaos deck really shouldn’t be played - they are not clever and really only annoy the other players, and will make people dislike the player (with good reason).
Instead of building a pure chaos deck, one should look into cards that have a chaotic element - like coin flipping or dice rolling - where your cards are still advancing victory or a specific end, even if they have a random element to them.
1 year ago
Currently Gruul is thought of only by its' brutish Ravnica origin & there is alot of missed opportunity there, as about all the other color pairings have branched out since Strixhaven. I think of Klauth, Unrivaled Ancient currently as representative of Gruul.
Some good ideas for future direction of Gruul.
1) I would love to see some bomb redirect effects in Gruul... Ward "copy & retarget a spell"? Maybe a Grip of Chaos commander that spawned redirect targets for the table? Maybe replacing instances of creature destruction, sac, exile into artifact & enchantment somehow?
2) Gruul could fill a unique space of group-gifting & hug-into-slug for anti control decks. Playing with fire by making the table difficult to control. Think of the unique way that Oath of Druids floods the table with creatures until spellslingers are left pulling their hair, maybe add a little incentive to slap players that can't hang. So now you are combined punishing artifact/enchantment heavy decks, while gifting their opponents. Also, Heartwood Storyteller does this in an unusual way, making the table benefit from playing your game while also causing an out-of-control boardstate. I have great love for Kibo, Uktabi Prince in this sortof hug-into-slug design space.
3) Seems like alot of opportunity to "control" a game direction by making it more difficult for any one player to actually control things, while promoting a "come at me bro" attitude with permanents. I've done this type of play pattern before, there just isn't a ton of feasible support for it yet & it seems like would be the right home for it.
1 year ago
So far, Devil creatures show up in just three planes with any regularity: Ravnica, Innistrad, and New Capennaland. Philosophically, they represent or are aligned with random chaotic destruction on the first two, and work as construction and demolition in the last.
I believe this isn't mechanically represented by randomized effects because the player-planeswalker is assumed to be directing their actions, and not letting them run rampant and act on their own.
I think randomizer cards are best in small doses, or when directed to a goal of finishing the game. On one hand, a Scrambleverse led to one of my most memorable game moments, and Wild Evocation + Possibility Storm + Grip of Chaos holds a place in one of my Horde Magic designs (where it's almost always publicly announced). On the other hand, these effects make it more difficult and unwieldy for the person using them to win, and often the winner comes down to whoever gets the best/least bad random effects. If you enjoy that playstyle, go for it! Just expect that not everyone will, and some people will be actively opposed to it.
1 year ago
McToters Love it. Will definitely take a hard look at each of the pacts when I decide a commander/colors. It's fun just looking for cards that are gonna cause chaos. Think of how much fun Hive Mind will be with Grip of Chaos...
Just thinking now though: in a situation where all 4 players are casting a Pact of Negation thanks to Hive Mind, presumably at least one of them is going to be countered. Is a player off the hook for the upkeep mana then if their PoN is countered? I would guess that they are, since it reads like an ability that needs to resolve, but I guess I'm not sure exactly how that pact mechanic works.