Deck concept: the deck is a silly and very unserious collection of chaotic cards and weird random effects I wanted to put together for those games where you really don’t want to think. Featuring classic staples of chaos-themed decks, such as Possibility Storm and Warp World, the list is meant to lean heavily into the casual nature of Commander. As a disclaimer, this is the kind of deck you really want to play only if everyone in the game is fine with letting loose and just have some unpredictable fun.
Restrictions: the deck features no random number generation in the form of explicit mentions to die rolls or coin tosses. While there is a lot of random cards being cast from libraries and targets being selected randomly, I just did not want to also add the complexity of forcing players to flip coins and roll dice.
I also removed from the list every card switching ownership of permanents en masse, such as Confusion in the Ranks and Scrambleverse. While they are very popular chaotic cards, resolving them tends to be extremely time-consuming and most players would hardly stomach pausing the game for fifteen minutes for the resolution of a Thieves' Auction. So, while the deck still features cards like Chaos Wand, they’re usually smaller effects that get resolved fairly quickly.
Strengths and weaknesses: if you appreciate a chaotic and unpredictable game every now and then, the deck can be extremely funny to play with or against. That been said, this is nowhere near a good deck and, while playing it, you have to assume you are going to lose almost every single game you are going to take part in. While there is some spot and mass removal, the deck just doesn’t have enough efficient and good cards to really try and win, so most of your time will be spent wreaking havoc and suffering the consequences of your absurd actions.
How to play the deck: there is very little strategy involved when playing this deck. Ideally ramping into a turn three Diaochan, Artful Beauty is usually a good way to get rid of one or two problematic creatures, slowing down your opponents’ development to make sure you have enough time to start unleashing your wacky shenanigans.
Usually this leads to multiple chaotic permanents landing on the battlefield, slowly but surely warping the game around strange and unusual effects. Cards like Timesifter can just turn a regular game into a mess of random turns, while Wild Evocation and Omen Machine force random spells to be cast, ensuring even the most clear-cut strategies are warped beyond recognition.
Pseudo-card advantage comes in the form of Outpost Siege, Count on Luck and other similar cards, while spot removal keeps its random nature thanks to cards like Chaos Warp, Wild Magic Surge and Zoyowa's Justice.
Key cards and notable interactions: Goblin Game is one of my favourite cards when it comes to weird, chaotic effects. There is something very absurd in the way the card is worded and how little it really cares about the entire game. Players are just meant to pause whatever they are doing to focus on this weird mind game that is surely to cause a ton of frustration – and hopefully some laughter.
Prisoner's Dilemma is another brilliant design, though I’m only saddened by the fact that it is only meant to involve your opponents in this game theory challenge and not you, its caster. I’m still glad it was given flashback, though, so any resentment that the card might generate can be immediately turned into full-on hatred.
Because a lot of the chaotic effects within the deck result in players taking damage, I’ve added a couple damage doublers and ”triplers” to the list, to make the whole experience feel even more like a rollercoaster ride and to prevent games from stalling.
With damage multipliers already in the deck, Heartless Hidetsugu becomes one of the only realistic win conditions in the list. It is technically possible to win the game via a Heartless Hidetsugu ability resolving when something like Twinflame Tyrant is on the battlefield, but this really only happens if your opponents allow you to resolve each and every one of these cards without ever trying to stop you. More often than not, Heartless Hidetsugu will actually draw the game when a City on Fire or a Fiery Emancipation are on the battlefield.
Evolving the deck: there is very little incentive in trying to push this deck’s power level up, as it is primarily meant to be a casual, non-competitive list to have fun with. Should you want to push for a more proactive approach, switching the commander to Heartless Hidetsugu or Solphim, Mayhem Dominus could probably make games feel even more dramatic, though you might give the impression of actually wanting to win the game you’re currently playing.
Another interesting experiment would be to abandon the chaos theme and lean more into Diaochan, Artful Beauty as the lynchpin to your strategy. Finding ways to make all your creatures indestructible, giving them shroud or running a ton of vehicles could be a very interesting deckbuilding challenge.
Origin of the deck's name: a verse from "Scarlet" by Periphery.
Last updated: July 20th, 2026.