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The 212 Card Way To Spice Up Your Game Night FREE!

Planechase Budget Casual Group Hug Jank Multiplayer Primer

Sargeras


This 212 card behemoth of a planar deck is currently being used for my local playgroups commander nights, as anyone can bring practically anything to the table and have fun while doing it.

If you are wondering why I didn't put all of them on the main list, it's because they have their own special tabs below!

With this many cards, most games will not even see half of the planar deck, which makes them less repetitive since there are always more lands to explore.

The inspiration for this monster deck come from a variety of sources, including the Elder Scrolls series, the Diablo series, the original Warcraft Games, Dungeons & Dragons, and official Magic cards. However, most of the planes in this set were inspired by a large custom Magic Block that I made a few years ago, which centered around the planes of Ushval and Zaegoth.

Within the deck I do have many of the official WOTC planechase cards, but simply stopped making them because the writing became tedious. The official WOTC cards that are in my list are within their according tabs, and have the planeschase symbols from the sets they were in.

The card known as Fractured Powerstone is the only card in MTG that actually works with Planeschase. (If you play planeschase enough, you might see this become a staple card in your group.)

The main draw to planeschase came to me when I saw how it affected the game, as with little subtlety, the game drastically changed when planes came in.

The other main draw is it speeds up the game while giving everyone something to do. Even if you have nothing you can do for a turn, there is always something you can do, and as my playgroup would say... ROLL THE DIE ALREADY DAMMIT!!

If you'd like to see the art and effects for all the cards they are listed in their according tabs.

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(From WOTC)

Planechase, also known as Planar Magic, is an official game variant first populated by Planechase (2009) and basically acts as an augmentation to other formats though players can also play decks specifically geared towards this format.

In addition to his or her normal deck, each player has a deck of at least ten plane or phenomenon cards. This is called the planar deck, which exists in the command zone. No two plane or phenomenon cards in a planar deck may have the same name.

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(From WOTC)

At the beginning of the game (after mulligans have been taken), the starting player turns the top card of the planar deck face up and its effects become present in the game. There will always be exactly one plane card face up in the command zone. At the beginning of each player's turn, that player gains control of the plane card in the command zone and is known as the planar controller.

Whenever a player could play a sorcery during his or her turn, he or she may roll the planar die. This die has four blank sides which have no effect. One side has the planeswalker symbol on it. When the planeswalker symbol is rolled, the planar controller puts the active plane or phenomenon card at the bottom of his or her planar deck. Then the player who rolled the planeswalker symbol turns the top card of his or her planar deck face up. This process is known as the planeswalking ability. The final side of the planar die shows the chaos symbol, which triggers the chaos ability of the active plane card. The chaos ability then goes on the stack and the active player gets priority.

Rolling the planar die costs an amount of mana equal to the number of times the player taking that action has done so that turn. For example, the first die roll costs , the second costs , and so on.

If you don't own a planar die, (or don't want to buy one) you can just use any six sided die. Commonly 1 is used as the planeswalk symbol and 6 as the chaos symbol.

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(The planeswalker symbol is the one on the left, while the chaos symbol is the one on the right)

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Overall, I'd mostly recommend planeschase for casual games, and multiplayer especially, as 1v1 planeschase games can get redundant and annoying due to the lack of politics that planeschase naturally creates.

Commander has proven to be a great pairing if not the best; as the inherent multiplayer play and politics unsure that these cards get to see their full potential. The other push for commander is that its often seen as a place where kitchen table players get to play what they want, instead of what a format decides is necessary.

Although the games can be strange and difficult, casual modern and pauper have also been played with this deck, and the games have plenty of twists.

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Unlike almost every other format or game type in MTG, a planar deck such as this one can easily be copied & proxied up to play with your playgroup, as most people won't mind too much, (except maybe your local store owners)

Also, due to the fact that Planeschase usually goes hand in hand with casual formats, people are also going to be more lenient, since there isn't a lot of money or worth in the plane cards themselves.

When going through the lists, you may realize that not every single card on there is made by WOTC. In fact, the vast majority of cards in my planar deck have been made either by myself, looked at online, or formulated by the playgroup! This means that over time you can build your own creations to spice up your game however you'd like.

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Disclaimer: Some of these cards may appear to having some spelling errors and/or mistakes, this is partially due to the cards themselves as well as the text settings on tappedout. Also, I do not own any of the art in any of these cards, if you are the illustrator and want some artist credit, you can send me your information and I will give you the credit.

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Academy at Tolaria West

Plane: Dominaria

At the beginning of your end step, if you have no cards in hand, draw seven cards.

Chaos: Whenever you roll Chaos, discard your hand.

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Agryem

Plane: Ravnica

Whenever a white creature dies, return it to the battlefield under its owner's control at the beginning of the next end step.

Whenever a nonwhite creature dies, return it to its owner's hand at the beginning of the next end step.

Chaos: Whenever you roll Chaos, creatures can't attack you until a player planeswalks.

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Akoum

Plane: Zendikar

Players may cast enchantment spells as though they had flash.

Chaos: Whenever you roll Chaos, destroy target creature that isn't enchanted.

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Akros

Plane: Theros

You may target any number of creatures you control when casting instant or sorcery spells. If you do, that spell costs more to cast for each target beyond the first.

Chaos: Whenever you roll Chaos, create X 1/1 white Soldier creature tokens, where X is equal to your devotion to red and white.

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Alefis Tavern

Plane: Zaegoth

When you planeswalk to Alefis Tavern, or at the beginning of your upkeep, you may Goad target creature an opponent controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)

Chaos: Whenever you roll Chaos, Goad all creatures on the battlefield. Then planeswalk.

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Apocrypha

Plane: Oblivion

At the beginning of each players upkeep, that player exiles a card at random from his or her hand. The player may play that card this turn. At the beginning of the next end step, if the player hasnt played the card, he or she puts it into his or her graveyard.

Chaos: Whenever you roll Chaos, you may cast target instant or sorcery from target players graveyard without paying its mana cost until end of turn.

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Archmages Chambers

Plane: Zaegoth

Whenever a player chooses one or more targets, each player reveals the top card of his or her library. The player who reveals the card with the highest converted mana cost may change the target or targets. If two or more cards are tied for highest cost, the target or targets remain unchanged.

Chaos: Whenever you roll Chaos, until a player planeswalks, whenever a player chooses one or more targets, Scry 2.

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Arena of Heros

Plane: Zaegoth

When you planeswalk to Arena of Heros, you become the monarch.

At the end of your turn, if you are the monarch, you may have target creature you control deal damage equal to its power to target creature an opponent controls.

Chaos: Whenever you roll Chaos, choose target creature you control, that creature fights target creature an opponent controls, if your creature does not die, you become the monarch.

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Aretopolis

Plane: Kephalai

When you planeswalk to Aretopolis or at the beginning of your upkeep, put a scroll counter on Aretopolis, then you gain life equal to the number of scroll counters on it. When Aretopolis has ten or more scroll counters on it, planeswalk.

Chaos: Whenever you roll Chaos, put a scroll counter on Aretopolis, then draw cards equal to the number of scroll counters on it.

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Astral Arena

Plane: Kolbahan

No more than one creature can attack each combat. No more than one creature can block each combat.

Chaos: Whenever you roll Chaos, Astral Arena deals 2 damage to each creature.

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Azglors Altar

Plane: Nether Realm

At the beginning of your upkeep, create a 0/1 black Human Cleric creature token with Sacrifice this permenant: Add to your mana pool. At any time, you may sacrifice six Cleric tokens. If you do, search your library for a creature card and put it onto the battlefield, then shuffle your library.

Chaos: Whenever you roll Chaos, creatures you control have Sacrifice this creature: Deal 3 damage to target creature or player until end of turn.

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Bala Thuuls Castle

Plane: Zaegoth

When you planeswalk to Bala Thuuls Castle, you become the monarch.

During your end step, if you are the monarch, you may destroy target creature, it cant be regenerated.

Chaos: Whenever you roll Chaos, clash with an opponent. If you win, you may choose a creature card from that players graveyard, and put it onto the battlefield. If that player was the monarch, you become the monarch.

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Balnazaars Fortress

Plane: Nether Realm

Lands you control have T: Add to your mana pool.

Chaos: Whenever you roll Chaos, each opponent loses 3 life and you gain X life, where X is the total amount of life lost this way.

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Bandit Citadel

Plane: Kamigawa

Whenever a creature attacks, it gets +2/+0 until end of turn.

At the beginning of your upkeep, put a 2/2 red Human Warrior creature token onto the battlefield.

Chaos: Whenever you roll Chaos, create a 5/5 red Legendary Human Warrior creature token with Whenever this creature deals combat damage to a player, you may destroy target artifact that player controls.

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Biovat Cluster

Plane: Char

At the beginning of your upkeep, put a Growth counter on Biovat Cluster and create a 1/1 green Saproling creature token. You then put X +1/+1 counters on target creature you control, where X is the number of Growth counters on Biovat Cluster.

Chaos: Whenever you roll Chaos, create X 1/1 green Saproling tokens, where X is the number of Growth counters on Biovat Cluster. Then planeswalk.

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Breathtaking Vista

Plane: Ushval

At the beginning of your upkeep, you may search your library for a basic land card, put it into your hand, and shuffle your library.

Chaos: Whenever you roll Chaos, you may have target creature get -X/-X until end of turn, where X is equal to the number of lands you control.

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Candyland

Plane: Forgotten Realm

When you planeswalk to Candyland or at the beginning of your precombat main phase, put a candy counter on Candyland, then add X mana of any one color to your mana pool for each candy counter on it.

Chaos: Whenever you roll Chaos, Candyland deals X damage to target creature or player, where X is the number of candy counters on Candyland.

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Carac Agaialor

Plane: Oblivion

Creatures with power 1 or less are Indestructible.

Chaos: Whenever you roll Chaos, Carac Agaialor deals damage to each player equal to the number of creatures they control.

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Catacombs of Viskar

Plane: Ushval

When you planeswalk to Catacombs of Viskar, each player puts the top five cards of their library into their graveyard.

Whenever a creature would die, its controller may its mana cost, if that player does, they may return it to their hand as a replacement effect.

Whenever you roll Chaos, put a creature card from your graveyard onto the battlefield. Then planeswalk.

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Celestine Reef

Plane: Luvion

Creatures without flying or islandwalk can't attack.

Whenever you roll Chaos, until a player planeswalks, you can't lose the game and your opponents can't win the game.

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Cliffs of Contradiction

Plane: Inversia

When you planeswalk to Cliffs of Contradiction, or at the beginning of your upkeep, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if its a creature card.)

Chaos: Whenever you roll Chaos, turn all face down cards on the battlefield face up. Any instant or sorcery cards revealed this way or put into the graveyard with no effect.

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Councilors Chambers

Plane: Zaegoth

When you planeswalk to Councilors Chambers, you become the monarch.

At the end of your turn, each player votes for one nonland permanent on the battlefield you dont control.

Return the permenent with the highest votes to its owners hand. If the vote is tied, return all permanents with the highest votes to their owners hands.

If you are the monarch, you get two votes in this process.

Chaos: Whenever you roll Chaos, Each opponent discards a card, you draw a card for each card discarded this way. If you are not the monarch, you become the monarch.

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Court of Loarderon

Plane: Azeroth

When you planeswalk to The Court of Loarderon, you become the monarch.

If you are the monarch, your opponents cant cast spells or activate abilities as long as its your turn.

Chaos: Whenever you roll Chaos, each opponent exiles a card from their hand, you may cast those cards for their converted mana costs until a player planeswalks.

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Dal-Shan

Plane: Tarkir

All creatures lose Flying and cannot gain Flying.

Plane: Whenever you roll Chaos, Dal-Shan deals 1 damage to each creature. Damage dealt this way cant be prevented.

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Dalaran

Plane: Azeroth

Instant and Sorcery spells cost less to cast.

Chaos: Whenever you roll Chaos, create a 9/9 colorless Golem artifact creature token.

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Dalarbek Jungle

Plane: Zaegoth

Whenever a creature you control attacks, put a +1/+1 counter on it.

Chaos: Whenever you roll Chaos, creatures you control get +3/+3 and gain Trample until end of turn.

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Doomraider Encampment

Plane: Ushval

Whenever a creature enters the battlefield, it gains Haste and Trample until end of turn.

Chaos: Whenever you roll Chaos, create two 3/1 red and black Goblin Warrior creature tokens.

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Edge of Malacol

Plane Belenon

If a creature you control would untap during your untap step, put two +1/+1 counters on it instead.

Chaos: Whenever you roll Chaos, untap each creature you control.

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Eloren Wilds

Plane: Shandalar

Whenever a player taps a permanent for mana, that player adds one mana to his or her mana pool of any type that permanent produced.

Chaos: Whenever you roll Chaos, target player cant cast spells until a player planeswalks.

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Emeria

Plane: Zendikar

At the beginning of your upkeep, if you control seven or more plains you may return target creature from your graveyard to the battlefield.

Chaos: Whenever you roll Chaos, you may return target permanent from your graveyard to the battlefield.

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Esper

Plane: Alara

Blue, black, and white creatures are artifacts in addition to their other types.

Chaos: Whenever you roll Chaos, target artifact creature gets +X/+X until end of turn, where X is its converted mana cost.

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Plane: Nozgorod

At the beginning of your upkeep, put a Rumble counter on Etiris Factory, and create X colorless 1/1 worker artifact creature tokens, where X is equal to the number of Rumble counters on Etiris Factory.

Chaos: Whenever you roll Chaos, destroy all nonland permanents with converted mana cost less then the number of Rumble counters on Etiris Factory. Then planeswalk.

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Plane: Zaegoth

Creatures you control have Vigilance.

Chaos: Whenever you roll Chaos, you may put target nonland permanent on the bottom of its owners library.

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Fields of Summer

Plane Moag

Whenever a player casts a spell, that player may gain 2 life.

Chaos: Whenever you roll Chaos, you may gain 10 life.

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Fjord of the Eclipse

Plane: Nether Realm

Creatures you control have Lifelink.

Chaos: Whenever you roll Chaos, you may put a creature from any graveyard onto the battlefield under your control.

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Fortress of Jin-Gitaxius

Plane: New Phyrexia

When you planeswalk to Fortress of Jin-Gitaxius or at the beginning of your upkeep, discard a card at random from your hand, if you cant, planeswalk.

Chaos: Whenever you roll Chaos, draw seven cards.

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Furnace Layer

Plane: New Phyrexia

When you planeswalk to Furnace Layer or at the beginning of your upkeep, select target player at random. That player discards a card. If that player discards a land card this way, he or she loses 3 life.

Chaos: Whenever you roll Chaos, you may destroy target nonland permanent.

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Gaeas Sanctuary

Plane: Dominaria

Creature spells cant be countered. Players cant draw more then one card each turn.

Whenever you roll C, search your library for a creature card, reveal it, and add it to your hand. Then shuffle your library.

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Gloomwood

Plane: Zaegoth

Creatures dont untap during their controllers untap steps. Untapped creatures have Shroud.

Chaos: Whenever you roll Chaos, create a 1/1 green Insect creature token for each creature you control. Then planeswalk.

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Goblin War Tunnels

Plane: Dominaria

All creatures have Menace.

When you planeswalk to Goblin War Tunnels or at the beginning of your upkeep, put a Horde counter on Goblin War Tunnels. Then create X 1/1 red Golbin creature tokens, where X is equal to the number of Horde counters on Goblin War Tunnels.

Chaos: Whenever you roll Chaos, destroy up to X target artifacts, where X is the number of creatures you control.

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Grand Ossuary

Plane: Ravnica

Whenever a creature dies, its controller distributes a number of +1/+1 counters equal to its power among any number of target creatures he or she controls.

Chaos: Whenever you roll Chaos, each player exiles all creatures he or she controls and creates X 1/1 green Saproling creature tokens, where X is the total power of the creatures he or she exiled this way. Then planeswalk.

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Grand Workshop

Plane: Kaladesh

Nonartifact spells you cast have improvise. (Your artifacts can help cast those spells. Each artifact you tap after youre done activating mana abilities pays for 1.)

Chaos: Whenever you roll Chaos, you may search your library for an artifact card, reveal it, and add it to your hand. Then shuffle your library.

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Greeds Domain

Plane: Nether Realm

When you planeswalk to Greeds Domain or at the beginning of your upkeep, create a colorless artifact token named Gold with Sacrifice this permanent: Add one mana of any color to your mana pool.

Chaos: Whenever you roll Chaos, create five colorless artifact tokens named Gold with Sacrifice this permanent: Add one mana of any color to your mana pool.

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Grixis

Plane: Alara

Blue, black, and/or red creature cards in your graveyard have unearth. The unearth cost is equal to the card's mana cost. (Pay the card's mana cost: Return it to the battlefield. The creature gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

Whenever you roll Chaos, put target creature card from a graveyard onto the battlefield under your control.

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Grove of Horizons

Plane: Azeroth

You may play an additional land on each of your turns. Whenever you gain life, you gain twice that much life instead.

Chaos: Whenever you roll Chaos, choose any number of permanents you control, and put divinity counters on them. Permanents with divinity counters on them are indestructible until a player planeswalks.

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Hall of Bones

Plane: Azeroth

At the beginning of your upkeep, you draw a card and lose 1 life. All black creatures get +1/+1.

Chaos: Whenever you roll Chaos, Hall of Bones deals X damage to target creature and you gain X life, where X is the number of creatures in your graveyard.

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Hall of Confusion

Plane: Ushval

Players play with the bottom of their deck face-up. Whenever a player casts a spell or activates an ability that targets a creature or player, chose a player at random, that player chooses the target of that spell or ability.

Chaos: Whenever you roll Chaos, Hall of Confusion deals X damage to each player, where X is the converted mana cost of the card on the top of each players deck.

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Hall of Humility

Plane: Ushval

All creatures lose all abilities and have base power and toughness 1/1.

Chaos: Whenever you roll Chaos, each player sacrifices a creature.

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Hall of Mirrors

Plane: Ushval

Whenever a creature attacks alone, it gains Myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token thats a copy of that creature thats tapped and attacking that player or a planeswalker he or she controls. Exile the tokens at end of combat.)

Chaos: Whenever you roll Chaos, you may create a token that is a copy of target creature.

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Hall of Torment

Plane: Ushval

When you planeswalk to Hall of Torment or at the beginning of your upkeep, you may draw a card, if you do, discard a card.

Chaos: Whenever you roll Chaos, each player discards their hand, then draws seven cards.

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Heartwood Arbor

Plane: Lorwyn

Whenever a player casts a noncreature spell, each of that players opponents may draw a card.

Chaos: Whenever you roll C, create a / green Treefolk creature token with This creatures power and toughness are equal to the number of lands you control.

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Hedron Fields of Agadeem

Plane: Zendikar

Creatures with power 7 or greater can't attack or block.

Whenever you roll Chaos, create a 7/7 colorless Eldrazi creature token with annihilator 1. (Whenever it attacks, defending player sacrifices a permanent.)

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High Temple of Bontu

Plane: Amonkhet

Once per turn, you may sacrifice a creature you control. If you do, each opponent loses X life and you gain X life, where X is the sacrificed creatures power. You then scry 1.

Chaos: Whenever you roll Chaos, until a player planeswalks., whenever a creature you control dies, each opponent sacrifices a creature.

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High Temple of Hazoret

Plane: Amonkhet

As long as a player has no cards in hand, creatures that player controls get +1/+0 and have Haste. Once per turn, you may discard a card to deal 3 damage to target creature or player.

Chaos: Whenever you roll Chaos, High Temple of Hazoret deals X damage to target opponent, where X is equal to the number of cards in their hand. Damage dealt this way cant be prevented.

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High Temple of Kefnet

Plane: Amonkhet

As long as a player has 7 or more cards in hand, creatures that player controls have Flying. At the beginning of your end step, you draw a card.

Chaos: Whenever you roll Chaos, until a player planeswalks, creatures without Flying cant attack.

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High Temple of Oketra

At the beginning of combat on your turn, you may choose to give target creature you control Double strike and Indestructible until end of turn.

Chaos: Whenever you roll Chaos, you may return to your starting life total.

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High Temple of Rhonas

Plane: Amonkhet

Creatures with power 3 or less cant attack.

Whenever you roll Chaos, create a 4/4 green Beast creature token.

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Horizon Boughs

Plane: Pyrulea

All permanents untap during each player's untap step.

Chaos: Whenever you roll Chaos, you may search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle your library.

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Ice Caves of Kzeldurad

Plane: Nozgorod

Whenever a player casts a spell, any player may pay that spells mana cost. If a player does, counter that spell.

Chaos: Whenever you roll Chaos, creatures target opponent controls dont untap during their controllers next untap step.

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Ice Veil of Shakur

Plane: Zaegoth

When you planeswalk to Ice Veil of Shakur, reomve all counters from all permanents.

Players cant untap more than one land during their untap steps.

Chaos: Whenever you roll Chaos, you may destroy up to one target tapped creature.

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Immersturm

Plane Valla

Whenever a creature enters the battlefield, that creature's controller may have it deal damage equal to its power to target creature or player of his or her choice.

Chaos: Whenever you roll Chaos, exile target creature, then return it to the battlefield under its owner's control.

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Isperias Citadel

Plane: Ravnica

At the beginning of your upkeep, you may detain target creature an opponent controls. (Until your next turn, that creature cant attack or block and its activated abilities cant be activated.)

Chaos: Whenever you roll Chaos, put X +1/+1 counters on target creature you control, where X is equal to the number of cards in your hand.

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Izzet Steam Maze

Plane: Ravnica

Whenever a player casts an instant or sorcery spell, that player copies it. The player may choose new targets for the copy.

Chaos: Whenever you roll Chaos, instant and sorcery spells you cast this turn cost 3 less to cast.

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Jund

Plane: Alara

Whenever a player casts a black, red, or green creature spell, it gains devour 5. (As the creature enters the battlefield, its controller may sacrifice any number of creatures. The creature enters the battlefield with five times that many +1/+1 counters on it.)Chaos: Whenever you roll Chaos, create two 1/1 red Goblin creature tokens.

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Kessig Woodlands

Plane: Innistrad

Once per turn, you may pay , if you do, target creature you control gets +X/+0 and gains Trample until end of turn.

Chaos: Whenever you roll Chaos, create four green 2/2 wolf creature tokens.

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Kilnspire District

Plane: Ravnica

When you planeswalk to Kilnspire District or at the beginning of your precombat main phase, put a charge counter on Kilnspire District, then add to your mana pool for each charge counter on it.

Chaos: Whenever you roll Chaos, you may pay . If you do, Kilnspire District deals X damage to target creature or player.

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Kingdom at War

Plane: Zaegoth

When you planeswalk to Kingdom at War, the player with the most life becomes the monarch. All creatures get +1/+1 when attacking the monarch.

Chaos: Whenever you roll Chaos, you may exchange life totals with target opponent.

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Korozda

Plane: Ravnica

All Black and Green creature cards in your graveyard have Scavenge. The scavenge cost of each card is equal to its mana cost.

Chaos: Whenever you roll Chaos, target player sacrifices a creature, then gains life equal to its toughness.

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Lair of the Ashen Idol

Plane: Azgol

At the beginning of your upkeep, sacrifice a creature. If you can't, planeswalk.

Chaos: Whenever you roll Chaos, any number of target players each create a 2/2 black Zombie creature token.

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Land of the Deprived

Plane: Ushval

Creatures have This creature cant attack or block unless its controller discards a card.

Chaos: Whenever you roll Chaos, clash with an opponent, if you win, exile a card at random from that players hand.

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Lethe Lake

Plane: Arkhos

At the beginning of your upkeep, put the top ten cards of your library into your graveyard.

Chaos: Whenever you roll Chaos, target player puts the top ten cards of his or her library into his or her graveyard.

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Lifeweaver Circle

Plane: Zaegoth

At the beginning of your upkeep, you may choose target player who controls more creatures than you you may then reveal cards from the top of your library until you reveal a creature card. If you do, put that card onto the battlefield and all other cards revealed this way into his or her graveyard.

Chaos: Whenever you roll Chaos, you may search your library for a creature card, reveal it, then shuffle your library and put that card on top of it.

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Lost City of Jhazol

Plane: Zaegoth

Only one creature can untap during each untap step. Players can only cast one spell each turn. Players can only draw one card each turn.

Chaos: Whenever you roll Chaos, choose target opponent. Until a player planeswalks, that player cant cast spells.

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Luxa Floodplains

Plane: Amonkhet

All cards in all players hands have Cycling .

At the beginning of your pre-combat main phase, add to your mana pool.

Chaos: Whenever you roll Chaos, create a 5/5 green wurm creature token.

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Meteor Field

Plane: Dominaria

When you planeswalk to Meteor Field, or at the beginning of your upkeep, you may have Meteor field deal 13 damage to target creature.

Chaos: Whenever you roll Chaos, Meteor field deals 13 damage to each creature on the battlefield. Then planeswalk.

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Minamo

Plane: Kamigawa

Whenever a player casts a spell, that player may draw a card.

Chaos: Whenever you roll Chaos, each player may return a blue card from his or her graveyard to his or her hand.

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Mind of Emperor Pelagius

Plane: Oblivion

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.)

Chaos: Whenever you roll Chaos, until your next turn, whenever an instant, sorcery, or ability is put onto the stack, you copy it, if that spell or ability has a single target, reselect its target at random.

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Mirrored Depths

Plane: Karsus

Whenever a player casts a spell, that player flips a coin. If he or she loses the flip, counter that spell.

Chaos: Whenever you roll Chaos, target player reveals the top card of his or her library. If it's a nonland card, you may cast it without paying its mana cost.

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Mogukai Lighthouse

Creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didnt have hexproof.

Chaos: Whenever you roll Chaos:, draw a card, then discard a card. Threshold As long as there are seven or more cards in your graveyard, you may draw three cards instead.

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Monastary of the Mystics

Plane: Tarkir

All creatures have Prowess.

At the beginning of your upkeep, you may flip over a creature you control, you may flip it back over for its mana cost at any time.

Whenever a creature flips face up, its controller may return an instant or sorcery from their graveyard to their hand.

Chaos: Whenever you roll Chaos, until end of turn, whenever you cast a noncreature spell, put a 1/1 white Monk creature token with Prowess onto the battlefield.

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Mountains of Kher

Plane: Regatha

Whenever a nontoken creature enters the battlefield under your control, you may pay . If you do, create a token thats a copy of that creature. That token gains haste. Exile it at the beginning of the next end step.

Chaos: Whenever you roll C, you may create a token thats a copy of target creature. That token gains haste. Exile it at the beginning of the next end step.

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Murasa

Plane Zendikar

Whenever a nontoken creature enters the battlefield, its controller may search his or her library for a basic land card, put it onto the battlefield tapped, then shuffle his or her library.

Chaos: Whenever you roll Chaos, target land becomes a 4/4 creature that's still a land.

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Naar Isle

Plane: Wildfire

At the beginning of your upkeep, put a flame counter on Naar Isle, then Naar Isle deals damage to you equal to the number of flame counters on it.

Chaos: Whenever you roll Chaos, Naar Isle deals 3 damage to target player.

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Naya

Plane Alara

You may play any number of lands on each of your turns.

Chaos: Whenever you roll Chaos, target red, green, or white creature you control gets +1/+1 until end of turn for each land you control.

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Nightmare Factory

Plane: Nozgorod

At the beginning of your upkeep, put a soot counter on Nightmare Factory. At the beginning of each players upkeep, that player sacrifices a permanent for each soot counter on Nightmare Factory.

Chaos: Whenever you roll Chaos, create an X/X colorless Horror artifact creature token, where X is equal to the number of soot counters on Nightmare Factory. Then planeswalk.

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Norn's Dominion

Plane New Phyrexia

When you planeswalk away from Norn's Dominion, destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.

Chaos: Whenever you roll CHAOS, you may put a fate counter on target permanent.

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Nozdormus Realm

Plane: Azeroth

Whenever a player casts a spell, that player exiles that spell, and puts three time counters on it, that spell gains suspend 3.

Chaos: Whenever you roll Chaos, take an extra turn after this one. Planeswalk after you activate this ability.

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Nyx, Realm of the Gods

Plane: Nyx

Once per turn, you may pay and declare a color. Add to your mana pool an amount of mana of any one color equal to your devotion to the declared color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)

Chaos: Whenever you roll Chaos, you may search your library for an enchantment card. If you do, reveal it, then add it to your hand. Then shuffle your library.

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Oonas Hideaway

Plane: Lorwyn

Whenever a creature you control deals combat damage to a player, you may discard a card. If you do, draw a card.

Chaos: Whenever you roll Chaos, create two 1/1 blue Faerie creature tokens with Flying.

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Orochi Colony

Plane Kamigawa

Whenever a creature you control deals combat damage to a player, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.

Chaos: Whenever you roll Chaos, target creature can't be blocked this turn.

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Palace of the Earth Kami

Plane: Kamigawa

Players play with the top card of their library revealed.

Chaos: Whenever you roll Chaos, you may either Fateseal 2, or Scry 3.

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Panopticon

Plane: Mirrodin

When you planeswalk to Panopticon, draw a card.

At the beginning of your draw step, draw an additional card.

Chaos: Whenever you roll Chaos, draw a card.

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Pendrell Vale

Plane: Dominaria

All creatures have At the beginning of your upkeep, sacrifice this creature unless you pay .

Chaos: Whenever you roll Chaos, choose a creature on the battlefield. Its controller sacrifices it unless they pay its mana cost.

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Pit of Kamos

Plane: Ushval

At the beginning of your upkeep, create a 1/1 black Thrull creature token with Sacrifice this creature: Add B to your mana pool.

Chaos: Whenever you roll Chaos, destroy all Thrulls you control. For each Thrull destroyed by this effect, create a 5/5 black Demon creature token with Flying. Then planeswalk.

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Prahv

Plane Ravnica

If you cast a spell this turn, you can't attack with creatures.

If you attacked with creatures this turn, you can't cast spells.

Chaos: Whenever you roll Chaos, you gain life equal to the number of cards in your hand.

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Prison of the Ancients

Players cant gain life or search libraries.

Chaos: Whenever you roll Chaos, roll a 6 sided die. Destroy all permanents with the same converted mana cost as the result of the die roll.

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Qarth

Plane: Westeros

Instant and Sorcery spells cost 1 less to cast.

Chaos: Whenever you roll Chaos, create a token that is a copy of target creature on the battlefield.

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Quicksilver Sea

Plane: Mirrodin

When you planeswalk to Quicksilver Sea or at the beginning of your upkeep, scry 4. (Look at the top four cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)Chaos: Whenever you roll Chaos, reveal the top card of your library. You may play it without paying its mana cost.

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Rajendras Hold

Plane: Zaegoth

Whenever a creature attacks, it gets +1/+0 and First Strike until end of turn. At the beginning of your end step, if no creatures attacked this turn, Rajendras Hold deals X damage to you, where X is the highest power among creatures you control.

Chaos: Whenever you roll Chaos, create three 2/1 red Human Warrior creature tokens with Haste and This creature attacks each turn if able.

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Realm of Authority

Plane: Nether Realm

Whenever a player casts a creature spell, counter that spell unless that player pays .

Chaos: Whenever you roll Chaos, target opponent cant cast spells during their next turn.

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Realm of Dementia

Plane: Oblivion

At the beginning of your upkeep, choose an opponent. That player reveals a card at random from their hand. You may cast that spell for its mana cost until end of turn.

Chaos: Whenever you roll Chaos, search target opponents library for a card and exile it face-down. That player shuffles their library. You may look at that card at any time. You may cast that card for its mana cost.

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Realm Of Mania

Plane: Oblivion

At the beginning of your upkeep, reveal a card in your hand at random. You then choose an opponent at random. That player may cast that spell without paying its mana cost, if that player does not, draw a card instead.

Chaos: Whenever you roll Chaos, each player reveals a random card from their hand. Then each player selects a random opponent. The selected opponents may cast those spells without paying their mana costs, if they dont, that player draws a card instead.

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Rivendel

Plane: Middle Earth

Green creatures get +1/+1 and have Forestwalk.

Chaos: Whenever you roll Chaos, create two 1/1 green Elf warrior creature tokens.

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Royal Arcaneium

Plane: Zaegoth

When you planeswalk to Royal Arcaneium, you become the monarch.

Whenever the monarch casts an instant or sorcery spell, that spell gains cascade.

Chaos: Whenever you roll Chaos, Scry 4, then draw two cards.

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Sanctuary

Plane: Eternum

Creatures cannot attack.

Prevent all damage that would be dealt to players.

Players cant draw more then one card each turn.

Chaos: Whenever you roll Chaos, each player gains 5 life.

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Sanctum of Serra

Plane: Serras Realm

When you planeswalk away from Sanctum of Serra, destroy all nonland permanents.

Chaos: Whenever you roll Chaos, you may have your life total become 20.

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Scales of Pitiless Judgement

Plane: Nirn

When you planeswalk to Scales of Pitiless Judgement or at the beginning of your upkeep, flip a coin and call it. If you call it right, you draw three cards. If you call it wrong, discard three cards.

Chaos: Whenever you roll Chaos, choose any number of nonland permanents you dont control. Flip a coin and call it. If you call it right, destroy all chosen permanents. If you call it wrong, sacrifice that many permanents.

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Sea of Oregoskos

Plane: Zaegoth

During your upkeep, Sea of Oregoskos deals X damage to you, where X is 4 minus the number of cards in your hand.

Chaos: Whenever you roll Chaos, choose target opponent. Until a player planeswalks, all lands that player controls are Islands.

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Sea of Sand

Plane Rabiah

Players reveal each card they draw.

Whenever a player draws a land card, that player gains 3 life.

Whenever a player draws a nonland card, that player loses 3 life.

Chaos: Whenever you roll Chaos, put target permanent on top of its owner's library.

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Plane: Ravnica

If an effect would create one or more tokens, it creates twice that many of those tokens instead.

If an effect would put one or more counters on a permanent, it puts twice that many of those counters on that permanent instead.

Chaos: Whenever you roll Chaos, until end of turn, whenever you tap a land for mana, add one mana to your mana pool of any type that land produced.

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Legendary permanents you control have Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)

Chaos: Whenever you roll Chaos, put a Legendary red and green 5/5 Human Warrior creature token with First Strike and Trample named King Agnos onto the battlefield.

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Shivering Isles

Plane: Oblivion

All cards in all players hands have Madness. The Madness cast is equal to the cards mana cost.

Chaos: Whenever you roll Chaos, each player discards their hand, then draws that many cards.

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Sikkai Ruins

Plane: Porlitha

Whenever a creature enters the battlefield, it deals damage equal to its toughness to target creature its owner controls.

Chaos: Whenever you roll Chaos, return up to one target creature from your graveyard to your hand.

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Sky Passages

Plane: Zaegoth

Whenever a creature you control attacks, it gains Flying until end of turn.

Whenever a land enters the battlefield, that lands controller creates a 2/2 blue Bird creature token with Flying.

Chaos: Whenever you roll Chaos, each player draws X cards, where X is the number of creatures with Flying they control. Then planeswalk.

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Skyrim

Plane: Nirn

Creature you control have T: This creatue fights target creature an opponent controls.

Chaos: Whenever you roll Chaos, create a 5/5 red Dragon creature token with Flying.

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Splintercoves

Plane: Mystic Realm

When you planeswalk to Splintercoves, reveal the top card of your planar deck until you reveal a plane card. Planeswalk to that plane in addition to Splintercoves. Put the remaining cards on the bottom of the planar deck in a random order.

Chaos: Whenever you roll Chaos, untap all lands you control.

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Stairs to Infinity

Plane: Xerex

Players have no maximum hand size.

Whenever you roll the planar die, draw a card.

Chaos: Whenever you roll Chaos, reveal the top card of your planar deck. You may put it on the bottom of your planar deck.

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Stensia

Plane: Innistrad

Whenever a creature deals damage to one or more players for the first time in a turn, put a +1/+1 counter on it.

Chaos: Whenever you roll Chaos, each creature you control gains T: This creature deals 1 damage to target player until end of turn.

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Stormshadow Harbor

Plane: Zaegoth

You may play an additonal land during each of your turns. All players may look at the top card of their library at any time.

Chaos: Whenever you roll Chaos, create an 8/8 blue Octopus creature token.

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Strathlaholme

Plane: Azeroth

At the beginning of your upkeep, put X 1/1 white human soldier tokens onto the battleifled, where X is equal to the amount of life you lost since your last turn.

Chaos: Whenever you roll Chaos, put a Legendary artifact equipment named The Ashbringer with Equipped creature gets +5/+5 and has First Strike and Vigilance, Equip 3, and Sacrifice this permanent when a player planeswalks. onto the battlfield.

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Stronghold Furnace

Plane: Rath

If a source would deal damage to a creature or player, it deals double that damage to that creature or player instead.

Chaos: Whenever you roll Chaos, Stronghold Furnace deals 1 damage to target creature or player.

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Sumeriosis

Plane: Nether Realm

When you planeswalk to Sumeriosis, remove all creatures from the game. Creatures cant be cast or enter the battlefield. When you leave Sumeriosis, return all creatures removed by it to the battlefield.

Chaos: Whenever you roll Chaos, Scry X, where X is the number of creatures removed from the game by Sumeriosis.

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Sunhome

Plane: Ravnica

Whenever three or more creatures attack, put a War counter on Sunhome.

Attacking creatures get +X/+0, where X is equal to the number of War Counters on Sunhome.

Chaos: Whenever you roll Chaos, White and Red creatures get Double Strike and Lifelink until end of turn.

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Takenuma

Plane: Kamigawa

Whenever a creature leaves the battlefield, its controller draws a card.

Whenever you roll Chaos, return target creature you control to its owner's hand.

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Tazeem

Plane: Zendikar

Creatures can't block.

Whenever you roll Chaos, draw a card for each land you control.

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Tember City

Plane: Kinshala

Whenever a player taps a land for mana, Tember City deals 1 damage to that player.

Chaos: Whenever you roll Chaos, each other player sacrifices a nonland permanent.

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Temple of Ascendance

Plane: Zaegoth

At the beginning of your upkeep, put a divinity counter on this plane, then draw cards equal to the number of divinity counters on it.

Players have no maximum hand size.

When Temple of Ascendance has 10 or more counters on it, planeswalk.

Chaos: Whenever you roll Chaos, put a divinity counter on Temple of Ascendance, then you gain X life, where X is the number of divinity counters on Temple of Ascendance.

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Temple of Revelation

Plane: Ushval

All players play with their hands revealed.

Chaos: Whenever you roll Chaos, you may discard any number of cards in your hand. If you do, draw X cards, where X is the number of cards you discarded.

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Temple of Xenagos

Plane: Theros

Whenever a creature you control deals combat damage to a player, you may destroy target artifact or enchantment that player controls.

Chaos: Whenever you roll C, target creature you control gets +X/+X and gains Trample until end of turn, where X is its power.

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Thassas Statuary

Plane: Theros

At the beginning of your upkeep, Scry 2.

Whenever a player draws a card besides their draw step, that player draws an additional card.

Chaos: Whenever you roll Chaos, tap all creatures you dont control.

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The Aesir

Plane: Asgard

When you planeswalk to The Aesir or at the beginning of each your upkeep, reveal the top card of your library. If its a permenant card, you may put it onto the battlefield.

Chaos: Whenever you roll Chaos, you may look at the top three cards of your library. You may put any permanent cards among them onto the battlefield, and put the rest on the bottom of your library in any order.

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The Aetherworks

Plane: Kaladesh

Whenever a non-token creature deals combat damage to a player, that creatures controller creates X 1/1 colorless Servo artifact creature tokens, where X is that creatures power.

Chaos: Whenever you roll Chaos, look at the top six cards of your library. You may cast a card among them without paying its mana cost. Put the remaining cards on the bottom of your library in any order.

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The Blind Eternum

Plane: The Nether Realm

All creatures attack each turn if able. Whenever a creature attacks, target opponent is chosen at random as the attack target.

Chaos: Whenever you roll Chaos, until a player planeswalks, creatures cant attack you.

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The Boilands

Plane: Zaegoth

Nonbasic lands cant be played or enter the battlefield.

Chaos: Whenever you roll Chaos, The Boilands deals X damage to each player, where X is equal to the number of lands that player controls.

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The Celestial Tower

Plane: Zaegoth

At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus 1.

Chaos: Whenever you roll Chaos, create three 2/2 white Human Knight creature tokens with Vigilance.

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The Dark Barony

Plane: Ulgrotha

Whenever a nonblack card is put into a player's graveyard from anywhere, that player loses 1 life.

Chaos: Whenever you roll Chaos, each opponent discards a card.

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The Eon Fog

Plane: Equilor

Players skip their untap steps.

Chaos: Whenever you roll Chaos, untap all permanents you control.

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The Evergrove

Plane: Eternum

Whenever a non-token creature dies, its controller creates a 1/1 green Saproling creature token.

Whenever you roll Chaos, destroy all Saprolings. For each creature destroyed by this effect, its controller may put a creature card from their graveyard onto the battlefield. Then planeswalk.

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The Great Forest

Plane Lorwyn

Each creature assigns combat damage equal to its toughness rather than its power.

Chaos: Whenever you roll Chaos, creatures you control get +0/+2 and gain trample until end of turn.

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The Hippodrome

Plane: Segovia

All creatures get -5/-0.

Chaos: Whenever you roll Chaos, you may destroy target creature if its power is 0 or less.

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The Hive Mind

Plane: Char

Players may cast instant and sorcery spells as though they had flash. Whenever a player casts an instant or sorcery spell, each other player copies that spell. Each of those players may choose new targets for his or her copy.

Chaos: Whenever you roll Chaos, target player cant copy spells until a player planeswalks.

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The Imperial Armory

Plane: Nirn

Equipment spells cost less to cast. Equipment abilities cost less to activate.

Chaos: Whenever you roll Chaos, you may search your library for an artifact, reveal it, then put it into your hand. Then shuffle your library.

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The Imperial City

Plane: Nirn

When you planeswalk to The Imperial City, or at the beginning of your upkeep, create a 1/1 white Human Soldier creature token.

Chaos: Whenever you roll Chaos, create ten 1/1 white Human Soldier creature tokens.

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The Iron City

Plane: Nozgorod

All lands have T: Add to your mana pool.

Chaos: Whenever you roll Chaos, create a 3/3 colorless Golem artifact creature token. Metalcraft If you control three or more artifacts, create a 9/9 colorless Golem artifact creature token instead.

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The Royal Treasury

Plane: Zaegoth

At the beginning of your upkeep, put a Tithe counter on The Royal Treasury, and choose target opponent. That opponent reveals the top X cards of his or her library, where X is the number of Tithe counters on The Royal Treasury. You may cast one of revealed cards without paying its mana cost. Put the other revealed cards into that players graveyard.

Chaos: Whenever you roll Chaos, double the number of Tithe counters on The Royal Treasury. After your postcombat main phase, there is another upkeep step.

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The Throne Room

Plane: Fiora

When you planeswalk to The Throne Room, you become the Monarch. At the beginning of your end step, if you are the monarch, scry 1.

Chaos: Whenever you roll Chaos, you become the Monarch.

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The Vault of Palonius

During your end step, you may pay and X life, if you do, reveal the top X xards of your library. You may choose a permanent card among them, reveal it, and put it into your hand. Put all other revealed cards on the bottom of your library in any order.

Chaos: Whenever you roll Chaos, you may put an artifact from any players graveyard onto the battlefield under your control.

That players puts the top X cards of their library into their graveyard, where X is the converted mana cost of the artifact.

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The Void

Plane: The Void

When you planeswalk to The Void, or at the beginning of your upkeep, you may exile target nonland permanent.

Chaos: Whenever you roll Chaos, put all permanents exiled by The Void onto the battlefield under your control.

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The World Tree

Plane: Nordrassil

When you planeswalk to The World Tree, or at the beginning of your upkeep, put an age counter on The World Tree, then create an X/X colorless Titan creature token, where X is equal to the number of age counters on The World Tree.

Chaos: Whenever you roll Chaos, double the number of age counters on The World Tree, then create an X/X colorless Titan creature token, where X is equal to the number of age counters on The World Tree.

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The Zephyr Maze

Plane: Kyneth

Creatures with flying get +2/+0.Creatures without flying get -2/-0.

Chaos: Whenever you roll Chaos, target creature gains flying until end of turn.

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Throne of the Taos

Plane: Zaegoth

When you planeswalk to this plane or at the beginning of your upkeep, put a 4/4 red Giant creature token onto the battlefield.

Whenever a creature enters the battlefield, its controller draws a card.

Before your end step, if you control the creature with the highest power, you become the monarch.

Chaos: Whenever you roll C, create a Legendary 8/8 red Giant creature token.

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Trackers Bureau

Plane: Innistrad

Whenever a land enters the battlefield, its controlller Investigates. (Create a colorless Clue artifact token with , Sacrifice this artifact: Draw a card.)

Chaos: Whenever you roll Chaos, lands you control have : Draw a card until end of turn.

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Trail of the Mage-Rings

Plane: Vryn

Instant and sorcery spells have rebound. (The spell's controller exiles the spell as it resolves if he or she cast it from his or her hand. At the beginning of that player's next upkeep, he or she may cast that card from exile without paying its mana cost.)

Chaos: Whenever you roll Chaos, you may search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle your library.

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Traitors Keep

Plane: Zaegoth

Red creatures get +1/+1 and have Haste.

Chaos: Whenever you roll Chaos, you may gain control of up to one target creature an opponent controls until end of turn. Untap it. It gains Haste until end of turn.

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Truga Jungle

Plane: Ergamon

All lands have ": Add one mana of any color to your mana pool."

Chaos: Whenever you roll Chaos, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest on the bottom of your library in any order.

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Turri Island

Plane: Ir

Creature spells cost less to cast.

Chaos: Whenever you roll Chaos, reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest into your graveyard.

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Twilight Chapel

Plane: Azeroth

Players cannot discard cards or pay life to activate the abilities of cards they control. If a player would discard a card as a result of a spell or ability, that player may put those cards on the bottom of their library in any order instead.

Chaos: Whenever you roll Chaos, create a 4/4 white Angel creature token with Flying.

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Ulvenwald

Plane: Innistrad

At the beginning of your upkeep, you may return target creature or land card from your graveyard to your hand.

Chaos: Whenever you roll Chaos, you may search your library for a creature or land card, reveal it, put it into your hand, then shuffle your library.

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Valley of Idols

Plane: Tarkir

As long as you are on this plane, all players may ignore the Commander Tax.

Chaos: Whenever you roll Chaos, each player may move their commander from the command zone to the battlefield.

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Velis Vel

Plane: Lorwyn

Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Elemental Shamans and an Elemental Spirit are on the battlefield, each gets +2/+2.)

Chaos: Whenever you roll Chaos, target creature gains all creature types until end of turn.

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Vitu-Ghazi

Plane: Ravnica

At the beginning of your upkeep, populate.

Chaos: Whenever you roll Chaos, create a token that is a copy of target white or green creature you control.

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Whimsydale

Plane: Eternum

Prevent all combat damage that would be dealt to and by creatures. Whenever a creature attacks, its controller gains 1 life.

Chaos: Whenever you roll Chaos, destroy target creature. Its controller creates a 0/1 white Goat creature token.

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Windriddle Palaces

Plane Belenon

Players play with the top card of their libraries revealed.

You may play the top card of any player's library.

Chaos: Whenever you roll Chaos, each player puts the top card of his or her library into his or her graveyard.

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Wintermauls Dungeon

Plane: Ushval

When you planeswalk to Wintermauls Dungeon or at the beginning of your upkeep, you may create a black 2/2 Zombie creature token that comes into play tapped.

Chaos: Whenever you roll C, create a 7/7 black Legendary Demon creature token with Flying and Trample. Then planeswalk.

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Wissenspool

When you planeswalk to Wissenspool, each player exiles the top three cards of their library. Whenever a player casts a spell from their hand, that player exiles it. If that player does, they may cast a spell exiled with Wissenspool without paying its mana cost.

Chaos: Whenever you roll Chaos, each player exiles the top card of their library. For each nonland card revealed this way, you may cast a spell exiled by Wissenspool without paying its mana cost.

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Zameck

Plane: Ravnica

Blue and Green creatures you control have Evolve.

Whenever you roll C, create a 1/1 green Ooze creature token that comes into play with X +1/+1 counters on it, where X is equal to the highest power among creatures you control.

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Zanzibar, Grand Bazaar

Plane: Zaegoth

When you planeswalk to Zanzibar, Grand Bazaar, or at the beginning of your upkeep, you may exchange control of two nonland permanents you and an opponent control. Put currency counters on those permanents. Control of permanents with currency counters on them cannot switch.

Chaos: Whenever you roll C, choose any number of permanents you control, and put currency counters on them.

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Disclaimer: Some of these cards may appear to having some spelling errors and/or mistakes, this is partially due to the cards themselves as well as the text settings on tappedout. Also, I do not own any of the art in any of these cards, if you are the illustrator and want some artist credit, you can send me your information and I will give you the credit.

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Chaotic Aether

Phenomenon

When you encounter Chaotic Aether, each blank roll of the planar die is a CHAOS roll until a player planeswalks away from a plane. (Then planeswalk away from this phenomenon.)

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Collective Genius

Phenomenon

When you encounter this phenomenon, starting with you, each player may pay any amount of mana. Each player draws X cards, where X is the total amount of mana paid this way. (Then planeswalk away from this phenomenon.)

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Diabolic Intentions

Phenomenon

When you encounter Diabolic Intentions, each player may search their library for a card, put it into their hand, then shuffles their lbirary. (Then planeswalk away from this phenomenon.)

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Downfall of Tyranny

Phenomenon

When you encounter this phenomenon, starting with you and continuing in the turn order, each player exiles one target creature on the battlefield. (Then planeswalk away from this phenomenon.)

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Emerald Dreams

Phenomenon

When you encounter Emerald Dreams, each player may search their library for up to three basic land cards, put them onto the battlefield tapped, then shuffle their libraries. (Then planeswalk away from this phenomenon.)

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Flamewake

Phenomenon

When you encounter Flamewake, it deals 3 damage to each creature and each player. Creatures dealt damage this way cant be regenerated and damage dealt this way cant be prevented. (Then planeswalk away from this phenomenon.)

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Gifts of the Gods

Phenomenon

When you encounter Gifts of the Gods, each player gains 5 life, then shuffles their graveyard into their library. (Then planeswalk away from this phenomenon.)

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Grand Necromancy

Phenomenon

When you encounter Grand Necromancy, each player may put a creature card from their graveyard onto the battlefield. Any creature that is put onto the battlefield by this effect is a black Zombie in addition to its other colors and types. (Then planeswalk away from this phenomenon.)

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Great Benevolence

Phenomenon

When you encounter Great Benevolence. each players draws three cards, gains 3 life, and creates three 0/3 wall artifact creature tokens with Defender. (Then planeswalk away from this phenomenon.)

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Interplanar Tunnel

Phenomenon

When you encounter Interplanar Tunnel, reveal cards from the top of your planar deck until you reveal five plane cards. Put a plane card from among them on top of your planar deck, then put the rest of the revealed cards on the bottom in a random order. (Then planeswalk away from this phenomenon.)

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Mastery of the Mind

Phenomenon

When you encounter Mastery of the Mind, choose target opponent. You control that player duing that players next turn. That player takes an extra turn after that one. (Then planeswalk away from this phenomenon.)

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Morphic Tide

Phenomenon

When you encounter Morphic Tide, each player shuffles all permanents he or she owns into his or her library, then reveals that many cards from the top of his or her library. Each player puts all artifact, creature, land, and planeswalker cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of his or her library in any order. (Then planeswalk away from this phenomenon.)

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Phenomenon

When you encounter Mutual Epiphany, each player draws four cards. (Then planeswalk away from this phenomenon.)

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Natures Triumph

When you encounter Natures Triumph, destroy all artifacts and enchantments. For each card destroyed by this effect, its controller gains 2 life. (Then planeswalk away from this phenomenon.)

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Nobody Expects The Spanish Inquisition

Phenomenon

When you encounter this phenomenon, each opponent reveals their hand. You may choose one card from each players hand. Those players discard those cards. (Then planeswalk away from this phenomenon.)

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Planar Alignment

Phenomenon

When you encounter Planar Alignment, reveal the top cards of the planar deck until you reveal five plane cards. Simultaneously planeswalk to all five of them at once. Then put the other revealed cards on the bottom of the planar deck in any order.

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Planewide Disaster

Phenomenon

When you encounter Planewide Disaster, destroy all creatures. (Then planeswalk away from this phenomenon.)

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Poisoning of the Wells

Phenomenon

When you encounter Poisoning of the Wells, declare a creature type. Destroy all creatures of the chosen type, they cant be regenerated. (Then planeswalk away from this phenomenon.)

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Political Intrigue

Phenomenon

When you encounter Political Intrigue, choose an opponent, both you and that player draw three cards. That player chooses a different opponent, if not possible, planeswalk. Both of those players choose a target nonland permanent on the battlefield, and destroy it. The third player selected draws two cards. Any player not chosen by one of these effects chooses a nonland permanent on the battlefield, and destroys it, then draws a card. (Then planeswalk away from this phenomenon.)

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Reality Shaping

Phenomenon

When you encounter Reality Shaping, starting with you, each player may put a permanent card from his or her hand onto the battlefield. (Then planeswalk away from this phenomenon.)

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Spatial Merging

Phenomenon

When you encounter Spatial Merging, reveal cards from the top of your planar deck until you reveal two plane cards. Simultaneously planeswalk to both of them. Put all other cards revealed this way on the bottom of your planar deck in any order.

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Taking the Throne

Phenomenon

When you encounter Taking the Throne, clash with an opponent, if you win, you become the monarch, if you lose that player becomes the monarch. If you won, that opponent discards two cards and sacrifices a creature, if you lost, you discard two cards and sacrifice a creature. (Then planeswalk away from this phenomenon.)

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Tear in the ther

Phenomenon

When you encounter Tear in the ther, return all creatures and all permanents attached to those creatures to their owners hands. (Then planeswalk away from this phenomenon.)

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The Best Christmas Ever!

Phenomenon

When you encounter The Best Christmas Ever!, Choose left or right. Starting with you and proceeding in the chosen direction, each player chooses a permanent controlled by the next player in that direction. Each player gains control of the permanent they chose. (Then planeswalk away from this phenomenon.)

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The Cataclysm

Phenomenon

When you encounter The Cataclysm, each player sacrifices a land, artifact, enchantment, creature, planeswalker, land, and discards a card. (Then planeswalk away from this phenomenon.)

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The Great Rebirthing

Phenomenon

When you encounter The Great Rebirthing, each player shuffles all nonland permanents they control, their hand, and their graveyard into their library. Each player then draws seven cards. (Then planeswalk away from this phenomenon.)

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The Night of the Living Dead

Phenomenon

When you encounter The Night of the Living Dead, each player exiles all creature cards from his or her graveyard, then sacrifices all creatures he or she controls, then puts all cards he or she exiled this way onto the battlefield. (Then planeswalk away from this phenomenon.)

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The Plot Thickens

Phenomenon

When you encounter The Plot Thickens, each player selects a card at random from their hand, and casts it. Cards are cast in this manner, creature, artifact, enchantment, sorcery, instant, land. Any spell without a legal target goes to the gravyard instead. (Then planeswalk away from this phenomenon.)

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The Restoration

Phenomenon

When you encounter The Restoration, each players life total becomes equal to their starting life total. (Then planeswalk away from this phenomenon.)

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The Retelling

When you encounter The Retelling, each player may exile any number of cards from their hand. Each player may then return X cards their graveyard to their hand, where X is the number of cards that player exiled from their hand. (Then planeswalk away from this phenomenon.)

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The Riptide

Phenomenon

When you encounter The Riptide, each player chooses one nonland permanent on the battlefield, and puts it on the bottom of its owners library. (Then planeswalk away from this phenomenon.)

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The Wheel Is Spun

Phenomenon

When you encounter The Wheel Is Spun, each player discards their hand, then draws seven cards. (Then planeswalk away from this phenomenon.)

Through the Dark Portal

Phenomenon

When you encounter Through the Dark Portal, flip this card over and put it on the planar deck, then shuffle the planar deck and reveal the top card of the planar deck and planeswalk to it.

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Time Distortion

Phenomenon

When you encounter Time Distortion, reverse the game's turn order. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise. Then planeswalk away from this phenomenon.)

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Transplanar Truce

Phenomenon

When you encounter Transplanar Truce, until your next turn, creatures cannot attack, and all damage dealt to players is prevented. (Then planeswalk away from this phenomenon.)

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Trial By Combat

Phenomenon

Clash with an opponent, if you win, you may draw X cards and gain X life, where X is the revealed cards mana cost. If you won, you may clash with a different opponent. If you win, deal X damage to that player and each creature that player controls, where X is the converted mana cost of the revealed card. (Then planeswalk away from this phenomenon.)

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Uncertain Future

Phenomenon

When you encounter Uncertain Future, starting with you, each player votes for either Salvation or Damnation. If Damnation gets more votes, destroy all creatures, they cant be regenerated. If Salvation gets more votes, or the vote is a tie, each player gains 10 life. (Then planeswalk away from this phenomenon.)

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Utter Distortion

Phenomenon

When you encounter Utter Distortion, for each nonland permanent, choose a player at random. Then each player gains control of each permanent for which he or she was chosen. Untap those permanents. (Then planeswalk away from this phenomenon.)

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Visions of Grandeur

Phenomenon

When you encounter Visions of Grandeur, each player scrys 7. (Then planeswalk away from this phenomenon.)

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Willed Resources

Phenomenon

When you encounter Willed Resources, each player may sacrifice a creature. If a player does, that player may choose a noncreature spell from their graveyard and add it to their hand. Any player that does not do this may draw a card. (Then planeswalk away from this phenomenon.)

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Winds of Change

When you encounter this phenomenon, it deals 2 damage to each creature with Flying. Each player then discards their hand, then draws that many cards. (Then planeswalk away from this phenomenon.)

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Worldfusing

Phenomenon

When you encounter Worldfusing, reveal the top cards of the planar deck until you reveal three plane cards. Simultaneously planeswalk to all three of them at once. Then put the other revealed cards on the bottom of the planar deck in any order.

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Plot points are an unoffical and experimental addition to planeschase that I cultivated for this planar deck. The idea for these cards is to create effects that are not inherently broken and can work like an emblem on a planeswalker. However, the balancing of such a card can be difficult to make, so there is only one current Plot point at this time.

Disclaimer: Some of these cards may appear to having some spelling errors and/or mistakes, this is partially due to the cards themselves as well as the text settings on tappedout. Also, I do not own any of the art in any of these cards, if you are the illustrator and want some artist credit, you can send me your information and I will give you the credit.

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Plot Point

When you encounter Higher Conscious, remove this card from the planar deck and gain control of it. This card functions as an emblem and stays with you until the game ends. Once per turn, you may pay roll the planar die without cost. This doesnt count as your Free Roll for the turn.

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This section is to cards for new plane, phenomenon, and Plot point cards that are made by either myself or other users who have decided to contribute to the planar deck, feel free to comment your suggestions to add, and I will look through them!

Disclaimer: Some of these cards may appear to having some spelling errors and/or mistakes, this is partially due to the cards themselves as well as the text settings on tappedout. Also, I do not own any of the art in any of these cards, if you are the illustrator and want some artist credit, you can send me your information and I will give you the credit.

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Created by Lord_Of_The_Void

Forge of Suns

Plane: Mirrodin

Creature spells you cast have Sunburst (This enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it.)

Whenever a charge counter would be put onto an artifact you control, instead put two charge counters on that artifact instead.

Chaos: Whenever you roll Chaos, add to your mana pool.

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Created by a friend of mine

Ziggurat of the Afterlife

Plane: Amonkhet

Creatures cards in your graveyard have Eternalize, where the Eternalize cost is equal to that cards mana cost. (Exile this card from your graveyard: Create a token thats a copy of it, except its a 4/4 black Zombie in addition to its other types with no mana cost. Eternalize only as a sorcery.)

Chaos: Whenever you roll Chaos, you may create a token copy of one target creature from each opponents graveyard, except they are 4/4 black Zombies in addition to its other types with no mana cost. Exile the copied cards. Then planeswalk.

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Undiscovered Paradise

Plane: Ixalan

Whenever a nontoken creature enters the battlefield, that creature's controller explores (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)

Chaos: Create a Legendary 8/8 green Ape creature token named "King Kong", then planeswalk.

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Iseroth, The Forgotten Kingdom

Players play with the top card of their libraries revealed.

Players may cast the top card of their library if its a creature card. (Do this only any time you could cast that creature card. You still pay the spells costs.)

Chaos: Whenever you roll Chaos, create two 3/3 Blue and green Drake creature tokens with Flying.

Journey Through Time

Phenomenon

When you encounter Journey Through Time, look at the top ten cards of the planar deck, you may choose a card among them and planeswalk to it. Put the remaining cards on the bottom of the planar deck in any order.

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If you liked this primer and deck, feel free to give me an upvote or comment, as I always appreciate people who take the time to support my decks.

If you have any questions about how planeschase or any of the card effects work, feel free to ask.

Also, if you are truly interested in the story behind a particular card in the planar deck, feel free to let me know, as most cards do have a backstory/flavor behind them.

If you want to physically play this planar deck for yourself at your commander night, feel free to copy & paste what I have created and proxy up your own monster of a planar deck. (i'd recommend notecards but honestly anything that fits all the text will do the trick.)

BTW, if you think you have an idea for a plane that you think could be fun, feel free to make your own planeschase ideas and comment them below, because some of the cards in this planar deck were born from other people doing the same thing!

If you want to see more brews and builds feel free to check out my profile @ Sargeras.

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Suggestions

Updates Add

For some reason, I am no longer able to update this list!

Since many people have been asking me about a printable version, I have created a new list that has the full printable with tokens and more!

As a result, I've decided to move all further efforts to a new decklist which you can find down below!


The Sargeras Planeschase Printable & More

Planechase Sargeras

SCORE: 10 | 5 COMMENTS | 2919 VIEWS | IN 5 FOLDERS


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Revision 4 See all

(6 years ago)

-1 Academy at Tolaria West main
-1 Agyrem main
-1 Akoum main
-1 Aretopolis main
-1 Astral Arena main
-1 Celestine Reef main
-1 Chaotic Aether main
-1 Edge of Malacol main
-1 Eloren Wilds main
-1 Fields of Summer main
-4 Fractured Powerstone main
-1 Furnace Layer main
-1 Grand Ossuary main
-1 Grixis main
-1 Hedron Fields of Agadeem main
-1 Horizon Boughs main
-1 Immersturm main
-1 Interplanar Tunnel main
-1 Izzet Steam Maze main
-1 Jund main
and 57 other change(s)
Top Ranked
  • Achieved #11 position overall 6 years ago
Date added 6 years
Last updated 6 years
Legality

This deck is not Planechase legal.

Cards 0
Folders Good decks to maybe one day consider making, Planeschase, Chaos deck for the fun, Planechase, planechase, Xica's list of Modern cardlists, Planechase, want, primer, Sweet Planeschase Goodness
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