Planechase Planes
At the beginning of your end step, if you have no cards in hand, draw seven cards. Whenever chaos ensues, discard your hand.
When you planeswalk to The Aether Flues and at the beginning of your upkeep, you may sacrifice a creature. If you do, reveal cards from the top of your library until you reveal a creature card, put that card onto the battlefield, then shuffle all other cards revealed this way into your library. Whenever chaos ensues, you may put a creature card from your hand onto the battlefield.
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. Whenever chaos ensues, creatures can't attack you until a player planeswalks.
All creatures have exalted. (Whenever a creature attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents its controller controls.) Whenever chaos ensues, put a divinity counter on target green, white, or blue creature. That creature has indestructible for as long as it has a divinity counter on it.
When you planeswalk to Cliffside Market and at the beginning of your upkeep, you may exchange life totals with target player. Whenever chaos ensues, exchange control of two target permanents that share a card type.
Whenever a nonblack card is put into a player's graveyard from anywhere, that player loses 1 life. Whenever chaos ensues, each opponent discards a card.
Whenever a player taps a permanent for mana, that player adds one mana of any type that permanent produced. Whenever chaos ensues, target player can't cast spells until a player planeswalks.
Players skip their untap steps. Whenever chaos ensues, untap all permanents you control.
Red spells cost {1} less to cast. Green spells cost {1} less to cast. Whenever chaos ensues, put X +1/+1 counters on target creature, where X is that creature's mana value.
Whenever a player casts a spell, that player may gain 2 life. Whenever chaos ensues, you may gain 10 life.
At the beginning of your upkeep, sacrifice a nonblack creature. Whenever chaos ensues, create a 2/2 black Zombie creature token.
Whenever a player casts an instant or sorcery spell with a single target, that player copies that spell for each other spell, permanent, card not on the battlefield, and/or player the spell could target. Each copy targets a different one of them. Whenever chaos ensues, choose target creature. Each player except that creature's controller creates a token that's a copy of that creature.
Whenever a land enters, that land's controller creates three 0/1 white Goat creature tokens. Whenever chaos ensues, create a 0/1 white Goat creature token.
Each creature assigns combat damage equal to its toughness rather than its power. Whenever chaos ensues, creatures you control get +0/+2 and gain trample until end of turn.
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 chaos ensues, put target creature card from a graveyard onto the battlefield under your control.
All creatures get -5/-0. Whenever chaos ensues, you may destroy target creature if its power is 0 or less.
Whenever a creature enters, that creature's controller may have it deal damage equal to its power to any target of their choice. Whenever chaos ensues, exile target creature, then return it to the battlefield under its owner's control.
Whenever a nontoken creature enters, its controller creates a token that's a copy of that creature. Whenever chaos ensues, destroy target creature and all other creatures with the same name as that creature.
Whenever a player casts an instant or sorcery spell, that player copies it. The player may choose new targets for the copy. Whenever chaos ensues, instant and sorcery spells you cast this turn cost {3} less to cast.
All creatures get +2/+2. Whenever chaos ensues, you may add {W}{U}{B}{R}{G}.
At the beginning of your upkeep, mill ten cards. Whenever chaos ensues, target player mills ten cards.
All creatures have "{T}: Add {G}{G}." Whenever chaos ensues, untap all creatures you control.
When you planeswalk to The Maelstrom and at the beginning of your upkeep, you may reveal the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you revealed a card but didn't put it onto the battlefield, put it on the bottom of your library. Whenever chaos ensues, return target permanent card from your graveyard to the battlefield.
Whenever a player casts a spell, that player may draw a card. Whenever chaos ensues, each player may return a blue card from their graveyard to their hand.
Whenever a nontoken creature enters, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Whenever chaos ensues, target land becomes a 4/4 creature that's still a land.
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. Whenever chaos ensues, Naar Isle deals 3 damage to target player or planeswalker.
You may play any number of lands on each of your turns. Whenever chaos ensues, target red, green, or white creature you control gets +1/+1 until end of turn for each land you control.
Instant and sorcery cards in graveyards have flashback. The flashback cost is equal to the card's mana cost. (Its owner may cast the card from their graveyard for its mana cost. Then they exile it.) Whenever chaos ensues, take an extra turn after this one.
When you planeswalk to Panopticon, draw a card. At the beginning of your draw step, draw an additional card. Whenever chaos ensues, draw a card.
At the beginning of your end step, put the cards in your hand on the bottom of your library in any order, then draw that many cards. Whenever chaos ensues, reveal the top three cards of your planar deck. Each of the revealed cards' chaos abilities triggers. Then put the revealed cards on the bottom of your planar deck in any order.
All creatures have wither. (They deal damage to creatures in the form of -1/-1 counters.) Whenever chaos ensues, put a -1/-1 counter on target creature, two -1/-1 counters on another target creature, and three -1/-1 counters on a third target creature.
When you planeswalk away from Sanctum of Serra, destroy all nonland permanents. Whenever chaos ensues, you may have your life total become 20.
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. Whenever chaos ensues, put target permanent on top of its owner's library.
All creatures have "{R}: This creature gets +1/+0 until end of turn." Whenever chaos ensues, create a 5/5 red Dragon creature token with flying.
Players play with the top card of their libraries revealed. Spells that share a card type with the top card of a library can't be cast. Whenever chaos ensues, target player loses life equal to the number of cards in their hand.
All creatures get +1/+1 and have haste. Whenever chaos ensues, untap all creatures that attacked this turn. If it's a main phase, there is an additional combat phase after this phase, followed by an additional main phase.
If a source would deal damage to a permanent or player, it deals double that damage instead. Whenever chaos ensues, Stronghold Furnace deals 1 damage to any target.
Creature spells cost {2} less to cast. Whenever chaos ensues, reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest into your graveyard.
Whenever a creature deals combat damage to a player, its controller may draw a card. Whenever chaos ensues, you have no maximum hand size for the rest of the game.
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.) Whenever chaos ensues, target creature gains all creature types until end of turn.
| Card | Number | Rarity | Price |
|---|---|---|---|
Academy at Tolaria West | 1 | Common | $9.60 |
The Aether Flues | 2 | Common | $1.99 |
Agyrem | 3 | Common | N/A |
Bant | 4 | Common | N/A |
Cliffside Market | 5 | Common | N/A |
The Dark Barony | 6 | Common | N/A |
Eloren Wilds | 7 | Common | $3.82 |
The Eon Fog | 8 | Common | $11.40 |
Feeding Grounds | 9 | Common | $6.68 |
Fields of Summer | 10 | Common | N/A |
The Fourth Sphere | 11 | Common | N/A |
Glimmervoid Basin | 12 | Common | $2.49 |
Goldmeadow | 13 | Common | $6.49 |
The Great Forest | 14 | Common | N/A |
Grixis | 15 | Common | N/A |
The Hippodrome | 16 | Common | $2.68 |
Immersturm | 17 | Common | $4.03 |
Isle of Vesuva | 18 | Common | N/A |
Izzet Steam Maze | 19 | Common | N/A |
Krosa | 20 | Common | $4.49 |
Lethe Lake | 21 | Common | $3.79 |
Llanowar | 22 | Common | $2.57 |
The Maelstrom | 23 | Common | $10.64 |
Minamo | 24 | Common | N/A |
Murasa | 25 | Common | $3.59 |
Naar Isle | 26 | Common | $4.90 |
Naya | 27 | Common | $3.03 |
Otaria | 28 | Common | N/A |
Panopticon | 29 | Common | $4.29 |
Pools of Becoming | 30 | Common | $10.14 |
Raven's Run | 31 | Common | $7.98 |
Sanctum of Serra | 32 | Common | $6.24 |
Sea of Sand | 33 | Common | N/A |
Shiv | 34 | Common | $4.74 |
Skybreen | 35 | Common | N/A |
Sokenzan | 36 | Common | $4.37 |
Stronghold Furnace | 37 | Common | N/A |
Turri Island | 38 | Common | $7.62 |
Undercity Reaches | 39 | Common | N/A |
Velis Vel | 40 | Common | $3.03 |