The Chaos List

Posted on November 1, 2008
Filed Under Chaos, Not a Joke | 2 Comments

Some friends of ours have asked us to post our favorite personal chaos list. Do you know what a chaos list is? It’s a goofy way to play Magic that makes any multiplayer game completely insane. Our particular chaos list has received a lot of praise from people in big group games where we play — it’s been tweaked many times over based on countless free-for-alls.

The way we have played chaos may be slightly different from the way you’ve played it. We’ll explain our way. We use a deck of cards. This is the chaos deck, and each card corresponds to an instruction. Determine who is the first player. Start by playing normal free-for-all Magic. However, before the first player takes his or her third turn, flip up a card from the chaos deck. The instruction matching that card takes place.

The chaos card does not use the stack. No one can respond to it with anything.

Each time we get back to the first player, before that player’s turn, flip up another chaos card. If the previous chaos card had a continuous effect, end it. Then follow the instruction on the new card. Of course, if that player leaves the game, treat the next player to the left as the first player.

It’s as simple as that! Although, the best-laid plans etc.

Our list has the cool advantage of the suits having themes. Also, the aces and face cards are way, way nastier than the rest of the cards. Here’s our list! Note also that it uses the two jokers that normally come with a Bicycle deck.

Hearts

Two of Hearts: Double each players’ life total.

Three of Hearts: Each creature gets +3/+3.

Four of Hearts: All creatures have haste.

Five of Hearts: Creatures can’t attack.

Six of Hearts: Players play with their hands revealed.

Seven of Hearts: All creatures have lifelink.

Eight of Hearts: Each player may search his library for a creature card and put it into play. Each player who did so then shuffles.

Nine of Hearts: At the beginning of each player’s upkeep, target creature of that player’s choice gets +9/+9 until end of turn.

Ten of Hearts: Shuffle all creature cards from all graveyards into their owners’ libraries.

Jack of Hearts: Prevent all damage that would be dealt to players.

Queen of Hearts: Each player may return any number of creature cards from his graveyard to play.

King of Hearts: Creatures are indestructible.

Ace of Hearts: Each player gains 21 life.

Diamonds

Two of Diamonds: At the beginning of each player’s draw step, that player draws a card.

Three of Diamonds: At the beginning of each players’ draw step, that player draws a card. Each player may play an additional land on his turn.

Four of Diamonds: Whenever a land is tapped for mana, add one mana of that type to that player’s mana pool.

Five of Diamonds: At the beginning of each player’s upkeep, that player reveals the top card of his or her library. If it’s an artifact, creature, enchantment, or land card, the player may put it into play.

Six of Diamonds: Each player may search his library for an artifact card and put it into play. Each player who did so then shuffles.

Seven of Diamonds: Each player draws 7 cards.

Eight of Diamonds: Each player may search his library for an enchantment card and put it into play. Each player who did so then shuffles.

Nine of Diamonds: Each creature has “Sacrifice this creature: Target player puts the top X cards from his library into his graveyard, where X is the sacrificed creature’s power.”

Ten of Diamonds: Shuffle all cards from all graveyards into their owners’ libraries.

Jack of Diamonds: Shuffle all cards removed from the game into their owners’ libraries.

Queen of Diamonds: Each player may return any number of artifact, enchantment, land and planeswalker cards from his graveyard to play.

King of Diamonds: Return all instant and sorcery cards from all graveyards to their owners’ hands.

Ace of Diamonds: Rather than paying the mana cost for a spell, its controller may discard a card that shares a color with that spell.

Clubs

Two of Clubs: Switch each creature’s power and toughness.

Three of Clubs: Players have “Discard a land card: You deal 2 damage to target creature or player.”

Four of Clubs: Each player puts a green 6/6 Wumpus creature token into play. Then each player may put a creature card from his hand into play.

Five of Clubs: Each player puts a colorless 5/5 Sand creature token into play.

Six of Clubs: Creatures can’t block.

Seven of Clubs: All permanents have shroud.

Eight of Clubs: Whenever a player taps a card, that player gives control of that card to an opponent at end of turn. At the end of each player’s turn, if that player did not tap any nonland cards this turn, this effect deals 3 damage to that player. This damage is from a red source.

Nine of Clubs: If tapped for mana, Plains produce R; Islands produce G; Swamps produce W; Mountains produce U; and Forests produce B instead of any other type.

Ten of Clubs: Each player chooses five lands he controls and sacrifices the rest. As long as there are 10 or more lands in play, players cannot play lands.

Jack of Clubs: All creatures have haste and “T: Destroy target creature.”

Queen of Clubs: Each player’s life total becomes 13.

King of Clubs: Each player chooses one permanent controlled by the player to his left. Each player then gains control of the permanent he chose.

Ace of Clubs: Each player searches his library and graveyard for five cards and removes the rest from the game. He put the chosen cards on top of his library in any order. He then loses half his life, rounded up.

Spades

Two of Spades: The effect deals 2 damage to each creature. This damage is from a red source.

Three of Spades: The effect deals 3 damage to each player. This damage is from a blue source. Each player may prevent 1 damage from this effect by discarding a card, up to 3 times.

Four of Spades: Destroy all creatures. They can’t be regenerated.

Five of Spades: Destroy all artifacts and enchantments.

Six of Spades: Each player discards six cards.

Seven of Spades: The effect deals 7 damage to each creature and each player. This damage is from a red source.

Eight of Spades: Skip each player’s draw step.

Nine of Spades: Return all permanents to owners’ hands.

Ten of Spades: The effect deals 10 damage to each creature. This damage is from a red source.

Jack of Spades: Counter all spells.

Queen of Spades: Except the player who controls the fewest lands, each player sacrifices lands until all players control the same number of lands as the player who controls the fewest. Players discard cards the same way, then sacrifice creatures the same way.

King of Spades: Destroy all lands.

Ace of Spades: Remove all permanents from the game.

Jokers

(Without guarantee or trademark): Each player shuffles his hand and graveyard into his library, then draws 7 cards.

(With guarantee or trademark): Shuffle all chaos cards and draw again.

Comments

2 Responses to “The Chaos List”

  1. Kryptnyt on December 17th, 2010 4:18 pm

    What about “whenever a player taps a land for mana that player draws four cards” seems like it would be good for decks that use lands

  2. Staff on December 17th, 2010 4:20 pm

    That’s a lot of cards!

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