87
10/25/2024
Planechase/Archenemy
Deck Size: 150
Commander
Est deck cost: $62.14
Salt sum: 0
No deck tags
87
10/25/2024
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Planar Deck

Qty: 90 Price: $41.10
Amy's Home

When you planeswalk to Amy's Home and at the beginning of your upkeep, you may exile a nonland card from your hand with a number of time counters on it equal to its mana value. If it doesn't have suspend, it gains suspend. Whenever chaos ensues, time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)

Plane
Amy's Home (who) 566
Antarctic Research Base

When you planeswalk to Antarctic Research Base and at the beginning of your upkeep, investigate. Whenever chaos ensues, put X +1/+1 counters on target creature you control, where X is the number of artifacts you control. It becomes a Plant in addition to its other types.

Plane
Antarctic Research Base (who) 567
Aplan Mortarium

Byzantium Radiation — At the beginning of your upkeep, put an exposure counter on Aplan Mortarium. Then you lose life equal to the number of exposure counters on it. Whenever chaos ensues, create two 2/2 black Alien Angel artifact creature tokens with first strike, vigilance, and "Whenever an opponent casts a creature spell, this token isn't a creature until end of turn."

Plane
Aplan Mortarium (who) 568
Bad Wolf Bay

At the beginning of combat on your turn, exile up to one target creature. Return it to the battlefield under its owner's control at the beginning of the next end step. When chaos ensues, cards can't enter from exile this turn. Then planeswalk.

Plane
Bad Wolf Bay (who) 569
Besieged Viking Village

All creatures have "Boast — {1}: Put a +1/+1 counter on this creature." (Activate only if that creature attacked this turn and only once each turn.) Whenever chaos ensues, put an indestructible counter on target creature you control that attacked this turn.

Plane
Besieged Viking Village (who) 570
Bloodhill Bastion

Whenever a creature enters, it gains double strike and haste until end of turn. Whenever chaos ensues, exile target nontoken creature you control, then return it to the battlefield under your control.

Plane
Bloodhill Bastion (moc) 140
Bowie Base One

At the beginning of your end step, goad target creature controlled by the player to your left. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.) Whenever chaos ensues, target creature gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.)

Plane
Bowie Base One (who) 571
Caught in a Parallel Universe

When you encounter Caught in a Parallel Universe, each player chooses a creature controlled by the player to their left. Each player creates a token that's a copy of the creature they chose, except it has menace. (Then planeswalk away from this phenomenon.)

Phenomenon
Caught in a Parallel Universe (who) 572
Chaotic Aether

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.)

Phenomenon
Chaotic Aether (moc) 141
City of the Daleks

Whenever you attack, target opponent loses X life, where X is the number of artifacts you control. Whenever chaos ensues, for each opponent, you create a 3/3 black Dalek artifact creature token with menace that attacks that opponent this turn if able. Those tokens gain haste. Sacrifice them at the beginning of the next end step.

Plane
City of the Daleks (who) 575
Coal Hill School

Whenever a player casts a historic spell, that player draws a card. (Artifacts, legendaries, and Sagas are historic.) Whenever chaos ensues, return target historic card from your graveyard to your hand.

Plane
Coal Hill School (who) 576
Dalek Intensive Care

When you planeswalk to Dalek Intensive Care and at the beginning of your upkeep, exile a non-Dalek creature you control. If you do, create a 3/3 black Dalek artifact creature token with menace. It gains haste until end of turn. Whenever chaos ensues, target Dalek you control deals damage equal to its power to target creature you don't control.

Plane
Dalek Intensive Care (who) 577
Enigma Ridges

When you planeswalk to Enigma Ridges, each player who controls fewer lands than the player who controls the most lands searches their library for a number of basic land cards less than or equal to the difference, reveals them, puts them into their hand, then shuffles. Whenever chaos ensues, draw a card, then you may put a land card from your hand onto the battlefield.

Plane
Enigma Ridges (moc) 48
Esper

Artifact spells cost {1} less to cast. Whenever chaos ensues, creatures you control that are white, blue, and/or black become artifacts in addition to their other types until end of turn. Then each artifact creature you control gains vigilance, menace, and lifelink until end of turn.

Plane
Esper (moc) 49
Fixed Point in Time

When you encounter Fixed Point in Time, until your next turn, if a player would planeswalk as a result of rolling the planar die, chaos ensues instead. (Then planeswalk away from this phenomenon.)

Phenomenon
Fixed Point in Time (who) 582
Gardens of Tranquil Repose

Suspended Animation — Whenever a creature dies, exile it. Its controller scries 1. Whenever chaos ensues, create X 3/3 black Dalek artifact creature tokens with menace, where X is one plus the number of cards exiled with Gardens of Tranquil Repose.

Plane
Gardens of Tranquil Repose (who) 583
Gavony

All creatures have vigilance. Whenever chaos ensues, creatures you control gain indestructible until end of turn.

Plane
Gavony (moc) 142
Ghirapur

At the beginning of combat on your turn, until end of turn, each noncreature, non-Vehicle artifact you control becomes a 5/3 Vehicle in addition to its other types and gains trample, haste, and crew 2. Whenever chaos ensues, return target noncreature artifact card from your graveyard to your hand.

Plane
Ghirapur (moc) 51
Glimmervoid Basin

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.

Plane
Glimmervoid Basin (moc) 143
Grove of the Dreampods

When you planeswalk to Grove of the Dreampods and at the beginning of your upkeep, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Whenever chaos ensues, return target creature card from your graveyard to the battlefield.

Plane
Grove of the Dreampods (moc) 145
Hedron Fields of Agadeem

Creatures with power 7 or greater can't attack or block. Whenever chaos ensues, create a 7/7 colorless Eldrazi creature token with annihilator 1. (Whenever it attacks, defending player sacrifices a permanent of their choice.)

Plane
Hedron Fields of Agadeem (moc) 146
Hotel of Fears

At the beginning of your upkeep, exile the top card of your library. You lose life equal to its mana value. You may play that card this turn. Praise Him — Whenever chaos ensues, choose a color. Put X +1/+1 counters on target creature you control, where X is your devotion to that color. Then sacrifice another creature. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)

Plane
Hotel of Fears (who) 584
Human-Time Lord Meta-Crisis

When you encounter Human—Time Lord Meta-Crisis, each player chooses one or two creatures they control. Each player creates a token that's a copy of the first creature they chose, except it isn't legendary. Then each player who chose a second creature puts a number of +1/+1 counters on the token they created equal to the power of the second creature they chose. (Then planeswalk away from this phenomenon.)

Phenomenon
Human-Time Lord Meta-Crisis (who) 585
Inys Haen

When you planeswalk to Inys Haen and at the beginning of your upkeep, mill three cards. When you planeswalk away from Inys Haen, each player returns all land cards from their graveyard to the battlefield tapped. Whenever chaos ensues, return target nonland card from your graveyard to your hand.

Plane
Inys Haen (moc) 54
Isle of Vesuva

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.

Plane
Isle of Vesuva (moc) 147
Jund

Whenever a player casts a creature spell that's black, red, or green, it gains devour 5. (As that creature enters, you may sacrifice any number of creatures. It enters with five times that many +1/+1 counters on it.) Whenever chaos ensues, create two 1/1 red Goblin creature tokens.

Plane
Jund (moc) 148
Kerblam! Warehouse

Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. Whenever chaos ensues, until your next turn, noncreature artifacts you control gain "{T}, Sacrifice this artifact: Flip a coin. If you win the flip, this artifact deals 3 damage to any target."

Plane
Kerblam! Warehouse (who) 586
Ketria

When you planeswalk to Ketria and at the beginning of your upkeep, put your choice of a vigilance, menace, or trample counter on target creature you control. Whenever chaos ensues, exile cards from the top of your library until you exile a nonland permanent card. Put that card onto the battlefield or into your hand.

Plane
Ketria (moc) 55
Kharasha Foothills

Whenever a creature you control attacks a player, for each other opponent, you may create a token that's a copy of that creature, tapped and attacking that opponent. Exile those tokens at the beginning of the next end step. Whenever chaos ensues, you may sacrifice any number of creatures. If you do, Kharasha Foothills deals that much damage to target creature.

Plane
Kharasha Foothills (moc) 149
Krosa

All creatures get +2/+2. Whenever chaos ensues, you may add {W}{U}{B}{R}{G}.

Plane
Krosa (moc) 150
Lake Silencio

Still Point in Time — All spells have split second. (As long as a spell with split second is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Whenever chaos ensues, Lake Silencio deals 6 damage to target creature an opponent controls. If a creature dealt damage this way would die this turn, exile it instead.

Plane
Lake Silencio (who) 587
Littjara

When you planeswalk to Littjara and at the beginning of your upkeep, create a 2/2 blue Shapeshifter creature token with changeling. (It is every creature type.) Whenever chaos ensues, choose a creature type. Put a +1/+1 counter on each creature you control of that type.

Plane
Littjara (moc) 56
Megaflora Jungle

Each creature with mana value 2 or less gets +2/+2. Whenever chaos ensues, create a 1/1 green Insect creature token with flying named Butterfly.

Plane
Megaflora Jungle (moc) 57
Mondassian Colony Ship

Whenever a creature attacks, it gets +1/+1 until end of turn for each other creature its controller controls that shares a creature type with it. Whenever chaos ensues, turn target creature face down. It becomes a 2/2 Cyberman artifact creature.

Plane
Mondassian Colony Ship (who) 590
Mutual Epiphany

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

Phenomenon
Mutual Epiphany (moc) 151
Naktamun

Each creature card in your graveyard has embalm. Its embalm cost is equal to its mana cost. (Exile a creature card from your graveyard and pay its embalm cost: Create a token that's a copy of it, except it's a white Zombie in addition to its other types with no mana cost. Embalm only as a sorcery.) Whenever chaos ensues, you may discard a card. If you do, draw a card.

Plane
Naktamun (moc) 58
New Argive

Whenever a historic creature you control attacks, it gets +2/+2 until end of turn. (Artifacts, legendaries, and Sagas are historic.) Whenever chaos ensues, reveal cards from the top of your library until you reveal a historic card. Put that card into your hand and the rest on the bottom of your library in a random order.

Plane
New Argive (moc) 59
New New York

At the beginning of combat on your turn, until end of turn, noncreature artifacts you control become 3/3 Vehicles in addition to their other types and gain flying, haste, and crew 1. Whenever chaos ensues, create a Treasure token and a 2/2 white Alien creature token.

Plane
New New York (who) 592
Norn's Seedcore

When you planeswalk to Norn's Seedcore, chaos ensues. Whenever chaos ensues, reveal cards from the top of your planar deck until you reveal a plane card. Planeswalk to it, except don't planeswalk away from any plane. Put the rest of the revealed cards on the bottom of your planar deck in any order.

Plane
Norn's Seedcore (moc) 60
North Pole Research Base

At the beginning of your upkeep, target opponent draws a card and creates a Treasure token. Whenever chaos ensues, create a 2/2 white Alien creature token. When you do, tap target nontoken creature an opponent controls. Put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)

Plane
North Pole Research Base (who) 593
Nyx

Nontoken creatures are enchantments in addition to their other types. Constellation — Whenever an enchantment you control enters, you gain 1 life. Whenever chaos ensues, choose a color. Add an amount of mana of that color equal to your devotion to that color.

Plane
Nyx (moc) 61
Ood Sphere

Song of the Ood — Noncreature spells have convoke. (A player's creatures can help cast those spells. Each creature they tap while casting a noncreature spell pays for {1} or one mana of that creature's color.) Red-Eye — Whenever chaos ensues, for each opponent, goad up to one target creature that opponent controls. Until your next turn, those creatures can't become tapped unless they're being declared as attackers.

Plane
Ood Sphere (who) 594
Orochi Colony

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. Whenever chaos ensues, target creature can't be blocked this turn.

Plane
Orochi Colony (moc) 152
Paliano

When one or more creatures you control deal combat damage to a player, if there is no monarch, you become the monarch. Whenever chaos ensues, create a 1/1 black Assassin creature token with deathtouch and haste.

Plane
Paliano (moc) 62
Panopticon

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.

Plane
Panopticon (moc) 153
Planewide Disaster

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

Phenomenon
Planewide Disaster (moc) 154
Pompeii

When you planeswalk to Pompeii and at the beginning of your upkeep, put an eruption counter on it. Whenever you roll a blank on the planar die, scry 2. Then put an eruption counter on Pompeii. When chaos ensues, Pompeii deals damage to each creature and each player equal to the number of eruption counters on Pompeii. Each player sacrifices a land of their choice. Then planeswalk.

Plane
Pompeii (who) 595
Prime Minister's Cabinet Room

At the beginning of combat on your turn, up to one target creature you control becomes a copy of target creature an opponent controls. Will of the council — Whenever chaos ensues, starting with you, each player votes for a creature you don't control. Exile each creature with the most votes or tied for most votes.

Plane
Prime Minister's Cabinet Room (who) 596
Reality Shaping

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

Phenomenon
Reality Shaping (moc) 155
Riptide Island

When you planeswalk to Riptide Island and at the beginning of your upkeep, create two 1/1 colorless Sliver creature tokens. Whenever chaos ensues, Slivers you control gain haste and get +X/+X until end of turn, where X is the number of Slivers you control.

Plane
Riptide Island (moc) 64
Selesnya Loft Gardens

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. Whenever chaos ensues, until end of turn, whenever you tap a land for mana, add one mana of any type that land produced.

Plane
Selesnya Loft Gardens (moc) 156
Singing Towers of Darillium

Each nonland card in your hand without foretell has foretell. Its foretell cost is equal to its mana cost reduced by {2}. (During your turn, you may pay {2} and exile it from your hand face down. Cast it on a later turn for its foretell cost.) Whenever chaos ensues, you may cast a foretold card you own from exile without paying its mana cost this turn.

Plane
Singing Towers of Darillium (who) 598
Sokenzan

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.

Plane
Sokenzan (moc) 157
Spatial Merging

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.

Phenomenon
Spatial Merging (moc) 158
Spectrox Mines

When you planeswalk to Spectrox Mines and at the beginning of your upkeep, you lose 3 life and create a Treasure token. Whenever chaos ensues, create a Food token and a 2/2 black Human Rogue creature token.

Plane
Spectrox Mines (who) 599
Stensia

Whenever a creature deals damage to one or more players for the first time each turn, put a +1/+1 counter on it. Whenever chaos ensues, each creature you control gains "{T}: This creature deals 1 damage to target player or planeswalker" until end of turn.

Plane
Stensia (moc) 159
Stormcage Containment Facility

Each creature card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.) Whenever chaos ensues, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)

Plane
Stormcage Containment Facility (who) 600
Strixhaven

Instant and sorcery spells players cast have demonstrate. (Whenever a player casts an instant or sorcery spell, they may copy it. If they do, they choose an opponent to also copy it. Players may choose new targets for their copies.) Whenever chaos ensues, return up to one target instant or sorcery card from a graveyard to its owner's hand.

Plane
Strixhaven (moc) 65
Stronghold Furnace

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.

Plane
Stronghold Furnace (moc) 160
TARDIS Bay

The first spell you cast during each of your turns with mana value 2 or greater has cascade. (When you cast that spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) When chaos ensues, gain control of target artifact. Then planeswalk.

Plane
TARDIS Bay (who) 601
Temple of Atropos

At the beginning of each of your postcombat main phases, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.) When chaos ensues, reverse the game's turn order. Then planeswalk. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise.)

Plane
Temple of Atropos (who) 602
Ten Wizards Mountain

Whenever you roll the planar die, put a +1/+1 counter on up to one target creature. Whenever chaos ensues, creatures you control gain flying until end of turn.

Plane
Ten Wizards Mountain (moc) 66
The Aether Flues

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.

Plane
The Aether Flues (moc) 139
The Caldaia

Creature spells you cast from your hand have blitz {3}. (If you cast a spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.) Whenever chaos ensues, return target creature card from your graveyard to your hand.

Plane
The Caldaia (moc) 47
The Cave of Skulls

Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost. (Exile a creature card from your graveyard and pay its mana cost: Put a number of +1/+1 counters equal to that card's power on target creature. Scavenge only as a sorcery.) Whenever chaos ensues, create two 1/1 white Warrior creature tokens.

Plane
The Cave of Skulls (who) 573
The Cheetah Planet

When you planeswalk to The Cheetah Planet and at the beginning of your upkeep, put two +1/+1 counters on target non-Cat creature you control. It becomes a Cat in addition to its other types. Whenever chaos ensues, all Cats gain provoke until end of turn. (Whenever a Cat attacks, its controller may have target creature defending player controls untap and block it if able.)

Plane
The Cheetah Planet (who) 574
The Dining Car

When you planeswalk to The Dining Car, each player creates a Food token. Sixty-Six Seconds — At the beginning of your upkeep, sacrifice a creature with the least toughness among creatures you control. Then investigate. Whenever chaos ensues, activated abilities of artifact tokens you control cost {2} less to activate this turn.

Plane
The Dining Car (who) 578
The Doctor's Childhood Barn

Creatures enter tapped. Whenever chaos ensues, for each opponent, choose up to one target nonland permanent that opponent controls. Untap those permanents. They phase out. They can't phase in for as long as The Doctor's Childhood Barn remains face up. When a player planeswalks, those permanents phase in.

Plane
The Doctor's Childhood Barn (who) 579
The Doctor's Tomb

If a creature would die, instead exile it and that creature's controller loses 2 life. Whenever chaos ensues, redistribute any number of players' life totals. (Each of those players gets one life total back.)

Plane
The Doctor's Tomb (who) 580
The Drum, Mining Facility

Whenever you roll the planar die, creatures you control get +1/+1 and gain haste until end of turn. Whenever chaos ensues, end the turn. (Exile all spells and abilities from the stack. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

Plane
The Drum, Mining Facility (who) 581
The Fertile Lands of Saulvinia

Whenever a player taps a land for mana, that player adds one mana of any type that land produced. Whenever chaos ensues, reveal cards from the top of your planar deck until you reveal a plane card. Chaos ensues on that plane. Then put all cards revealed this way on the bottom of your planar deck in any order.

Plane
The Fertile Lands of Saulvinia (moc) 50
The Golden City of Orazca

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. Then draw a card if you have the city's blessing. Whenever chaos ensues, you may put a permanent card from your hand onto the battlefield tapped.

Plane
The Golden City of Orazca (moc) 52
The Great Aerie

When you planeswalk to The Great Aerie and at the beginning of your upkeep, bolster 3. (Choose a creature with the least toughness among creatures you control and put three +1/+1 counters on it.) Whenever chaos ensues, choose up to one target creature you control and up to one target creature an opponent controls. Each of those creatures deals damage equal to its toughness to the other.

Plane
The Great Aerie (moc) 53
The Great Forest

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.

Plane
The Great Forest (moc) 144
The Lux Foundation Library

Players have no maximum hand size. Whenever a creature you control deals combat damage to a player, you may draw a card. Whenever chaos ensues, put a shadow counter on target creature. (A creature with shadow can block or be blocked by only creatures with shadow.)

Plane
The Lux Foundation Library (who) 588
The Matrix of Time

When you planeswalk to The Matrix of Time, each player exiles the top card of their library. During your turn, you may play lands and cast spells from among cards exiled with The Matrix of Time. Whenever you play a land or cast a spell from among cards exiled with The Matrix of Time, that card's owner loses 3 life and exiles the top card of their library. Whenever chaos ensues, create two Treasure tokens.

Plane
The Matrix of Time (who) 589
The Moonbase

Low Gravity — All creatures have "{2}: This creature gains flying until end of turn. Activate only as a sorcery." Whenever chaos ensues, for each opponent, choose up to one target creature card in that player's graveyard. Put those cards onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.

Plane
The Moonbase (who) 591
The Pit

When you planeswalk to The Pit, each player creates their choice of a 3/3 white Angel creature token with flying or a 6/6 black Demon creature token with flying, trample, and "At the beginning of your upkeep, sacrifice another creature. If you can't, this token deals 6 damage to you." Whenever chaos ensues, each player sacrifices a nonartifact creature of their choice.

Plane
The Pit (moc) 63
The Pyramid of Mars

When you planeswalk to The Pyramid of Mars and at the beginning of your upkeep, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Whenever chaos ensues, return target creature card from your graveyard to the battlefield.

Plane
The Pyramid of Mars (who) 597
The Western Cloud

Prevent all damage that would be dealt to creatures and planeswalkers you control. Whenever chaos ensues, create three tapped Treasure tokens. They each deal 1 damage to each creature and each planeswalker.

Plane
The Western Cloud (moc) 70
The Wilds

When you planeswalk to The Wilds and at the beginning of your upkeep, create a Food token. Whenever chaos ensues, target player sacrifices a creature of their choice. If they do, you create a Food token. You create two Food tokens instead if the sacrificed creature's toughness was 4 or greater.

Plane
The Wilds (moc) 71
Towashi

Modified creatures you control have trample and "Whenever this creature deals combat damage to a player or planeswalker, draw a card." (Equipment, Auras you control, and counters are modifications.) Whenever chaos ensues, distribute three +1/+1 counters among one, two, or three target creatures you control.

Plane
Towashi (moc) 67
Truga Jungle

All lands have "{T}: Add one mana of any color." Whenever chaos ensues, 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.

Plane
Truga Jungle (moc) 161
Turri Island

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.

Plane
Turri Island (moc) 162
Two Streams Facility

Whenever you planeswalk to Two Streams Facility and at the beginning of the first upkeep of the game, each player chooses green anchor or red waterfall. Each player who last chose green anchor may play an additional land during each of their turns. Creatures controlled by players who last chose red waterfall get +2/+0 and have haste. Whenever chaos ensues, each player who last chose green anchor chooses red waterfall, and vice versa.

Plane
Two Streams Facility (who) 603
Undercity Reaches

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.

Plane
Undercity Reaches (moc) 163
UNIT Headquarters

When you planeswalk to UNIT Headquarters and at the beginning of your upkeep, create a tapped 1/1 white Soldier creature token. Whenever chaos ensues, put a +1/+1 counter on each creature you control.

Plane
UNIT Headquarters (who) 604
Unleash the Flux

When you encounter Unleash the Flux, each player sacrifices a nonland permanent of their choice, then you flip a coin. If you lose the flip, repeat this process. (Then planeswalk away from this phenomenon.)

Phenomenon
Unleash the Flux (who) 605
Unyaro

At the beginning of your end step, if you planeswalked to Unyaro this turn, untap all creatures. They phase out until a player planeswalks. (Treat them and anything attached to them as though they didn't exist.) Whenever chaos ensues, create two 2/2 white and blue Knight creature tokens with vigilance.

Plane
Unyaro (moc) 68
Valor's Reach

Whenever your team attacks with exactly two creatures, those creatures gain double strike until end of turn. Whenever chaos ensues, untap up to two target creatures your team controls. If it's a main phase, there is an additional combat phase after this phase, followed by an additional main phase.

Plane
Valor's Reach (moc) 69

Planar Deck

(CTRL to add secondary)

Scheme

Qty: 60 Price: $21.04
A Premonition of Your Demise

When you set this scheme in motion, reveal the top two cards of your library and put them into your hand. When you reveal one or more nonland cards this way, this scheme deals damage equal to their total mana value to any target.

Scheme
A Premonition of Your Demise (dsc) 353
A Reckoning Approaches

When you set this scheme in motion, look at the top six cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in any order.

Scheme
A Reckoning Approaches (oe01) 16★
Because I Have Willed It

(An ongoing scheme remains face up until it's abandoned.) Spells you cast cost {1} less to cast. At the beginning of your opponents' end step, if they cast four or more spells this turn, abandon this scheme.

Scheme
Because I Have Willed It (oe01) 1★
Behold My Grandeur

When you set this scheme in motion, add {U}{B}{R}. When you set this scheme in motion, if you control six or more lands, you may search your library for a card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.

Scheme
Behold My Grandeur (oe01) 2★
Behold the Power of Destruction

When you set this scheme in motion, destroy all nonland permanents target opponent controls.

Scheme
Behold the Power of Destruction (dsc) 328
Bow to My Command

(An ongoing scheme remains face up until it's abandoned.) As you set this scheme in motion, choose an opponent. Creatures the chosen player controls can't attack you or planeswalkers you control. At the beginning of your opponents' end step, they may tap any number of untapped creatures they control with total power 8 or greater. If they do, abandon this scheme.

Scheme
Bow to My Command (oe01) 3★
Chaos Is My Plaything

When you set this scheme in motion, for each opponent, exile target permanent that player controls. Then each player reveals cards from the top of their library until they reveal a permanent card, puts it onto the battlefield, and puts the rest on the bottom of their library in a random order.

Scheme
Chaos Is My Plaything (dsc) 329
Choose Your Champion

When you set this scheme in motion, target opponent chooses a player. Until your next turn, only you and the chosen player can cast spells and attack with creatures.

Scheme
Choose Your Champion (dsc) 330
Choose Your Demise

When you set this scheme in motion, look at the top four cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of those piles. Put the cards in that pile into your hand and the rest on the bottom of your library in any order.

Scheme
Choose Your Demise (oe01) 4★
Choose Your Demise

When you set this scheme in motion, look at the top four cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of those piles. Put the cards in that pile into your hand and the rest on the bottom of your library in any order.

Scheme
Choose Your Demise (dsc) 331
Dark Wings Bring Your Downfall

(An ongoing scheme remains face up until it's abandoned.) Whenever you attack, create a 5/5 black Demon creature token with flying that's tapped and attacking. At the beginning of each end step, if two or more creatures died under your control this turn, abandon this scheme.

Scheme
Dark Wings Bring Your Downfall (dsc) 332
Delight in the Hunt

When you set this scheme in motion, create a 3/3 black Horror creature token and prevent all damage that would be dealt to creatures you control this turn.

Scheme
Delight in the Hunt (oe01) 5★
Every Dream a Nightmare

When you set this scheme in motion, each opponent discards a card. You draw a card for each land card discarded this way.

Scheme
Every Dream a Nightmare (oe01) 6★
Fear My Authority

(An ongoing scheme remains face up until it's abandoned.) Creatures you control get +2/+2 and have fear. (They can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, abandon this scheme unless you discard a card or pay 3 life.

Scheme
Fear My Authority (dsc) 333
For Each of You, a Gift

When you set this scheme in motion, for each opponent, create a 3/3 black Horror creature token that attacks that player each combat if able.

Scheme
For Each of You, a Gift (oe01) 7★
I Am Duskmourn

(An ongoing scheme remains face up until it's abandoned.) At the beginning of your end step, you may cast a spell from your hand without paying its mana cost. If you do, abandon this scheme.

Scheme
I Am Duskmourn (dsc) 334
I Am Never Alone

When you set this scheme in motion, create a token that's a copy of your commander, except it's not legendary.

Scheme
I Am Never Alone (dsc) 335
I Am Untouchable

(An ongoing scheme remains face up until it's abandoned.) You and permanents you control have hexproof. When combat damage is dealt to you, create a 4/4 colorless Scarecrow artifact creature token with vigilance, then abandon this scheme.

Scheme
I Am Untouchable (dsc) 336
I Call for Slaughter

When you set this scheme in motion, create three 1/1 red Devil creature tokens with "When this token dies, it deals 1 damage to any target." They gain haste until end of turn. If a source you control would deal damage this turn, it deals that much damage plus 1 instead.

Scheme
I Call for Slaughter (dsc) 337
I Will Savor Your Agony

When you set this scheme in motion, choose three. You may choose the same mode more than once. • Destroy target creature. • Target player draws a card. • Target player gains 5 life.

Scheme
I Will Savor Your Agony (dsc) 338
Kneel Before My Legions

When you set this scheme in motion, choose one — • Create a 4/4 colorless Scarecrow artifact creature token with vigilance. • Creatures you control get +3/+3 and gain vigilance and trample until end of turn.

Scheme
Kneel Before My Legions (dsc) 339
Know Evil

When you set this scheme in motion, until your next turn, up to one target opponent can't attack with creatures, up to one target opponent can't cast creature spells, and up to one target opponent can't cast noncreature spells. You can't choose any player as a target more than once.

Scheme
Know Evil (oe01) 8★
Make Yourself Useful

When you set this scheme in motion, destroy target creature an opponent controls. If a creature is destroyed this way, you gain life equal to its toughness.

Scheme
Make Yourself Useful (oe01) 9★
Mine Is the Only Truth

(An ongoing scheme remains face up until it's abandoned.) Whenever a player casts a spell, you draw a card. At the beginning of your upkeep, if you drew a card last turn, abandon this scheme.

Scheme
Mine Is the Only Truth (dsc) 340
My Champion Stands Supreme

(An ongoing scheme remains face up until it's abandoned.) Your commander has ward {2}. Whenever your commander attacks, put two +1/+1 counters on it. When your commander leaves the battlefield, abandon this scheme.

Scheme
My Champion Stands Supreme (dsc) 341
My Crushing Masterstroke

When you set this scheme in motion, gain control of all nonland permanents your opponents control until end of turn. Untap those permanents. They gain haste until end of turn. Each of them attacks its owner this turn if able.

Scheme
My Crushing Masterstroke (dsc) 342
My Followers Ascend

When you set this scheme in motion, put five +1/+1 counters on a creature you control and it gains flying and vigilance until end of turn. If you control no creatures, instead create a 4/4 colorless Scarecrow artifact creature token with vigilance.

Scheme
My Followers Ascend (dsc) 343
My Forces Are Innumerable

(An ongoing scheme remains face up until it's abandoned.) At the beginning of your end step, create a 3/3 black Horror creature token. At the beginning of your opponents' end step, they may sacrifice two creatures of their choice. If they do, abandon this scheme.

Scheme
My Forces Are Innumerable (oe01) 11★
My Laughter Echoes

(An ongoing scheme remains face up until it's abandoned.) Whenever you set a non-ongoing scheme in motion, you may abandon this scheme. If you do, set that scheme in motion again.

Scheme
My Laughter Echoes (oe01) 12★
My Laughter Echoes

(An ongoing scheme remains face up until it's abandoned.) Whenever you set a non-ongoing scheme in motion, you may abandon this scheme. If you do, set that scheme in motion again.

Scheme
My Laughter Echoes (dsc) 344
My Tendrils Run Deep

(An ongoing scheme remains face up until it's abandoned.) You may play an additional land on each of your turns. At the beginning of your end step, if you control six or more lands, draw two cards, then abandon this scheme.

Scheme
My Tendrils Run Deep (dsc) 345
My Wealth Will Bury You

When you set this scheme in motion, create a number of Treasure tokens equal to the number of artifacts and enchantments your opponents control. If they control fewer than four artifacts and enchantments, create four Treasure tokens instead. (Treasure tokens are artifacts with "{T}, Sacrifice this token: Add one mana of any color.")

Scheme
My Wealth Will Bury You (dsc) 346
My Will Is Irresistible

When you set this scheme in motion, choose up to three nonland permanents you don't control. Target opponent chooses one of those permanents. You gain control of the rest.

Scheme
My Will Is Irresistible (dsc) 347
My Wings Enfold All

When you set this scheme in motion, choose one — • Draw two cards. • Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.

Scheme
My Wings Enfold All (dsc) 348
No One Will Hear Your Cries

When you set this scheme in motion, each opponent chooses a creature they control, then sacrifices the rest.

Scheme
No One Will Hear Your Cries (oe01) 13★
No Secret Is Hidden from Me

When you set this scheme in motion, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Then if you control six or more lands, repeat this process once.

Scheme
No Secret Is Hidden from Me (dsc) 349
Only I Know What Awaits

When you set this scheme in motion, for each card type among permanents your opponents control, you may put a permanent card of that type from your hand onto the battlefield.

Scheme
Only I Know What Awaits (dsc) 350
Pay Tribute to Me

When you set this scheme in motion, each opponent sacrifices a creature of their choice. If you control six or more lands, each opponent sacrifices another creature of their choice.

Scheme
Pay Tribute to Me (oe01) 14★
Plots That Span Centuries

When you set this scheme in motion, the next time you would set a scheme in motion, set three schemes in motion instead.

Scheme
Plots That Span Centuries (dsc) 351
Power Without Equal

When you set this scheme in motion, draw three cards. You have no maximum hand size until your next turn. If you control six or more lands, you may cast up to three spells from your hand without paying their mana costs.

Scheme
Power Without Equal (oe01) 15★
Power Without Equal

When you set this scheme in motion, draw three cards. You have no maximum hand size until your next turn. If you control six or more lands, you may cast up to three spells from your hand without paying their mana costs.

Scheme
Power Without Equal (dsc) 352
Reality Is Mine to Control

(An ongoing scheme remains face up until it's abandoned.) Whenever you cast a spell, you may abandon this scheme. If you do, copy that spell, and you may choose new targets for the copy. (A copy of a permanent spell becomes a token.)

Scheme
Reality Is Mine to Control (dsc) 354
Rot Like the Scum You Are

When you set this scheme in motion, create a 2/2 green Ooze creature token, then put a number of +1/+1 counters on it equal to the number of lands your opponents control.

Scheme
Rot Like the Scum You Are (dsc) 355
Running Is Useless

When you set this scheme in motion, choose any number of creatures with different mana values. Destroy those creatures.

Scheme
Running Is Useless (dsc) 356
The Mighty Will Fall

When you set this scheme in motion, choose an opponent with the highest life total among your opponents. That player loses 7 life.

Scheme
The Mighty Will Fall (oe01) 10★
There Is No Refuge

When you set this scheme in motion, it deals 3 damage to up to one target creature. Create a 3/3 black Horror creature token.

Scheme
There Is No Refuge (oe01) 17★
This World Belongs to Me

When you set this scheme in motion, draw two cards. You may play an additional land this turn.

Scheme
This World Belongs to Me (oe01) 18★
Time Bends to My Will

When you set this scheme in motion, take an extra turn after this one. Skip the untap step of that turn.

Scheme
Time Bends to My Will (dsc) 357
What's Yours Is Now Mine

When you set this scheme in motion, gain control of target creature an opponent controls and untap it.

Scheme
What's Yours Is Now Mine (oe01) 19★
When Will You Learn?

When you set this scheme in motion, each opponent exiles the top card of their library. You may cast any number of spells from among cards exiled this way without paying their mana costs.

Scheme
When Will You Learn? (oe01) 20★
When Will You Learn?

When you set this scheme in motion, each opponent exiles the top card of their library. You may cast any number of spells from among cards exiled this way without paying their mana costs.

Scheme
When Will You Learn? (dsc) 358
You Are Unworthy of Mercy

When you set this scheme in motion, each opponent sacrifices a nonland permanent of their choice. If you control six or more lands, each opponent sacrifices three nonland permanents of their choice instead.

Scheme
You Are Unworthy of Mercy (dsc) 359
You Cannot Hide from Me

(An ongoing scheme remains face up until it's abandoned.) At the beginning of combat on your turn, up to one target creature gets +2/+2 and gains vigilance until end of turn. It can't be blocked this turn. At the beginning of each opponent's end step, if that player has less than half their starting life total, abandon this scheme.

Scheme
You Cannot Hide from Me (dsc) 360
You Exist Only to Amuse

When you set this scheme in motion, choose one. If you control six or more lands, choose both instead. • Create three 1/1 red Devil creature tokens with "When this token dies, it deals 1 damage to any target." • Until your next turn, creatures your opponents control have base power and toughness 1/1 and lose all abilities.

Scheme
You Exist Only to Amuse (dsc) 361
You Live Only Because I Will It

When you set this scheme in motion, you may redistribute any number of life totals. (Each affected player or team gets one of those life totals back.)

Scheme
You Live Only Because I Will It (dsc) 362
You Will Know True Suffering

When you set this scheme in motion, it deals damage equal to your commander's mana value to each noncommander creature your opponents control.

Scheme
You Will Know True Suffering (dsc) 363
Your Mistake Is My Triumph

When you set this scheme in motion, each player mills three cards. Then you put a permanent card from among the milled cards onto the battlefield under your control.

Scheme
Your Mistake Is My Triumph (dsc) 364
Your Nightmares Are Delicious

When you set this scheme in motion, each opponent who has more than five cards in hand discards cards equal to the difference. Then if fewer than three cards were discarded this way, you draw three cards.

Scheme
Your Nightmares Are Delicious (dsc) 365
Your Own Face Mocks You

When you set this scheme in motion, choose up to two target creatures your opponents control. For each one, create a token that's a copy of it. If you created fewer than two tokens this way, create a number of 4/4 colorless Scarecrow artifact creature tokens with vigilance equal to the difference.

Scheme
Your Own Face Mocks You (dsc) 366
Your Plans Mean Nothing

When you set this scheme in motion, any number of target players each discard their hands. Each opponent draws cards equal to the number of cards that player discarded minus one. Then if you discarded a card this way, draw seven cards.

Scheme
Your Plans Mean Nothing (dsc) 367

Scheme

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