Classic Chaos — 60 (Digital v1) — Enchant World Land (1–20)

1
Masquerade Cycle Non-land permanent abilities with activation costs may be played by any player.
2
Mirari Concentrate All creatures gain +1/+1. All lands produce an additional mana of the appropriate type when tapped for mana. Whenever a player plays an instant or sorcery spell, that player may pay (4). If they do, they put a copy of that spell onto the stack. They may choose new targets for the copy.
3
Concordant Crossroads All creatures gain haste.
4
Odyssey Block All instants and sorceries gain 'Flashback: Pay this card's casting cost'.
5
Howling Mine At the beginning of each player's draw step, that player draws an extra card.
6
Cursed Rod All creatures lose all abilities.
7
Urza's Epic All spells without Cycling cost an additional (1) to play. All spells without cycling gain Cycling: (2).
8
Bottomless Pit At the beginning of each player's upkeep, that player discards a card at random.
9
Invasion Block At the beginning of each player's upkeep, that player gains one life for each basic land type they control and loses one life for each basic land type they do not control.
10
Aluren Any player may play creature cards with casting cost 3 or less without paying their mana cost any time they could play an instant.
11
Circle of Life Whenever a card would go to the graveyard from play, shuffle it into owner's library instead.
12
Locomotion Drain Creatures with defender may attack as though they didn't have defender. Creatures without defender can't attack.
13
Rath Cycle All instants and sorceries without buyback gain 'Buyback: Pay life equal to this spell's casting cost'.
14
Psychic Battle Whenever a player chooses one or more targets other than due to an ability of Psychic Battle, each player reveals the top card of their 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.
15
City of Solitude Players can play spells and abilities only during their turn.
16
Forsaken Wastes Players can't gain life. During each player's upkeep, that player loses one life. If a player plays a spell that targets Forsaken Wastes, that player loses 5 life.
17
Gift of the Land Whenever any player draws a card, reveal that card. If it is a land, gain 2 life. Otherwise, lose 1 life.
18
Yogan Ran Digidan All players may play spells or effects in response to chaos rolls.
19
Up the Stakes Double all life gained or damage dealt outside the chaos phase.
20
Rainbow Vortex Basic lands may tap for any color of mana. When a non-basic land comes into play, its controller chooses a color. That land loses all abilities and can tap for the chosen color of mana.