Classic Chaos — Antique (Original Print) — Chaos Roll (1–200)

1
Eureka Starting with you, each player may put a permanent card from their hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield.
2
Air Strike Put 3 Eagle tokens into play. Treat these tokens as 2/1 fliers that are considered all colors and are unaffected by summoning sickness. At end of turn, bury all Eagle tokens.
3
Feldon's Cane Shuffle your graveyard into your library.
4
Enchant WorldLand Destroy all EnchantWorldLand rolls already in play. Roll in <EnchantWorldLand>.
5
Bone Harvest Put any number of creatures from your graveyard onto the top of your library. Shuffle your library afterwards. Draw a card.
6
Tranquility Destroy all enchantments.
7
Roll 3 Times Roll 3 times.
8
Rushing River Return target non-land permanent to owner's hand. You may sacrifice a land to return another target non-land permanent to owner's hand.
9
Tainted Energy Lose 1d6 life or target opponent gains 1d6 life.
10
Roll Fork Get a RollFork Counter. Sacrifice RollFork to duplicate the effects of any chaos effect just rolled. You choose all new targets.
11
Secret Cache Shuffle your deck. If your top card after the shuffle is a permanent, put it into play on your side. If not, lose 1 life and shuffle again. Repeat until you get a permanent.
12
Exhume Each player puts a creature card from their graveyard into play.
13
Neutral Plane Destroy all global enchantments.
14
Sworn Enemy Target creature gains protection from a color of your choice.
15
Abandon Hope Discard any number of cards from your hand. Look at target opponent's hand and choose that number of cards from it. That player discards those cards.
16
Mute You may not cast a spell this turn.
17
ExoByte's Command All players put cards from their libraries into their graveyards until they have threshold.
18
Balance 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 do the same for creatures and for cards in hand.
19
Ancestral Recall Target player draws 3 cards.
20
Memory Lapse Skip your draw phase this turn.
21
Terminate Destroy target creature.
22
Prosperity All players draw 1d10 cards.
23
Enlightened Tutor Search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it. At the beginning of your upkeep, you may pay W or (3) to draw that card.
24
Gauntlets of Chaos Exchange control of target artifact, creature, or land you control for control of target permanent of the same type an opponent controls. Then destroy all enchantments played on those permanents.
25
Deja Vu All players shuffle the cards in their graveyards and put those cards on top of their libraries.
26
Manipulate Fate Search your library for 3 cards, remove them from the game, then shuffle your library. Draw 3 cards.
27
Siphon Soul Deal 2 damage to each opponent and gain 1 life for each damage dealt.
28
Demonic Tutor Search your library for a card and put it in your hand.
29
Simplicity's Reward All players gain 1 life for each basic land they have in play. All players take 1 damage for each non basic land they have in play.
30
Solid Fog As long as you remain in the game, until your next turn no attack phases may be declared.
31
Mating Call At the beginning of your first main phase, you may pay the mana cost of a creature in any graveyard + 1. If you do, remove that card from the game and put a token copy of that creature into play under your control.
32
Better Off Dead Place a creature from your graveyard into play under target opponent's control.
33
Nevinyrral's Lil Disk Each player sacrifices a creature, an enchantment, and an artifact.
34
Seeds of Innocence Destroy all artifacts. For each artifact destroyed, that artifact's controller gains life equal to that artifact's casting cost.
35
Massive Mana Clash All players flip a coin. Each time a player's coin comes up tails, that player takes 1 damage. When a player's coin comes up heads, they stop flipping. Repeat until each player's coin has come up heads at least once.
36
Storm Seeker Target player takes 1 damage for each card in their hand.
37
Collective Unconscious Draw a card for each creature you control.
38
Chaos Knowledge Roll twice (without resolving either), then choose one roll to ignore. Resolve the other roll.
39
Morbid Hunger Deal 3 damage to any target. Gain 3 life.
40
Essence Vortex Bury target creature unless its controller pays life equal to its toughness.
41
Stupor Target opponent discards a card at random, then chooses and discards a card.
42
Braingeyser Target player draws 1d6 cards.
43
Stormbind Discard a card at random: Deal 2 damage to any target. You may pay (2) each time you want to repeat this process in this chaos phase.
44
Necropotence Pay 1 life: set aside the top card of your library face down. At your next end of turn, put this card into your hand. You may do this as many times as you wish, but only during this chaos phase. Skip your draw step this turn.
45
Earthquake All creatures without flying and all players take 1d6 damage.
46
Stream of Life Target player gains 1d10 life.
47
Fumarole Lose 3 life: Destroy target land and target creature.
48
Chaos Lore Choose one — Search your library for two basic lands and put them into play; or search your library for a non-basic land and put it into play. Shuffle your library afterwards.
49
Winds of Change Each player shuffles their hand into their library, then draws a new hand of as many cards as they had before.
50
WackyLand III Roll 1d3 times in <WackyLand>.
51
Polymorph Bury target creature. That creature's controller reveals cards in his or her library until a creature is revealed. Put that new creature into play. Reshuffle all revealed cards into library.
52
Gold Strike All of your lands produce an additional mana of the appropriate type when tapped for mana this turn.
53
Portent Look at the top 3 cards of target player's library. Put those cards back on top of that library in any order. You may then have that player shuffle their library. Draw a card.
54
Revenge is Sweet Sacrifice a permanent: Destroy a permanent of the same type.
55
Soul Leech Deal 1 damage to up to 3 targets. Gain 1 life for each damage successfully dealt in this way.
56
Stasis Skip your untap phase this turn. At the beginning of their upkeep, any player currently affected by Stasis may pay U or (3) during their upkeep to have it affect the next person as well.
57
Pity The player with lowest amount of life gains 5 life. If there is a tie, no player may gain life.
58
Creeping Mold Destroy target artifact, land, or enchantment.
59
Mutual Betrayal Look at target opponent's hand and choose a card. They look at your hand and choose a card. Exchange cards.
60
Chain Lightning Deal 3 damage to target creature or player. Each time this deals damage, the player or the controller of the creature last targeted may pay RR or (4) to deal 3 damage to target creature or player of their choice.
61
Mana Short Tap all land you control. Land you control does not untap as normal during your untap phase this turn.
62
Rolling Thunder Deal 1d6-1 damage divided any way you choose among any number of target creatures and/or players.
63
Goblin Game Each player hides any number of objects (but greater than 0), then all players reveal them simultaneously. Each player loses life equal to the number he or she revealed. The player or players who revealed the least number loses half of their life, rounded up.
64
Enchant WorldLand + Leave all enchant worlds in play. Roll in <EnchantWorldLand>.
65
Commanding Presence Until end of turn, opponents may not play spells or abilities.
66
Illusions of Grandeur Gain 20 life and 4 Illusions counters. At the beginning of your upkeep, if you have any Illusions counters, remove one. When the last Illusions counter is removed, lose 20 life.
67
Backflash All cards with flashback that are removed from game are placed into owner's hands. All cards with flashback in all graveyards are removed from the game.
68
Never Say Die All creatures in all graveyards with toughness less than or equal to 1d6 are returned to play under their owner's control.
69
WackyLand Roll in <WackyLand>.
70
PersonaLand Roll in <PersonaLand>.
71
Fighting a Legend Each opponent rolls in <PersonaLand>.
72
Reclaim Put target card from your graveyard on top of your library. At the beginning of your upkeep you may pay G or (3) to draw that card.
73
Prophetic Bolt Deal 4 damage to target creature or player. Look at the top 4 cards of your library. Put one of those cards into your hand and the rest on the bottom of your library.
74
Hymn to Tourach Target player discards 2 cards at random.
75
Jester's Cap Search through target player's library for any three cards and remove those cards from the game. That player then shuffles their library.
76
Agonizing Memories Look at target player's hand and choose two cards from it. Put those cards on top of that player's library in any order.
77
Time Crawl Pass the dice, your turn is over. Put a turn counter in the Time Crawl Jackpot.
78
Natural Order Sacrifice a creature: Search your library for a creature card of the same color and put that card into play. Then shuffle your library.
79
Relentless Assault After your attack phase, untap all creatures that attacked this turn. You get an additional combat phase followed by an additional main phase this turn.
80
Grinning Totem Search target opponent's library for a card and set it aside. You may play it as if it were in your hand. Shuffle that library. At beginning of your next turn, unless it's in play, put it in its owner's graveyard.
81
Pestilence All players and creatures take 1d6 damage.
82
Circle Shield Get 3 shield counters. Whenever you would take damage, remove a shield counter instead.
83
Impulse Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library.
84
Temporal Spring Put target permanent on top of its owner's library.
85
Gamble Search your library for a card, put that card into your hand, then discard a card at random. Then shuffle your library.
86
Desert Twister Destroy target permanent.
87
Roll 3 Times Roll 3 times.
88
WackyLand Roll in <WackyLand>.
89
Compulsion Target player discards two cards from his or her hand, then draws as many cards as they discarded this way.
90
Zaphod's Gambit All players choose a card in their hand. All players then reveal their chosen card. The lowest casting cost Creature, Enchantment, and Artifact are all put into play. If two or more cards tie, those cards are put into play.
91
Luck Randomly choose a spell in your hand. Play that spell without paying its casting cost. If X is in the casting cost, X is 0.
92
Windows of Opportunity Target player taps all artifacts, lands, and creatures they control. At end of turn, tap all artifacts, lands, and creatures you control.
93
Energy Bolt Choose One — Deal 1d6 damage to target player or gain 1d6 life.
94
Price of Knowledge Skip your next turn: Draw 4 cards.
95
Tremble All players sacrifice a land.
96
Jokulhaups Light All players sacrifice one land, one creature, and one artifact.
97
Cone of Flame Choose three target creatures and/or players. Deal 1 damage to the first, 2 damage to the second, and 3 damage to the third.
98
Fact or Fiction Reveal the top five cards of your library. An opponent separates those cards into two face-up piles. Put one pile into your hand and the other into your graveyard.
99
Happy Balance Using the cards from the top of their libraries, each player equalizes hand size, number of lands, and number of creatures to the amount that is the highest. Players shuffle unused revealed cards into their libraries.
100
Happy Land Choose one — Roll in <EnchantWorldLand>; or roll in <WackyLand>; or roll in <PersonaLand>.
101
Confiscate Gain control of target permanent.
102
CounterRoll Get a CounterRoll counter. Sacrifice CounterRoll to counter the effects of any roll.
103
Flux All players choose and discard any number of cards, then draw that many cards. Draw a card.
104
PersonaLand Roll in <PersonaLand>.
105
Elric's Wager Target opponent names a number and reveals cards from their library until they get a spell of that casting cost. They put that card into their hand and all other revealed cards into their graveyard. That player takes one damage for each card put into the graveyard in this manner.
106
Wheel of Fortune Each player discards their hand, then each player draws 7 cards.
107
Double Sided Blade Roll a 1d6. That number of cards is drawn by any combination of players of your choice. For each card you draw, take 2 damage. For each card drawn by an opponent, that player takes 1 damage.
108
Clash of Chaos Choose target opponent. Flip a coin, opponent calls it in the air. Loser of the flip takes 2 damage. Winner decides to flip again, or to stop.
109
Master Chef Choose one — Get a CounterRoll counter. Sacrifice CounterRoll to counter the effects of any roll; or get a RollFork counter. Sacrifice RollFork to duplicate the effects of any chaos effect just rolled. You choose all new targets.
110
All Hallow's Eve Light Each player puts up to 2 creatures from their graveyard into play.
111
Mana Barbs Whenever you tap a land for mana this turn, take 1 damage.
112
Retribution Choose two target creatures controlled by one player. That player sacrifices one of those creatures. Put a -1/-1 counter on the other.
113
WackyLand Roll in <WackyLand>.
114
Infernal Tutor Name a total casting cost. Reveal cards in your library until you reveal a permanent with the named casting cost. Put that card into play and remove all other revealed cards from the game.
115
Mind Bend Change the text of target permanent by replacing all instances of one color word or basic land type with another.
116
Drain Life Deals 1d6 damage to target creature or player. You gain life equal to the damage dealt, but not more life than that creature's toughness or that player's life total.
117
Desperate Times Look at the top 3 cards of your library. Put one into your hand and the other two into your graveyard. Roll again.
118
Distract Shoes: Connor MacLeod Borrow the Highlander's bright white shoes. Opponents are so distracted by them, after your turn you and all cards you control phase out.
119
Patience Lose 2 life and gain 3 Focus counters. At the beginning of your upkeep, if you have any Focus counters, remove one. When the last Focus counter is removed, gain 5 life.
120
Price of Immortality Choose and discard a card: Gain 4 life.
121
Gaea's Charm Choose one — Target player shuffles up to three cards from their graveyard into their library; or remove any three cards in target player's graveyard from the game. Draw a card.
122
5 Card Stud All players reveal the top 5 cards of their library and use the casting costs of those cards to play 5 card stud. The player with the winning hand puts all of their cards into their hand. All other cards are placed in owner's graveyards.
123
Ill Gotten Gains Each player discards their hand, then returns up to three cards from their graveyard into their hand.
124
Murphy's Law Roll twice (without resolving either). Target opponent chooses a roll for you to ignore, then makes all decisions in regards to how you resolve the remaining roll.
125
Regrowth Return target card from your graveyard to your hand.
126
Chaos Storm Roll twice and reverse the direction of turns.
127
CounterRoll Get a CounterRoll counter. Sacrifice CounterRoll to counter the effects of any roll.
128
Storm Seeker Too Take 1 damage for each card in your hand.
129
Price of Strength Lose 4 life: Put 2 +1/+1 counters on each creature you control.
130
Global Stream of Life Each player gains 1d10 life.
131
Disenchant Destroy target artifact or enchantment.
132
Gathering Gain 1 life for each creature in play.
133
Gift of the Magi Choose one — Gain three life; or draw three cards; or add three mana of any color to your mana pool at the beginning of your next main phase.
134
RollFork Get a RollFork Counter. Sacrifice RollFork to duplicate the effects of any roll just rolled. You choose all new targets.
135
Price of Power Sacrifice a land: Deal 4 damage to any target.
136
Enchant WorldLand + Leave all EnchantWorldLands in play. Roll in <EnchantWorldLand>.
137
Pillage Bury target artifact or land.
138
Stronghold Discipline Each player loses 1 life for each creature they control.
139
Soothing Balm Target player gains 5 life.
140
Topple Remove target creature with the greatest power from the game. If two or more creatures are tied for greatest power, target only one of them.
141
Ray of Command Untap target creature an opponent controls and gain control of it until end of turn. That creature gains haste until end of turn. When you lose control of the creature, tap it.
142
Gerrard's Wisdom You gain 2 life for each card in your hand.
143
Peace Talks As long as you remain in the game, until your next turn no player may declare an attack phase or cast a spell that targets a player.
144
Arcanix Ray Target player names a card and then turns over the top card of their library. If that is the card named, put it into the player's hand. Otherwise, put it into the player's graveyard, and that player takes 2 damage. Draw a card.
145
Truce Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.
146
Meet in the Middle Discard or draw until you have exactly 4 cards in hand.
147
Land Ho! All players may put up to 3 land from their hand and/or graveyard into play.
148
Unearth Choose target creature card in your graveyard with a total casting cost of 3 or less and return that creature to play under your control.
149
Blue The next spell you play is countered. When this occurs, get a CounterRoll counter. Sacrifice CounterRoll to counter the effects of any roll.
150
WackyLand III Roll 1d3 times in <WackyLand>.
151
Control Magic Gain control of target creature.
152
Intimidation Nobody can attack you until your next turn.
153
Lightning Round Until your next turn, when any player casts a spell, that player draws a card.
154
Unhinge Target player chooses and discards a card. Draw a card.
155
PersonaLand Roll in <PersonaLand>.
156
Calm Before the Storm There are no chaos phases until your next turn. Then, until your next turn after that, all players must roll DOUBLE the normal rolls.
157
Peek Look at target player's hand. Draw a card.
158
Yawgmoth's Will Until end of turn, you may play cards in your graveyard as though they were in your hand. If a card would be put into your graveyard this turn, remove that card from the game instead.
159
Triple Enchant WorldLand Destroy all EnchantWorldLand rolls already in play. Roll in <EnchantWorldLand> 3 times and keep all those EnchantWorld effects in play.
160
CounterRoll Get a CounterRoll counter. Sacrifice CounterRoll to counter the effects of any roll.
161
Swords to Plowshares Remove target creature from the game. That creature's controller gains life equal to its power.
162
Price of Support Sacrifice a creature: Put 4 Spirit tokens into play. Treat these tokens as 1/1 creatures that are all colors.
163
TimeTwister Each player shuffles their hand and graveyard into their library. Each player then draws seven cards.
164
Misfortune An opponent chooses one — You put a +1/+1 counter on each creature you control and gain 4 life; or you put a -1/-1 counter on each creature that player controls and that player takes 4 damage.
165
Hymn of Rebirth Take target creature from any graveyard and put it into play under your control.
166
Sift Draw 3 cards, then choose and discard a card.
167
RollFork Get a RollFork Counter. Sacrifice RollFork to duplicate the effects of any roll just rolled. You choose all new targets.
168
Conjure Search your library for an artifact and put it directly into play. Shuffle your library afterwards.
169
Helm of Obedience Put the top card of target opponent's library into their graveyard. Repeat this process until you've put 1d6 cards or a creature card into that graveyard, whichever occurs first. If the last card put into the graveyard this way is a creature card, put that card into play under your control.
170
Balloon Each time you tap a land for mana this turn, gain 1 life.
171
Lucky Us All players reveal the top card of their library. If that card is a permanent, they put it directly into play. If it is a spell, they cast it without paying its casting cost.
172
Rediscovery All cards that have been removed from the game are reshuffled into their owner's libraries.
173
PersonaLand Roll in <PersonaLand>.
174
Diminishing Returns Each player shuffles their hand and graveyard into their library and removes the top 4 cards of their library from the game. Then each player draws up to seven cards.
175
Power Surge Take 1 damage for each land you have untapped.
176
Ancestral Lands Search your library for a basic land card of each type you do not control and put those lands into play.
177
WackyLand Roll in <WackyLand>.
178
Chaos Storm Roll twice and reverse the direction of turns.
179
Innocent Blood All players sacrifice a creature.
180
Weissman Charm Choose one — Deal one damage to any number of targets and you draw a card; or draw enough cards to have one more card in hand than the player who currently has the most cards in hand.
181
Global Half-Hymn Each player chooses and discards one card.
182
Trade-In Sacrifice a creature: Place target creature from your graveyard or your hand into play under your control.
183
Go Fish Name a non-land card. Look at all players' hands and put all copies of the named card into your hand. If no one has that card, draw a card (Go Fish).
184
Blessed Wine Gain 1 life. Draw a card.
185
Psionic Blast Deal 4 damage to target creature or player and 2 damage to yourself.
186
Vampiric Tutor Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life. At the beginning of your upkeep, you may pay B or 2 life to draw that card.
187
Shortcut Target creature gains a landwalk ability of your choice.
188
Enchant WorldLand Destroy all EnchantWorldLand rolls already in play. Roll in <EnchantWorldLand>.
189
Time Walk Take an extra turn after this one.
190
Wanna Bet? Pick an opponent and a card they control. They pick one of yours. Flip a coin. Winner gets control of loser's card.
191
Hurricane Each player and flying creature takes 1d6 damage.
192
Lat-Nam's Legacy Shuffle a card from your hand into your library: Draw 2 cards.
193
Magical Sleight Change all occurrences of one mana symbol on any card in play to any other mana symbol.
194
Spring Cleaning Destroy all lands. As many times as a player wishes, they may pay one life to prevent up to two of their lands from being destroyed in this manner.
195
Brandish All cards in all libraries, in all hands, and in play not controlled by their owner go to their owner's graveyard.
196
East Wind As long as you remain in the game, until your next turn if no other player is affected by East Wind, whenever any player would gain life, you gain it instead.
197
Fall Harvest Sacrifice a land: Gain life equal to the number of remaining land you control.
198
Steal Artifact Gain control of target artifact.
199
Feast or Famine Choose one — Bury target non-black, non-artifact creature; or put a 2/2 black zombie token into play.
200
Chaos Tune Choose any roll from the Chaos List. Resolve this roll as if it was the chosen roll.