Enchantment (309)

Instant (18)

Sorcery (67)


This is a list for a MTG Variant. This variant is similar to Chaos Magic. The cards listed are possible choices for making a Pandemonium deck.

The deck is mostly comprised with enchantment cards. Less than 10 of the cards can be instant or sorceries. Lands should fill up 10% of the deck.

Variant rules:

At the beginning of every odd turn rotation (when the first play gets a new turn) after the first, a single card is revealed and put into play in the chaos zone. Cards in this zone are said to be in a timestamped lineup. Cards in the chaos zone can not be the target of spells or abilities. When the cards enters all effects trigger immediately or during the specified step of a players turn. If a card mentions a specific part of a players turn, it's effect only trigger during that part of each individual player's turn. Otherwise all cards affect all players all the time.

If a instant or sorcery card is revealed it is cast into chaos zone. Cards cast into the chaos zone affect all players when they resolve. If a card is cast into the chaos zone and it has suspend, it is suspended appropriately.

If a basic fetchland is reveal, it is put into the chaos discard and all players fetch a basic land and shuffle.

When revealing cards, if a card is not put into the lineup, another card is revealed until a new card is put into the lineup. (for example, if you reveal a fetchland, you fetch then reveal another card to be put into the lineup.)

The timestamp is vital to understanding what cards get priority for their effects. If two cards conflict, the newer one wins and any conflicting parts of the older card are ignored. To simplify this the lineup should be kept in good order, with the oldest cards in the chaos zone moved the the right, and newest cards to the left. As cards are removed from the lineup, all cards are moved to the right to fill in gaps.

After the third card has entered the chaos zone and at any time a player could cast an instant card, they may pay three colored mana to remove a single card from the lineup, revealing a new card and moving the lineup to the right as needed. This cost is additive. (3, 5, 7, 9, et cetera.)

The total number of cards to be put into the lineup is determined by the number of players. The game starts with three cards, each additional player adds two cards to the total. 2 players is five cards, 3 players is seven, et cetera et cetera...

If a card has an activated ability, it can be activate any time that it can as stated by the card. If an activated ability costs colored mana, any colored mana may be used to pay the cost. If an activated ability removes the card from the lineup, a replacement is revealed and played as normal.

If a card has multiple modes, all modes are always in effect. For example, both modes of Frontier Siege.

Card specific new rules:

A few cards that may be used in this variation either break the game or otherwise need minor editing.

Mind Unbound: while normal this card does get out of hand quickly, if played with the normal Pandemonium rules, this card would very quickly get out of hand. Instead, counters are only put onto Mind Unbound during the first player's turn.

Sylvan Echoes: to add more fun, the card also says: All spells have Clash.

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Date added 9 years
Last updated 4 years
Legality

This deck is Unknown legal.

Rarity (main - side)

18 - 0 Mythic Rares

278 - 0 Rares

74 - 0 Uncommons

26 - 0 Commons

Cards 396
Avg. CMC 4.09
Tokens 1/1 WU Token Creature Bird, Angel 4/4 W, Beast 3/3 G, Copy Clone, Demon 5/5 B, Eldrazi Spawn 0/1 C, Elemental 7/1 R, Faerie Rogue 1/1 B, Goblin 1/1 R, Human 2/2 G, Lizard 2/2 G, Manifest 2/2 C, Ooze X/X G, Rat 1/1 B, Saproling 1/1 G, Snake 1/1 G, Soldier 1/1 RW, Spirit 1/1 W, Wolf 2/2 G, Wurm 5/5 G w/ Trample
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