When you encounter Chaotic Aether, each blank roll of the planar die is a roll until a player planeswalks away from a plane. (Then planeswalk away from this phenomenon.)
When you encounter Interplanar Tunnel, reveal cards from the top of your planar deck until you reveal five plane cards. Put a plane card from among them on top of your planar deck, then put the rest of the revealed cards on the bottom in a random order. (Then planeswalk away from this phenomenon.)
When you encounter Morphic Tide, each player shuffles all permanents they own into their library, then reveals that many cards from the top of their library. Each player puts all artifact, creature, land, and planeswalker cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of their library in any order. (Then planeswalk away from this phenomenon.)
When you encounter Mutual Epiphany, each player draws four cards. (Then planeswalk away from this phenomenon.)
When you encounter Planewide Disaster, destroy all creatures. (Then planeswalk away from this phenomenon.)
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.)
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.
When you encounter Time Distortion, reverse the game's turn order. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise. Then planeswalk away from this phenomenon.)
At the beginning of your end step, if you have no cards in hand, draw seven cards.
Whenever chaos ensues, discard your hand.
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.
Whenever a white creature dies, return it to the battlefield under its owner's control at the beginning of the next end step.
Whenever a nonwhite creature dies, return it to its owner's hand at the beginning of the next end step.
Whenever chaos ensues, creatures can't attack you until a player planeswalks.
Players may cast enchantment spells as though they had flash.
Whenever chaos ensues, destroy target creature that isn't enchanted.
When you planeswalk to Aretopolis and at the beginning of your upkeep, put a scroll counter on Aretopolis, then you gain life equal to the number of scroll counters on it.
When Aretopolis has ten or more scroll counters on it, planeswalk.
Whenever chaos ensues, put a scroll counter on Aretopolis, then draw cards equal to the number of scroll counters on it.
No more than one creature can attack each combat.
No more than one creature can block each combat.
Whenever chaos ensues, Astral Arena deals 2 damage to each creature.
All creatures have exalted. (Whenever a creature attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents its controller controls.)
Whenever chaos ensues, put a divinity counter on target green, white, or blue creature. That creature has indestructible for as long as it has a divinity counter on it.
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.
Creatures without flying or islandwalk can't attack.
Whenever chaos ensues, until a player planeswalks, you can't lose the game and your opponents can't win the game.
When you planeswalk to Cliffside Market and at the beginning of your upkeep, you may exchange life totals with target player.
Whenever chaos ensues, exchange control of two target permanents that share a card type.
Whenever a nonblack card is put into a player's graveyard from anywhere, that player loses 1 life.
Whenever chaos ensues, each opponent discards a card.
If a creature you control would untap during your untap step, put two +1/+1 counters on it instead.
Whenever chaos ensues, untap each creature you control.
Whenever a player taps a permanent for mana, that player adds one mana of any type that permanent produced.
Whenever chaos ensues, target player can't cast spells until a player planeswalks.
Players skip their untap steps.
Whenever chaos ensues, untap all permanents you control.
Red spells cost less to cast.
Green spells cost less to cast.
Whenever chaos ensues, put X +1/+1 counters on target creature, where X is that creature's mana value.
Whenever a player casts a spell, that player may gain 2 life.
Whenever chaos ensues, you may gain 10 life.
At the beginning of your upkeep, sacrifice a nonblack creature.
Whenever chaos ensues, create a 2/2 black Zombie creature token.
When you planeswalk to Furnace Layer and at the beginning of your upkeep, select target player at random. That player discards a card. If that player discards a land card this way, they lose 3 life.
Whenever chaos ensues, you may destroy target nonland permanent.
All creatures have vigilance.
Whenever chaos ensues, creatures you control gain indestructible until end of turn.
At end of combat, you may exchange control of target creature you control that dealt combat damage to a player this combat and target creature that player controls.
Whenever chaos ensues, gain control of target creature you own.
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.
Whenever a land enters, that land's controller creates three 0/1 white Goat creature tokens.
Whenever chaos ensues, create a 0/1 white Goat creature token.
Whenever a creature dies, its controller distributes a number of +1/+1 counters equal to its power among any number of target creatures they control.
Whenever chaos ensues, each player exiles all creatures they control and creates X 1/1 green Saproling creature tokens, where X is the total power of the creatures they exiled this way. Then planeswalk.
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.
Blue, black, and/or red creature cards in your graveyard have unearth. The unearth cost is equal to the card's mana cost. (Pay the card's mana cost: Return it to the battlefield. The creature gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Whenever chaos ensues, put target creature card from a graveyard onto the battlefield under your control.
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.
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.)
All creatures get -5/-0.
Whenever chaos ensues, you may destroy target creature if its power is 0 or less.
All permanents untap during each player's untap step.
Whenever chaos ensues, you may search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Whenever a creature enters, that creature's controller may have it deal damage equal to its power to any target of their choice.
Whenever chaos ensues, exile target creature, then return it to the battlefield under its owner's control.
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.
Whenever a player casts an instant or sorcery spell, that player copies it. The player may choose new targets for the copy.
Whenever chaos ensues, instant and sorcery spells you cast this turn cost less to cast.
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.
Prevent all combat damage that would be dealt by non-Werewolf creatures.
Whenever chaos ensues, each creature you control gets +2/+2, gains trample, and becomes a Werewolf in addition to its other types until end of turn.
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.
When you planeswalk to Kilnspire District and at the beginning of your first main phase, put a charge counter on Kilnspire District, then add for each charge counter on it.
Whenever chaos ensues, you may pay . If you do, Kilnspire District deals X damage to any target.
All creatures get +2/+2.
Whenever chaos ensues, you may add .
At the beginning of your upkeep, sacrifice a creature. If you can't, planeswalk.
Whenever chaos ensues, any number of target players each create a 2/2 black Zombie creature token.
At the beginning of your upkeep, mill ten cards.
Whenever chaos ensues, target player mills ten cards.
All creatures have ": Add ."
Whenever chaos ensues, untap all creatures you control.
When you planeswalk to The Maelstrom and at the beginning of your upkeep, you may reveal the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you revealed a card but didn't put it onto the battlefield, put it on the bottom of your library.
Whenever chaos ensues, return target permanent card from your graveyard to the battlefield.
Whenever a player casts a spell, that player may draw a card.
Whenever chaos ensues, each player may return a blue card from their graveyard to their hand.
Whenever a player casts a spell, that player flips a coin. If the player loses the flip, counter that spell.
Whenever chaos ensues, target player reveals the top card of their library. If it's a nonland card, you may cast it without paying its mana cost.
At the beginning of your end step, put a pressure counter on Mount Keralia.
When you planeswalk away from Mount Keralia, it deals damage equal to the number of pressure counters on it to each creature and each planeswalker.
Whenever chaos ensues, prevent all damage that planes named Mount Keralia would deal this game to permanents you control.
Whenever a nontoken creature enters, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Whenever chaos ensues, target land becomes a 4/4 creature that's still a land.
At the beginning of your upkeep, put a flame counter on Naar Isle, then Naar Isle deals damage to you equal to the number of flame counters on it.
Whenever chaos ensues, Naar Isle deals 3 damage to target player or planeswalker.
You may play any number of lands on each of your turns.
Whenever chaos ensues, target red, green, or white creature you control gets +1/+1 until end of turn for each land you control.
At the beginning of your end step, mill seven cards. Then return a card at random from your graveyard to your hand.
Whenever chaos ensues, return target card from your graveyard to your hand.
When you planeswalk away from Norn's Dominion, destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.
Whenever chaos ensues, you may put a fate counter on target permanent.
All creatures are black and have deathtouch.
Whenever chaos ensues, creatures you control get +1/+0 and gain first strike until end of turn.
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.
When you planeswalk away from Orzhova, each player returns all creature cards from their graveyard to the battlefield.
Whenever chaos ensues, for each opponent, exile up to one target creature card from that player's graveyard.