Instant and sorcery cards in graveyards have flashback. The flashback cost is equal to the card's mana cost. (Its owner may cast the card from their graveyard for its mana cost. Then they exile it.)
Whenever chaos ensues, take an extra turn after this one.
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.
At the beginning of your end step, put the cards in your hand on the bottom of your library in any order, then draw that many cards.
Whenever chaos ensues, reveal the top three cards of your planar deck. Each of the revealed cards' chaos abilities triggers. Then put the revealed cards on the bottom of your planar deck in any order.
If you cast a spell this turn, you can't attack with creatures.
If you attacked with creatures this turn, you can't cast spells.
Whenever chaos ensues, you gain life equal to the number of cards in your hand.
When you planeswalk to Quicksilver Sea and at the beginning of your upkeep, scry 4. (Look at the top four cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Whenever chaos ensues, reveal the top card of your library. You may play it without paying its mana cost.
All creatures have wither. (They deal damage to creatures in the form of -1/-1 counters.)
Whenever chaos ensues, put a -1/-1 counter on target creature, two -1/-1 counters on another target creature, and three -1/-1 counters on a third target creature.
When you planeswalk away from Sanctum of Serra, destroy all nonland permanents.
Whenever chaos ensues, you may have your life total become 20.
Players reveal each card they draw.
Whenever a player draws a land card, that player gains 3 life.
Whenever a player draws a nonland card, that player loses 3 life.
Whenever chaos ensues, put target permanent on top of its owner's library.
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.
All creatures have ": This creature gets +1/+0 until end of turn."
Whenever chaos ensues, create a 5/5 red Dragon creature token with flying.
Players play with the top card of their libraries revealed.
Spells that share a card type with the top card of a library can't be cast.
Whenever chaos ensues, target player loses life equal to the number of cards in their hand.
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.
Players have no maximum hand size.
Whenever you roll the planar die, draw a card.
Whenever chaos ensues, reveal the top card of your planar deck. You may put it on the bottom of your planar deck.
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 ": This creature deals 1 damage to target player or planeswalker" until end of turn.
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.
Whenever a creature leaves the battlefield, its controller draws a card.
Whenever chaos ensues, return target creature you control to its owner's hand.
Any time you could cast a sorcery, you may exile a nonland card from your hand with X time counters on it, where X is its mana value. If the exiled card doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, the player may cast it without paying its mana cost. If it's a creature, it has haste.)
Whenever chaos ensues, remove two time counters from each suspended card you own.
Creatures can't block.
Whenever chaos ensues, draw a card for each land you control.
Whenever a player taps a land for mana, Tember City deals 1 damage to that player.
Whenever chaos ensues, each other player sacrifices a nonland permanent of their choice.
Instant and sorcery spells have rebound. (The spell's controller exiles the spell as it resolves if they cast it from their hand. At the beginning of that player's next upkeep, they may cast that card from exile without paying its mana cost.)
Whenever chaos ensues, you may search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle.
All lands have ": 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.
Creature spells cost 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.
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.
Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Elemental Shamans and an Elemental Spirit are on the battlefield, each gets +2/+2.)
Whenever chaos ensues, target creature gains all creature types until end of turn.
Players play with the top card of their libraries revealed.
You may play lands and cast spells from the top of any player's library.
Whenever chaos ensues, each player mills a card.
Creatures with flying get +2/+0.
Creatures without flying get -2/-0.
Whenever chaos ensues, target creature gains flying until end of turn.