Bad Wolf Bay
The planar deck works best when a plane's own text does something a spell in the deck cannot cheaply replicate, and this one hands the board a repeatable blink for free. At the beginning of combat on your turn, it triggers to exile a creature and return it at the next end step: yours, to reset a body that has been enchanted or shrunk, or an opponent's, to strand a would-be blocker off the battlefield until well after your attack has resolved. Note the timing: the trigger fires before attackers are declared, so it is a pre-combat setup tool, not a reactive save; you cannot hold it up against a removal spell. What it does buy is the same structural work a recurring flicker permanent does in constructed play, except it maintains itself and costs nothing to keep online once the die parks you here. The chaos clause is the counterweight: cards can't enter from exile for the turn, which quietly bricks the very engine the combat trigger has been running, and then planeswalks you off the plane entirely. So the plane pays out steady value on every combat step while punishing the greedy roll that would try to squeeze more out of it. That gate, a generous triggered effect leashed to a self-terminating chaos penalty, is why a deck-external, zero-cost value source does not spiral, and it is a tidy demonstration of why designers building for the board's own turn reach for triggers rather than castable spells.
