City of the Daleks
Planes are ambient by design: they sit in the planar deck, tick their static and triggered effects while you occupy them, and let the dice decide when chaos breaks loose. This one weaponizes the format's most passive dial. The attack trigger turns your artifact count into a repeatable life-drain, so a board that would already be swinging quietly bleeds an opponent for every trinket, token, and equipment you happen to control. The chaos clause is where the Skaro theme bares its teeth: a chaos roll conjures a hasty 3/3 menace Dalek against each opponent that has to attack and then dies at end of turn, a swarm that exists only to force a bad block before it self-destructs. That sacrifice clause is the balancing pin. The Daleks are pure aggression with no lasting board presence, which keeps a lucky roll from snowballing into a permanent army and reframes them as a one-turn pressure spike rather than a value engine. What makes it more than a flavor piece is how neatly the two halves stack: the artifact tokens the chaos trigger makes feed the attack trigger's count on the turn they arrive, so a single roll both widens the board and sharpens the drain. It is a Planechase card that rewards decks already leaning on artifacts, translating a genre villain's relentless extermination into a mechanic that punishes you for standing still on the plane.
