Grip of Chaos
Targeting is one of the game's most fundamental contracts: you choose what your spells point at, and that choice resolves as you intended. This enchantment voids the contract entirely. Every single-target spell or ability becomes a coin flip the instant it hits the stack, its target rerolled from among all legal candidates without regard to whose spell it was. The design lineage here is short because few cards dare to touch targeting at this level; this sits closer to a chaos-engine artifact than a normal red enchantment, a piece built to make the table laugh and groan in equal measure rather than to win a game cleanly. It cuts both ways, and applies to abilities as well as spells, so the player who deploys it cannot reliably aim their own removal either: a kill spell pointed at the biggest threat might just as easily redirect into a hexproof-free wall or your own creature. The restriction matters here, since only single-target effects are touched; sweepers, untargeted effects, and multi-target spells continue to function normally, which leaves the chaos pointed precisely where it stings most. It belongs to a tradition of high-variance red enchantments where the appeal is not advantage but the breakdown of the game's assumptions, the rare card whose entire purpose is to make the stack stop behaving.
