Kerblam! Warehouse
Planar chaos reimagined as a reward engine rather than a random spark, which is the interesting turn a Planechase card can take. The first half runs on aggression: connect with creatures, bank a Treasure, and the plane pays out on the same axis you were already attacking on. That trigger is a ratchet, so a board that keeps swinging keeps minting artifacts. The chaos half turns sly. Rather than fire a one-shot event, it retools your existing board, temporarily arming every noncreature artifact you control with a coin-flip burn ability that sacrifices the artifact for three damage to any target. In a format where a chaos roll is deliberately swingy, this pays out in proportion to what you have already committed: the Treasures you have been stockpiling, the mana rocks, the equipment, the trinkets nobody was watching. A board with one artifact does almost nothing here; a board littered with them becomes a battery of gambled burn spells until your next turn. That coupling is the whole point. The combat trigger manufactures the artifacts, and the chaos ability converts them into reach, so the plane's two halves feed each other across the arc of a game rather than sitting as unrelated bullet points. It rewards the player who was already ahead on the ground, a pointed choice for a shared object every player at the table can dial in on.
