Kharasha Foothills
Multiplayer combat has always had a math problem: an attack that would end a two-player game barely dents a table of four, so the aggressor has to divide a single board across three defenders and watch each one shrug. This plane rewrites that arithmetic by cloning every attacker across the pod. Swing at one opponent and, for each of the others, a tapped-and-attacking copy materializes on their side of the table, so a single declared attack becomes a simultaneous assault on the whole board. The copies are fleeting (exiled at the next end step), which keeps the effect a combat-step burst rather than a permanent army, but for the length of one turn it turns a one-lane beater into a three-front war. The chaos ability leans into the same violent register: sacrifice a stack of creatures and dome a target creature for the count, which pairs naturally with the disposable tokens the first ability keeps generating. What makes it worth walking to is the way it collapses the central defensive advantage of multiplayer, the fact that no single attacker can threaten everyone at once, into a coin-flip that any aggressive deck at the table wants to keep landing on. It is a plane built for the player already committed to attacking, and it punishes the rest of the table for the crime of sitting behind more than one opponent.


