Planar Chaos
Chaos magic taken at its word: the card doesn't pick a side or a target, it just submits every spell on the table to a coin flip, including your own, and submits its own existence to a flip each upkeep. Designed in the vein of the old red randomness cards (the Chaos Orb and Mana Vortex tradition of effects that introduce variance for everyone), it functions as a symmetrical soft Counterspell that no player controls. The two flips are doing opposite jobs: the upkeep flip is the timer that prevents it from locking the game forever, while the cast trigger is the lottery that decides whether anyone gets to cast anything reliably. What makes the design genuinely strange is that it punishes the player who casts the most spells, which is usually its own controller, so the natural deck for it is one that resolves Planar Chaos and then sits back doing as little as possible while opponents try to dig out under a coin flip. It is a card built for a specific kind of player: one who finds the prospect of a 50/50 gate on the entire game more appealing than winning cleanly, and who is willing to lose to the same randomness they impose. Pure chaos as a strategy rarely survives contact with people who want to play a game, and so the card has always lived at the table's fringe rather than its center.

