The Doctor's Childhood Barn
The chaos die usually deals in single swings: a burst of damage, a token spat out, a forced sacrifice, and then it is gone. This plane instead turns that die into a lock that compounds. When chaos ensues, each opponent watches one of their nonland permanents untap, phase out, and simply cease to matter: not exiled, not destroyed, just gone from the board while the plane stays face up. The permanent still legally exists, so it slips under wraths and edicts entirely, but it does nothing, and its owner cannot phase it back on their own. The single release valve is a planeswalk, the very act that flips this plane away, so the prison and its only key hang on the same lever. Roll chaos again and the deck begins peeling opponents' key pieces off one at a time, indefinitely, until the group reshuffles past this plane. The "creatures enter tapped" clause is the tax that keeps it from cascading into an early stranglehold: it drags on everyone's board development, the plane's controller included. What makes the effect so hard to break is the phasing itself, which sidesteps nearly every answer players reach for; you cannot kill what is not on the battlefield, and its owner cannot repair it without ending the plane outright. It is a rare use of the chaos mechanic to build something durable and grinding rather than random and momentary.
