Two Streams Facility
Most planes impose a single shared condition on the whole table: everyone lives under the same face, and the only variable is when the next chaos roll shows up. This one refuses the shared condition and forces a declaration instead. Every player commits openly to green anchor or red waterfall, splitting the table into two factions playing structurally different games: the anchor camp ramps on an extra land each turn and settles in for the long build, while the waterfall camp takes a haste-enabled combat bonus and wants the game over before that ramp matters. The two rates of time run in parallel, mirroring the fiction the plane comes from, where fast and slow time coexist and never resolve into one another. The chaos clause is what denies the table any stable equilibrium: every time chaos ensues, allegiances invert, tearing the ramp engine out from under the anchor players and handing the durdlers an aggressive board they never built toward. That reversal is the entire tension. You can pick the faction that flatters your current board, but you cannot bank on staying in it, so the plane quietly rewards decks equipped to operate under either mode. Because your choice is made in reaction to what everyone else picked, and because a single roll can flip the whole arrangement, it produces more genuine cross-table interaction than a plane that simply hands out a uniform buff.
