The rules of Chaos are meant to keep order in the midst of chaos, and to ensure that gameplay flows smoothly, while preserving the base philosophy of having fun. This page will display a list of the rules as if it were copied verbatim from the MTG Comprehensive Rulebook. For a more shorter version, click here.
906. Chaos
906.0. Rule Zero – Players in agreement, in individual and casual games, can modify the rules to best fit their game setting.
906.1. The Chaos variant is a fan-made, casual format of the game. It’s a combination of various formats and their rules to create an ever-changing game.
906.2. Chaos is not restricted to one-on-one play and may be played with additional players.
906.2a. A Chaos game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”
906.3. All players will use a deck of 60 Magic cards, but no more than 120.
906.3a. For players playing against Highlander format decks with non-Highlander decks, it’s recommended you use a deck that has upwards of 80 cards to try to balance out library availability.
906.3b. Sideboarding during a match is not allowed. Modifications to decks must be done before a match. If registered decklists are required, then modifications must be done before submission of the decklist.
906.3c. Cards brought into the game from outside the game must come from a small agreed pool or sideboard and must be physically added to the game to be used.
906.3d. Commanders are permitted. See rule 906.5, “Commanders”.
906.3e. Color identity is not required, though it is recommended.
906.3f. Planeschase’s planar and phenomenon cards, and planar dice, may be utilized in either a shared single deck or with each player having their own Planeschase library.
906.3g. Silver-bordered (Un-set) and Acorn cards are allowed as Restricted List items.
906.3h. Mystery Booster playtest cards are allowed as Restricted List items.
906.4. Starting the game
906.4a. Players shuffle their library and have an opponent cut their deck.
906.4b. Any commanders are placed in the command zone and the library set.
906.4c. Players begin with a default life total of 20. If participants are in agreement, life totals may start at increments of 5 up to 50.
906.4d. The original mulligan rule is reinstated. Players with a full hand of mana or no mana may take one free mulligan with no penalty per game.
906.4e. To help combat mana flooding, all players begin the game with an emblem named “Mana Burn” with the effect, “At the beginning of your end step, you may pay . If you do, exile a card from your hand, then draw a card.”.
906.5. Commanders
906.5a. Players may select a legendary creature or planeswalker to be their commander. Cards with the ability to be your commander may also be used.
906.5b. Each commander may designate an instant or sorcery as a signature spell. This spell will have color identity enforced using normal color identity rules.
906.5c. Whenever a commander deals combat damage to a player or planeswalker, add a spell counter to it.
906.5d. If your commander has five spell counters on it and your signature spell is in your hand, you may remove five spell counters from your commander and : You may cast that spell without paying its mana cost. This ability may be used only once per game.
906.5e. Whenever there are players without a commander, those with a commander are allowed to have it in the command zone only twice.
906.5f. A commander may be cast from the command zone normally once. The second time it is cast from the command zone, it costs an additional . After that, it can’t return to the command zone.
906.5g. After being cast a second time, if the commander changes zones again for any reason, it will not return to the command zone for the remainder of the game and will instead go wherever the game action instructs.
906.5h. There are no commander damage win conditions.
906.6. Provided all players in a game agree, players may utilize proxy cards in non-competitive REL matches. This allows playtesting of potential cards before purchase.
906.6a. Proxy cards must represent existing, legal Magic cards.
906.6b. Proxy cards must not be identifiable from the rear side. Sleeves should be used if necessary.
906.6c. A proxy may not grant abilities beyond the card’s Oracle text.
906.7. Outlaw Variant
906.7a. All cards on the Ban List are moved to the Restricted List.
906.7b. The three classes of universally banned cards remain banned in this format.