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  1. Commander Nexus
  2. Archetypes
  3. Chaos
Chaos artwork

Chaos

decks fill the game with random effects like coin flips, dice rolls and random swaps, so nobody's plan goes as expected. It is built for fun and big stories more than for winning quickly.

  • KindArchetype
  • Cards476

An archetype is a whole game plan: the way a deck tries to win.

Find these cards in the app Commanders with this archetype

How it plays

You play cards that make the game random: coin flips, dice rolls, swapping between players, spells off the top of random decks. Every turn, something happens that nobody planned for, you included.

How it wins

Sometimes, by luck, and that is the point. The deck is built for stories and laughter, not a steady path to victory, though a well-timed random effect can swing a game your way.

What beats it

A fast, focused deck that wins before the chaos gets going. Nothing in particular shuts a deck down, because it has no one plan to stop.

If this is your first deck

Not a first deck. You need to know the rules well enough to work out what each random effect just did, and the games run long.

Commanders to Start With

The most played commanders where Chaos is one of their two main plans, in order from EDHREC, a site that counts the Commander decks players post online.

Example Cards

ChaosChaos decks fill the game with random effects like coin flips, dice rolls and random swaps, so nobody's plan goes as expected. It is built for fun and big stories more than for winning quickly.Open the full glossaryPermanentAny card that stays on the battlefield once it resolves: creatures, artifacts, enchantments, lands, planeswalkers and battles. Instants and sorceries are not permanents; they resolve and go to the graveyard.Open the full glossaryCasting (short for Cast)To cast a spell is to put it on the stack and pay its cost, usually from your hand. Playing a land is not casting, and a copy of a spell is not cast either.Open the full glossary