Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Elemental Shamans and an Elemental Spirit are on the battlefield, each gets +2/+2.)Whenever chaos ensues, target creature gains all creature types until end of turn.
Red spells cost less to cast.Green spells cost less to cast.Whenever chaos ensues, put X +1/+1 counters on target creature, where X is that creature's mana value.
Whenever a white creature dies, return it to the battlefield under its owner's control at the beginning of the next end step.Whenever a nonwhite creature dies, return it to its owner's hand at the beginning of the next end step.Whenever chaos ensues, creatures can't attack you until a player planeswalks.
Whenever a player taps a permanent for mana, that player adds one mana of any type that permanent produced.Whenever chaos ensues, target player can't cast spells until a player planeswalks.
Whenever a nontoken creature enters, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.Whenever chaos ensues, target land becomes a 4/4 creature that's still a land.
All creatures have wither. (They deal damage to creatures in the form of -1/-1 counters.)Whenever chaos ensues, put a -1/-1 counter on target creature, two -1/-1 counters on another target creature, and three -1/-1 counters on a third target creature.
Creature spells cost less to cast.Whenever chaos ensues, reveal the top three cards of your library. Put all creature cards revealed this way into your hand and the rest into your graveyard.
Whenever a player casts an instant or sorcery spell, that player copies it. The player may choose new targets for the copy.Whenever chaos ensues, instant and sorcery spells you cast this turn cost less to cast.