Giant Wizard Penguin
At the beginning of each player's upkeep, that player randomly selects a permanent he or she controls. That player then rolls a six-sided die, with the following results:
(1) Destroy all permanents with the same name as that permanent
(2) Return all permanents with the same name as that permanent to their owners' hands.
(3) You may make that permanent a blue 3/3 giant wizard penguin creature with the abilities of swimming and ‘2: target land is an island' until end of turn. “Swimming” is like flying, but with islandwalk too. The permanent retains its other types, colors, and abilities as well.
(4) Exchange that card with target permanent another player controls.
(5) Exchange that card with the card (permanent) of your choice from your library.
(6) You may put an armor counter on the permanent. Permanents with armor counters on them cannot be the target of spells or abilities your opponents control, and are indestructible.
(7) Put an aftershock counter on that permanent. Whenever another player plays a spell, you may remove an aftershock counter from any permanent you control to destroy target permanent other than the one that just came into play.
(8) Put two Mudpiles into play. Mudpiles copy the type, color, mana cost, power/toughness, and all abilities of the given permanent. (If the given permanent is legendary, the mudpiles become those cool giant wizard penguins we met up in #3.
(9) Put a divination counter on the permanent. At the beginning of each player's upkeep, you may remove a divination counter to ignore the random selection process for this format and choose that player's permanent yourself this turn. When that player rolls a die for this format's rules this turn, you may look at the result and either add 1 or subtract 1. (A resulting number not on the die means there is no effect.)
(10) Destroy all permanents you control except the chosen permanent. You gain twenty life.
(11) Discard a card in your hand that shares a type, mana cost, or color with that permanent. If you do, you may destroy two target permanents. They can't be regenerated.
(12) Sacrifice the permanent. If you do, each opponent gains two life. You lose life equal to the total amount gained.
(13) Shuffle the permanent into your deck. Draw four cards.
(14) Sacrifice the permanent. If you do, each opponent loses four life. You gain life equal to the total amount lost.
(15) Return that permanent to your hand. Put up to three permanents from your hand into play.
(16) Put a cascade counter on that permanent. You control that cascade counter, no matter what permanent it's on. Each time you play a spell, you may move a cascade counter you control from one permanent to another. If you do, sacrifice the permanent that originally had the cascade counter.
(17) Return that permanent to your hand. For the remainder of the game, all sorceries and instants in your hand are colorless 3/3 artifact creature lands with no mana cost, haste, and “Tap: put one mana of any color in your pool.” They are no longer playable as sorceries or instants. For the remainder of the game, all permanents in your hand are five-way split cards combining your choice of Swords to Plowshares, Might of Oaks, Lightning Bolt, Terror, and Counterspell. Treat them as extra-complex split cards from the Invasion block.
(18) Do absolutely nothing. Wasn't #17 enough, for crying out loud?
(19) Roll again.
(20) Remove that permanent from the game. Each other player may choose a permanent you control and remove it from the game. Then remove your hand and the top ten cards of your library from the game. You lose nine life.
(1) Destroy all permanents with the same name as that permanent
(2) Return all permanents with the same name as that permanent to their owners' hands.
(3) You may make that permanent a blue 3/3 giant wizard penguin creature with the abilities of swimming and ‘2: target land is an island' until end of turn. “Swimming” is like flying, but with islandwalk too. The permanent retains its other types, colors, and abilities as well.
(4) Exchange that card with target permanent another player controls.
(5) Exchange that card with the card (permanent) of your choice from your library.
(6) You may put an armor counter on the permanent. Permanents with armor counters on them cannot be the target of spells or abilities your opponents control, and are indestructible.
(7) Put an aftershock counter on that permanent. Whenever another player plays a spell, you may remove an aftershock counter from any permanent you control to destroy target permanent other than the one that just came into play.
(8) Put two Mudpiles into play. Mudpiles copy the type, color, mana cost, power/toughness, and all abilities of the given permanent. (If the given permanent is legendary, the mudpiles become those cool giant wizard penguins we met up in #3.
(9) Put a divination counter on the permanent. At the beginning of each player's upkeep, you may remove a divination counter to ignore the random selection process for this format and choose that player's permanent yourself this turn. When that player rolls a die for this format's rules this turn, you may look at the result and either add 1 or subtract 1. (A resulting number not on the die means there is no effect.)
(10) Destroy all permanents you control except the chosen permanent. You gain twenty life.
(11) Discard a card in your hand that shares a type, mana cost, or color with that permanent. If you do, you may destroy two target permanents. They can't be regenerated.
(12) Sacrifice the permanent. If you do, each opponent gains two life. You lose life equal to the total amount gained.
(13) Shuffle the permanent into your deck. Draw four cards.
(14) Sacrifice the permanent. If you do, each opponent loses four life. You gain life equal to the total amount lost.
(15) Return that permanent to your hand. Put up to three permanents from your hand into play.
(16) Put a cascade counter on that permanent. You control that cascade counter, no matter what permanent it's on. Each time you play a spell, you may move a cascade counter you control from one permanent to another. If you do, sacrifice the permanent that originally had the cascade counter.
(17) Return that permanent to your hand. For the remainder of the game, all sorceries and instants in your hand are colorless 3/3 artifact creature lands with no mana cost, haste, and “Tap: put one mana of any color in your pool.” They are no longer playable as sorceries or instants. For the remainder of the game, all permanents in your hand are five-way split cards combining your choice of Swords to Plowshares, Might of Oaks, Lightning Bolt, Terror, and Counterspell. Treat them as extra-complex split cards from the Invasion block.
(18) Do absolutely nothing. Wasn't #17 enough, for crying out loud?
(19) Roll again.
(20) Remove that permanent from the game. Each other player may choose a permanent you control and remove it from the game. Then remove your hand and the top ten cards of your library from the game. You lose nine life.