Chaos Orb
From us old people here…
The rules for coping with casting Chaos Orb came in three parts:
1) Once Chaos Orb was announced or otherwise revealed (physically or otherwise), players could not move permanents other than to rotate them. You Regrowth Chaos Orb? Pin the permanents (even though it goes to hand). You tell your opponent you're Demonic Tutoring for Chaos Orb so he can take his turn, pin the permanents.
2) Rotating permanents means put a virtual pin in the center of each permanent, and then rotate around the central point. No rotating from one land's upper left corner and another's lower right corner to produce maximum spread.
3) New permanents could be put into play (that's right, there was no battlefield, so nyah!) wherever the player wanted provided a) they were on the table (no balancing creatures on deckboxes), b) they weren't on the opponent's side of the table (no putting your lands on their lands), and c) they took up reasonable amounts of space (no putting your enchantment three feet away).
The rules for resolving the Orb effect have details, too:
1) The card must flip from at least one foot. If a measuring device is not available, one foot or more should be agreed up by reasonable players.
2) The card must flip. The direction of the flip does not matter but must be at least 360 degrees. Shredding the card means you can't reliably determine that all portions have rotated 360 degrees. Thus, the entire card cannot be verified as flipped, and the effect fails.
3) When the card lands, treat it as though the card is made of acid and burns a hole straight down through the table. Any permanents that would be damaged in this virtual process (stacked lands, enchantments under permanents) are destroyed. This does not apply to the sleeves on any cards–of the Orb or the other permanents–just the cards.