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Temple of Atropos
Oracle Text
At the beginning of each of your postcombat main phases, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.)
When chaos ensues, reverse the game's turn order. Then planeswalk. (For example, if play had proceeded clockwise around the table, it now goes counterclockwise.)
Card Details
Set
Character Background
Temple of Atropos is a wonderfully strange Plane card that rewards a deck built to exploit extra sequencing and table disruption, especially control or value shells that can make the most of repeated “beginning” phases. By granting an additional beginning phase after each postcombat main phase, it effectively lets you untap, refill, and set up again, which is excellent in decks that want to deploy mana rocks, tap abilities, or cards that care about untapping and upkeep triggers. The Doctor Who flavor fits the sense of a time-bending locus where order itself can be rewired, and the chaos ability reinforces that by flipping the turn order before planeswalking away. In multiplayer, that can be a nasty political tool, breaking expected seating advantages and disrupting opponents who planned around turn order. Pair it with cards that benefit from extra draw steps, upkeep triggers, or postcombat main-phase ramp, and consider decks with flexible mana sinks so the additional beginning phase becomes real advantage rather than just a novelty.
Generated using gpt-5.4-mini
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Character Background
Temple of Atropos is a wonderfully strange Plane card that rewards a deck built to exploit extra sequencing and table disruption, especially control or value shells that can make the most of repeated “beginning” phases. By granting an additional beginning phase after each postcombat main phase, it effectively lets you untap, refill, and set up again, which is excellent in decks that want to deploy mana rocks, tap abilities, or cards that care about untapping and upkeep triggers. The Doctor Who flavor fits the sense of a time-bending locus where order itself can be rewired, and the chaos ability reinforces that by flipping the turn order before planeswalking away. In multiplayer, that can be a nasty political tool, breaking expected seating advantages and disrupting opponents who planned around turn order. Pair it with cards that benefit from extra draw steps, upkeep triggers, or postcombat main-phase ramp, and consider decks with flexible mana sinks so the additional beginning phase becomes real advantage rather than just a novelty.
Generated using gpt-5.4-mini · Updated at 2026-08-11 19:10:45 UTC
