Aeon Engine
Turn order is one of the game's few structural constants, the invisible scaffolding every political calculation quietly assumes, and this is a rare artifact built to yank it out from under the table. The effect is deceptively surgical: reverse the direction of play, and every threat assessment, every "I'll deal with you next turn," every attack-me-and-my-left-hand-neighbor-strikes-back deterrence deal is suddenly pointed the wrong way. A player who was safely upstream of the developing board state now finds the whole table's clock running toward them. Entering tapped delays the first activation, but once it untaps this becomes a genuine rattlesnake: it sits on the battlefield with the flip held in reserve, and the mere threat of reversing the rotation can talk an aggressor down. What the exile clause governs is repetition, not restraint; you get exactly one flip, so the design forces you to spend it on the single moment the current sequence is killing you rather than ratcheting the seating chart back and forth all game. That one-shot framing is the honest read, because reversing turn order does nothing on a symmetrical board and everything on a lopsided one. The reason it registers as more than a novelty is that it targets a resource nobody else in the multiplayer toolbox touches. Extra-turn and Time Walk effects buy tempo; this buys sequence, redistributing who acts before whom, which in a four-player game is often the more valuable currency.
