Runed Terror
The rules-text ambition here dwarfs the 6/6 body attached to it. Turn structure sits at the bedrock of how the game works: a turn belongs to one player, phases resolve in a fixed order, and priority passes around that skeleton. This creature dismantles the skeleton while leaving priority intact, splicing every player's phases into a single interleaved sequence so that each player takes a beginning phase in turn order, then each takes a first main, and so on around the table. The design consequences ripple outward from that one change. "Until your next upkeep" and "at the beginning of each opponent's end step" stop meaning what they meant, because there is no longer a clean boundary between whose turn is whose. Combat steps stack against each other in ways the damage math was never built to price. What keeps the effect responsible rather than chaotic is the leash: the moment the creature leaves the battlefield, the active player simply resumes their turn as normal, so the warped structure is only ever borrowed, never permanent. It is a rules experiment wearing an artifact creature's costume, the kind of card built to test whether the phase engine itself can be handed to the players as a toy. Evaluating it by its stats misses the point entirely; the 6/6 is just the delivery vehicle for a question about how turns are allowed to work.
