Teferi's Realm
Phasing as a board-wide weather system, dressed up in the World enchantment frame so the table can only ever labor under one of them. The genius (and the headache) is that the choice rotates: at the start of each player's own upkeep, that player picks from a fixed menu of artifact, creature, land, or non-Aura enchantment, and a mandatory trigger phases out every nontoken permanent of that type that everyone controls. A player can phase out their own creatures to dodge a sweeper, then on the next upkeep watch an opponent phase out lands to choke a manabase. The nontoken restriction matters: token armies stay put no matter what type gets named, so the engine warps the permanent-based half of the board while leaving the token half untouched. Because phased-out permanents phase back in before their controller's next untap step, nothing is destroyed; this is a card about denying access to the battlefield for a single turn cycle, not removing anything from it. That distinction is what made phasing such a slippery design tool in the Mirage block, where it was the marquee mechanic, and it is why this reads less like a control card than a recurring climate everyone has to plan around. The World supertype is the elegant balancing collar: a second World enchantment forces the older one off, so the symmetric effect never stacks. A deeply Johnny enchantment, more interested in warping the rules of permanence than winning a game on its own.
