Temple of Atropos
Most Planechase cards leave the turn structure alone: they hand out extra damage, extra tokens, or cost tweaks and never touch the sequence of phases. This one reaches into the deepest layer of the game's clock. Its triggered ability fires at each of your postcombat main phases and inserts a second beginning phase behind it, which means a full extra untap, upkeep, and draw before you pass the turn. That is the kind of effect that normally comes stapled to a mythic bomb with a body and a mana cost; here it is a free, oracle-level property of whatever plane the table happens to be on, shared until someone rolls it away. The chaos half is wilder still: reversing turn order mid-game upends every "next player" and "player to your left" clause and every carefully counted rotation, then planeswalks immediately so the disruption fires once but the reversed direction persists. What ties the two halves to the Time type is that both treat the round itself as the resource. The extra beginning phase gives you more untap-upkeep-draw windows to bank value; the turn-order flip weaponizes seating math that players almost never have to track. The direction time flows and the number of times you get to start a turn become the levers, which is precisely the sort of temporal mischief a Time-typed plane exists to license.
