Time and Tide
A switch built for a mechanic that almost nobody plays, and that is exactly the point. Phasing as a keyword was clever-on-paper and brutally hard to track at the table: creatures blink in and out on a rigid every-other-turn rhythm, and the whole apparatus runs on a clock the player rarely controls. This is the lever that hands that control back. It collapses the natural phasing cadence into a single instant-speed event, flipping every phased-out creature back onto the battlefield while simultaneously sending every creature that has phasing the other way. That symmetry is the whole design: you can use the phase-in half to rush a stalled phasing creature back onto the board early, or use the phase-out half to clear your own phasing creatures out of harm's way ahead of schedule (the phase-in half returns any phased-out creature, not just ones with the keyword). The card reads as support for a theme, but it is really a study in how a designer turns a slow, deterministic clock into a usable interactive tool by giving someone an off-cycle button to press. It belongs to a stretch of design when enablers got printed for mechanics the broader game would quietly retire, and it survives mostly as a curiosity for the handful of phasing payoffs that ever existed.
