Turnabout

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Vintage Masters (VMA) Uncommon
Urza's Saga (USG) Uncommon
Promo Set (000) Rare

Combos Browse all

Related Questions

Turnabout

Instant

Choose artifact, creature, or land. Tap all untapped permanents of the chosen type target player controls, or untap all tapped permanents of that type that player controls.

Price & Acquistion Set Price Alerts

USG

Ebay

Turnabout Discussion

TheRedGoat on The Man,The Myth,The Mill | Persistent Petitioners

1 week ago

I see others offering alt win cons and I can tend to agree that you have options. To that end I would introduce Nantuko Shrine or Duskmantle Guildmage . If you want to go for an extreme idea you can of course also look into the whole Coat of Arms tribal aggro style.

Other untappers: Intellectual Offering , Quest for Renewal , Turnabout (these're just good value).

Other pseudo resets for your board state: Mass Polymorph and Synthetic Destiny (tap your board, make a new board).

Other powerful draw spells: Sphinx of the Chimes (I mean, where else are you going to play it am I right?).

Third option: Arcane Adaptation and Xenograft (if you have infinite tokens that are all advisors, you only need one "Persistent Petitioner").

Suspect weak links: Both of your planeswalkers, Collected Company , and Fabricate (I say this without playtesting, but you do have black tutors available and all).

BMHKain on Taysir's Challenge: No Creature Superfriends

1 week ago

Added thus far:

Subtracted:

Kept:

/ Nahiri, the Harbinger: Rummaging, & Spot Removal via Exiling prevents any merit to remove.

/ Daretti, Ingenious Iconoclast: WHY. Why does everyone oppose this guy? He makes tokens, has spot removal, & even can copy other artifacts, be it on the field, or your grave. 3 great abilities already. I'm keeping this.

Possible adds:

? Sphinx's Revelation: This is crazy as card dray as it is... I ponder how to bust it.

? Dovin, Architect of the Law: Not even on this site, but he's known for Lifegain + Card draw; as his first ability; & his Ultimate doubles as a quasi-Silence. I really wouldn't cut him for anything. :/

? (Whatever card that protects Non-Basics): W/ so many cards using Nonbasics against them, be it Back to Basics or Ruination, I wonder what to do about this: Terra Eternal for Indestructible Lands? Mind Over Matter for multitap control? Even Turnabout?

I'll continue from here...

Rahvin_dom on Spell Sling

1 week ago

This is a damned good first try at deckbuilding, and an excellent list on a budget.

A few suggestions:

  1. Doomsday is a difficult puzzle, especially when just starting and at a lower budget. It also appears to be the only reason you're running Lab Man. This is where I'd start looking at cuts.

  2. Isochron Scepter is almost a must-have, along with Dramatic Reversal and Reality Shift. You've already got Paradox Engine and Thousand-Year Storm - these are all ingredients for a dozen possible win conditions, and you already have the most expensive one.

  3. Good amount of counterspells, but some are conditional and let your opponents pay to avoid them. Swan Song is a big one you're missing.

  4. High Tide is absurd. It gets better as you add dual lands that have basic land types (shocklands, etc), but even with a bunch of basic Islands it can be a powerhouse. Especially when you can reliably get ~4-5 copies of it, and I think this deck could.

  5. You're playing a light-Storm deck, so I'd look at spells that also untap lands. Blue has some options, and I see you're running Frantic Search. Turnabout is great...especially if you can get a few copies of it.

You're definitely on the right track with this deck though. An excellent budget Jeleva/Kess Grixis Storm/Doomsday list. Really fantastic for what you say is your first attempt at building a deck.

SwoollyLoxodon on Ankle Shanker if You're Nasty

3 weeks ago

A900IQMonkey I would probably cut most of the card draw I run and replace it with more efficient blue card draw. I would also add Expansion//Explosion, Villainous Wealth, and Blue Sun's Zenith etc. to use as alternate win conditions. You could also run the blue fork, Twincast, and actual counterspells instead of the Red Elemental Blast and Pyroblast that I run. I would run Treasure Cruise and Dig Through Time for the CMC with vial smasher. And I would also try to find a slot for Leyline of Anticipation since being able to play everything with flash in this deck is pretty important for always getting triggers off of smasher. You basically want to just stay alive and use smashers trigger to chip away at people until you can go off, so things like Cyclonic Rift and Mystic Confluence might also be good additions. In fact, I would swap the blue confluence for the black confluence that I run. I would also consider adding Turnabout as a redundant copy of Rude Awakening. You should probably add more fetchlands and fetchable duals (shocks, BFZ duals, amonkhet duals) to make sure you have access to all your colors, and the fetches will help with the delve spells and shuffle effects if you add things like Brainstorm or Ponder for early game card advantage. I would also add Snapcaster Mage and Torrential Gearhulk.

I think adding blue will make it very interesting! Good luck!

Nostalgiamatt on Mizzix, budget first build

1 month ago

I have made some changes to the deck, as I have been able to get hold of a few more cards I wanted:

Removed: Chemister's Insight, Command the Storm, Electrickery, Electrolyze, Izzet Charm, Lightning Strike, Ral's Dispersal, Stonefury Beacon Bolt, Divination, Invoke the Firemind, Precision Bolt, Roast, Windfall Nevinyrral's Disk Firemind's Research

Added: Mystical Tutor, Reiterate, Turnabout, Clockspinning, Shattering Pulse, Capsize, Gamble, Preordain, Vandalblast, Merchant Scroll, Mystic Retrieval, Past in Flames, High Tide, Hidden Strings, Misdirection, Young Pyromancer

This should give me a little more control, and has added some much needed combos in. Still not where I want to be with the deck overall yet, but all I could afford to put in for now. Will make some more changes after Christmas is out of the way, and once I have played with it a bit more to see what exactly needs doing.

Arendellecze on Mizzix, budget first build

1 month ago

Hello there,

for sure you gonna need Reiterate and Capsize to go with Mizzix. I'd take outShattering Spree and put in Vandalblast Seal of the Guildpact is not great in Mizzix deck, because thanks to him you gonna cast spell for cheap. All 3 enchantments what you run - I'd take them out because from my experience they get removed quite fast. You definitely want to put Brass's Bounty in there, comboing it with Reiterate for infinite mana in form of treasure tokens. Take out Nevinyrral's Disk. Run bit more control spells, type of Evacuation Crush of Tentacles Capsize Cyclonic Rift Curse of the Swine

Reality Spasm or Turnabout - you can either tap anything on board or again, infinite mana combo with Reiterate.

I_TappedWrong on Esper Pick and Flick

2 months ago

dudeineed_to

the only card that isnt in the deck already above is Gonti, Lord of Luxury but the card is still in my physical deck atm. i do have Clever Impersonator in the deck as well as Body Double. those two clones and Phyrexian Metamorph and Stunt Double go in all my blue decks they are too powerful of clones not to have but that my opinion. Merchant of Secrets and Skyscanner are fillers right now because i dont know if i want to run Turnabout and Pull from Tomorrow yet

Monti_Jones on Time Lord Mizzix

2 months ago

Hello there! Love to see any Mizzix deck as a Mizzix player myself. You say you want this deck to have a "tournament level" competitive approach, maybe I can help you out a little. With all due respect, I want to be frank and I don't think your deck can be called competitive at all right now. I don't know your budget situation, but I will try to break it down as much as I can and give a wide array of options.

- Mana situation: Let's start with the basics, namely your basic lands. As you can see on the nice pie chart, your cards are about 2/3 blue and 1/3 red. Still you have your lands almost at 50/50 islands and mountains. Only 4 lands can produce both and , consider City of Brass, Reflecting Pool and Forbidden Orchard. Moving on, your ramping mana rocks could be better too. Any cheap rock - cheaper than Mizzix herself - let's you cast Mizzix earlier and is a huge benefit to finishing faster. On top of that they can help you cast those big spells should your commander not be around for some reason. Consider any rock that costs 2 or less. Another way to solve the mana issue involves ritual effects. Cards like Seething Song or Turnabout, just to name a couple, give you a sudden burst of resources but demand a combo oriented setup and play style. Although if you want the fastest way to win, rituals are the way to go.

- Curve: Overall your spells are quite expensive. Now I know Mizzix makes casting big spells almost trivial, but if you really want to field this deck in a competitive environment, you should not count on having her out at all. People will target you, just because of your commander. Consider cards with lower cmc to stay relevant when you are under pressure, even if that means giving up on splashy spells. Many cards you are playing now, could be replaced by strictly better ones. Especially look out for cards with as few and in their casting costs as possible.

- Bulk goods: Some of your cards weigh down on your deck like a boulder. I myself like to call them "do-nothing-cards". Cards like Eye of the Storm or Thrummingbird do nothing on the turn you play them and after that only do something your deck already does on it's own. It's almost like you are playing an extra turn for your opponents. Cutting those kind of cards will streamline your deck and minimize awkward turns where nothing happens to progress your position.

- Win conditions: If you want to go for a competitive deck, having your deck trimmed towards as few win conditions as possible is of utmost importance. The most common ways to win with Mizzix are storm, burn, infinite mana & draw and taking turns (all of them). Pick 1 or 2 ways to win but build the whole deck around them. If one way to win supplements the other, even better. But spreading yourself thin over too many ways to win only slows you down.

- Key cards: I see you aren't playing some of the most played and best cards in any Mizzix deck. I'll list some, in no particular order of importance. Merchant Scroll, Gamble, Expropriate, Treasure Cruise, Dig Through Time, Fact or Fiction, Frantic Search, Faithless Looting, Reiterate, Mizzix's Mastery, Past in Flames, Mystic Retrieval, Increasing Vengeance, Chaos Warp, Bonus Round, Goblin Electromancer, Epic Experiment, Aetherflux Reservoir.

- Budget: Just as a heads-up, if you really want to make your deck competitive, you have to consider investing a good amount of money. Most of the time the best cards are the most expensive ones. While you can get by with some budget replacements here and there, at some point only the best cards are good enough. This isn't something you need to force right from the start, but can work towards over time.

Finally, I really hope I gave you some helpful advice and that you are not intimidated by my wall of text. Mizzix is a great commander and if you want, you can transform the deck into a fearsome weapon. Cheers!

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