Turnabout

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

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.

legendofa on Why is Untapping Lands a …

1 week ago

In blue, the Urza's Block hugely skew land untapping, and that block is widely considered to be an overpowered mistake, especially for blue. Urza's Saga and Urza's Legacy alone have ten cards that allow land-specific untapping, more than half of all the blue cards that allow untapping lands without untapping all permanents. They'll be included for the sake of completion, but I wouldn't take them as any sort of precedent. Pioneer legality is just five cards, with one of them being Standard-legal. Blue is the undisputed king of untapping permanents in general, but doesn't have any special focus on lands.

Ye Olde Bordere, "untap" + "land": Twiddle, Reset, Infuse, Jolt, Twitch, Mind Over Matter, Great Whale, Peregrine Drake, Rewind, Time Spiral, Turnabout, Cloud of Faeries, Frantic Search, Palinchron, Snap, Treachery, Trickster Mage. total 16

Modern Border, "untap" + "land": Oboro Breezecaller. total 1

2015 Border, "untap" + "land": Pore Over the Pages, Unwind, Finale of Revelation, Kelpie Guide. total 3

Ye Olde Bordere, "untap" + "permanent": Telekinetic Bonds. total 1

Modern Border, "untap" + "permanent": Dream's Grip, Psychic Puppetry, Toils of Night and Day, Tidewater Minion, Rimewind Taskmage, Coral Trickster, Merrow Reejerey, Pestermite, Fatestitcher, Merfolk Skyscout, Reality Spasm, Deceiver Exarch, Captain of the Mists, Ghostly Touch, Hidden Strings, Curse of Inertia, Tidal Force. total 17

2015 Border, "untap" + "permanent": Teferi, Temporal Archmage, Vizier of Tumbling Sands, Clever Conjurer, Nimbleclaw Adept, Ioreth of the Healing House, Forensic Researcher. total 6

Ye Olde Bordere, "untap" + "Island": none.

Modern Border, "untap" + "Island": none.

2015 Border, "untap" + "Island": none.

There's 44 mono-blue cards that can untap lands in some capacity, with 20 of them being more specific than untapping permanents in general. If Urza's Block is taken out, then there are 34 blue cards that untap lands, with just nine of them having any sort of restriction.

So in final summary, I see green land untapping increasing in recent years, and blue permanent untapping actually falling off slightly. There were 18 blue untap cards in the 12 years of the modern border, and nine cards so far in the nine years of the 2015 border. Discounting Urza's Block, there are slightly more green cards that can untap lands than blue cards, and many more green cards that untap lands than blue cards printed in the last ten years.

If I missed anything in this breakdown, please let me know. But I think the cards are there to support my initial position. Both green and blue are primary in untapping lands, if lands are counted as permanents, and blue is secondary in untapping lands specifically. Mark Rosewater's answer is is at best incomplete and missing nuance, and at worst totally wrong.


Keeping the above because it took me a long time write and I don't want to undo the effort.

In response to wallisface, percentage of cards with a given effect doesn't matter to primacy of color.

  • Primary – This is the color (or colors) the ability is seen in most. That means it shows up in the highest volume and usually at the lowest rarity that the type of effects get used at. The primary color will almost always get this effect in a set if it's an ability we do every set. It also tends to be the color that most often pushes the power level, if it's an effect we push the power level on. There's a wide range on what primary means, because different types of effects exist at different levels. A card secondary in flying can show up way more than a card primary in taking extra turns, for instance, because we have so many more flying cards than extra-turn cards.

  • I want to stress one more time that primary, secondary, and tertiary are relative to how often an effect is used. Things that are secondary in a color, for example, may be far more prevalent in that color than things that are primary if the items in question occur at a higher frequency.

Source: https://magic.wizards.com/en/news/making-magic/mechanical-color-pie-2021

For example, MaRoo has repeatedly stated that red is primary in extra combat cards, with white as a contender for secondary.

https://magic.wizards.com/en/news/making-magic/mechanical-color-pie-2021

https://markrosewater.tumblr.com/post/760377485190938624/can-any-color-aside-from-red-get-extra-combat

There are only 36 cards that grant an additional comabt. If primacy was considered as a proportion of cards that grant additional combats was considered only as a proportion of total cards of that color, I don't think any color would be considered primary.

So while there might be fewer cards that untap lands in green as a proportion of total green cards in recent years, that's not a relevant measure to color primacy. The relevant measure is how often cards that untap lands show up in green compared to other colors, which I think is demonstrated by the above lists that green has more land untap effects than any other color, with blue being nearly equivalent. That, according to MaRo's definition, means that land untapping is primary in green.

plakjekaas on Would Seedborn Muse Be Blue …

1 year ago

In pioneer there's a deck making good use of Hidden Strings and Pore Over the Pages to storm off with Lotus Field mana.

The thing they used to do with Turnabout and Frantic Search, or maybe even Time Spiral or Treachery, anything to untap Tolarian Academy for insane amounts of mana.

And Twiddle of course, can't forget that one.

That's in addition to the extra turn argument I tried making in my last post.

Blue untaps a LOT of lands, more with spells than, permanents, although Fatestitcher and Vizier of Tumbling Sands aren't new cards either.

Flarhoon13 on Lazav and Gyruda (Companion): Doom Mind

1 year ago

Added Kairi, the Swirling Sky to the deck, so added a combo around her. Still haven't won with the combo, though, it's too convoluted and unwieldy to pull off easily: Turnabout for mana advantage, Altar of Dementia, and Stitch Together to repeat until everyone has milled out and I will have infinite mana with access to all of my instants and sorceries, e.g. Dredge the Mire

Arrzarrina on Roon Shenanigans

1 year ago

Planned Land Changes

Planned Flicker Changes

zachz on Tap 'em Out!

2 years ago

Really enjoy the concept of the deck. I think you have, if you pardon the terrible pun, an untapped potential that can be added to your deck.

Untap mechanics can accelerate your own card tap abilities, and give you the rare opportunity to tap an opponent creature multiple times per turn. There's several that I found worth suggesting:

Dot8911 on Toxic torts

2 years ago

Looks like fun! I think this deck could really use a Thrummingbird. Also check out the good ol' infect staples Glistener Elf and Blighted Agent.

I'm not sure this deck really wants the board sweepers especially since your commander puts shield counters on your opponent's stuff. Maybe something like Gigadrowse or Turnabout would be more synergistic.

Guerric on Mizzix schmizzix

2 years ago

Hi Lord_of_Cardboard! I've been playing Mizzix for many years, and she is still actually both a budget-friendly and over-powered commander at the same time when played correctly. I have a few expensive cards in my deck (mostly free counterspells to ease the early game), but if you took maybe five pricey and unnecessary cards out it would be around the same budget as yours.

The key to Mizzix, as Josh Lee Kwai pointed out when it was spoiled, is playing mostly spells and playing lots of X-Spells. The rule of thumb for Mizzix is that Syncopate is better than Counterspell every time. Because X-spells can be cast for any amount, we can always add more and more counters on Mizzix. If I counter a spell with Syncopate where x=5 and I have five experience counters, I'll pay only a but will get another counter because the cmc is higher. When I then turn around and cast Pull from Tomorrow for I'll draw six cards and add yet another experience counter. In this way you can always add more and more experience counters and draw your deck for ridiculously low mana costs, and get to your wincon. You have a few of these, but a lot more really makes the deck unstoppable.

The original precon was called Seize Control, and that is also one of the best directions for the deck, namely, playing lots of counterspells and shutting down all of your opponents' powerful plays. In addition to Syncopate we have Condescend, Clash of Wills, and Mindswipe, and while they aren't X-Spells Sublime Epiphany and Mystic Confluence can often increase counters while giving you flexibility. You have a lot of the other X-spell counterspells like Power Sink which are great and you should keep, and without the free spells it is also probably good to play good old Arcane Denial and the like for the very early game. You have most of the Blue Sun's Zenith clones, which are also really great and help with the counters.

Personally, I'd recommend cutting on creatures for more spells, which get the most out of Mizzix. I hate hard-casting anything for more than 3cmc, because I always need to have as much mana open as possible to police the board on my opponents' turns. I'd recommend cutting the splashy creatures like Niv Mizzet and even the token generators like Young Pyromancer as they just distract you from your focus on controlling the board. Reiterate (which you have) plus Turnabout is the best way to win and is easily tutorable. Once you have infinite mana you can just win with Earthquake, Rolling Earthquake, or Jaya's Immolating Inferno. In order to avoid dying to the former and having to worry about blockers (so you can cheat on creatures) you really want to get Glacial Chasm, as well as a couple of ways to tutor it (I play Expedition Map and Tolaria West).

This is just my advice, but I've definitely found the deck consistent and oppressive, and I avoid playing it too much to avoid demoralizing my opponents!

My deck is here if you're curious-


Mizzix puts the "X" in Excellence!

Commander / EDH Guerric

SCORE: 1 | 2 COMMENTS | 112 VIEWS | IN 1 FOLDER


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