The phases of each player's turn are reversed. (The phases are, in reverse order, ending, second main, combat, first main, and beginning.)
As long as there are more than two players in the game, the turn order is reversed.
Time Stoputility$4.97It manipulates turn structure in a dramatic blue way, effectively disrupting the normal sequence of play. Like Topsy Turvy, it changes how the game proceeds rather than just affecting permanents.
Teferi's Protectionprotection$42.71This is a blue-white-style temporal protection effect that fundamentally alters when and how you interact with the game. It doesn't reverse phases, but it similarly shifts the flow of turns and combat.
Day's Undoingutility$1.41A blue spell that resets or reorders the flow of the game state in a disruptive, tempo-oriented way. It doesn't reverse phases, but it shares the same space of unusual turn manipulation.
Time Warputility$14.53It is a classic blue extra-turn effect that manipulates the normal turn sequence in a major way. If you want turn-structure alteration in blue, this is one of the closest functional cousins.
Temporal Manipulationutility$10.76Another premium blue extra-turn card that alters the order in which players get to act. It fills the same high-end time-manipulation niche, though much more efficiently.
Savor the Momentutility$8.84This blue sorcery changes the normal turn rhythm by skipping untap while still granting an extra turn. It plays in the same space of bending the standard flow of phases and turns.
Walk the Aeonsutility$1.36A blue extra-turn spell that strongly alters turn sequencing, especially in long games. Its buyback option gives it a recurring temporal-control role similar to other time-warp effects.
Nexus of Fateutility$6.36This is a blue turn-advantage card that directly changes the normal progression of the game by granting another turn. It is one of the cleanest blue cards for temporal manipulation.