I tried this card out on a whim for my Modal Cube with astonishingly good results. The benefits struck me as pretty universal among cube powers. For those who run Blast from the Past, have you given this gem a try?
When you cast it, you end your turn with untap-upkeep-draw, so it essentially untaps your lands and cantrips upon cast. Then, your opponent doesn't get to untap and draw until the end of his next turn. This tempo swing has been quite sizable, as a well-timed Topsy Turvy plays like a mini-Time Walk.
Although I haven't had a chance to test this trick, one of my cube's players has suggested destroying your own Topsy Turvy during your opponent's End Phase for maximum shenanigans.
One point I forgot to raise in the original post was the usefulness with draw-go. You get to untap at the end of your turn, have all your mana open for counterspells, and then use the leftovers mana for board position, sorcery speed card-draw, etc.
Its also great after Upheaval as the opponent has to discard to seven before casting anything and you get to skip your first discard phase after playing it so you have all the cards in your hand for an extra turn. I really like this find and want to try this out.
Edit - Forgot you would discard at the beginning of your next turn.
This card seems really good at further inspection, when cast on the second main phase, it gives you two attack steps, lets you untap all your stuff again, it even replaces itself since you get another draw! Not only that, now your opponent doesn't get to untap, doesn't get a new card, only gets 1 attack (if he has anything untapped). Then of course he gets to untap and draw, but only after a wasted turn. After that it is essentially parity again. But the opponent got screwed out of a turn essentially.
The only time the opponent can do something good against this card is if they kill it on your beginning of turn (the endstep) since it passes back to them. Which evens out the advantages you took first. But that's the only time they can restore balance. This works the other way as well, so it's even more advantageous if the controller of it ends up killing it. If they don't answer it, it's pretty much a time walk with some crazy interactions on it. I'll be testing this card out for sure.
This card could be so much fun with venser planeswalker it wouldn't be funny.
This card looks so trololo. It looks so weird it makes weird hipster things kill themselves because they look mainstream in comparison, but actually thinking about what it does for five seconds gives you a Time Walk right here. But man, this is WEIRD.
Specialities about the cube: U tempo, B aggro, R slow-ish are supported. G aggro is not.
Currently trying to support tokens in all colors but blue, in different ways: W pumps them, B sacrifices them, R suicides them, G has decent-sized ones.
cube list outdated
*literal C/U definition according to gatherer
**some cards are banned. Library of Alexandria, Land Tax, Sol Ring.
Nice find. Using it with bounce sounds really really nasty. Play this on your second main phase, so you get another half turn and untap everything at the end. On their end of turn phase (which comes first because you reversed everything), bounce Topsy, everything gets back to normal so they can't do anything but pass the turn.
Have crystal shard on the field, cast topsy turvy main phase 2. Go backwards, then untap and draw and pass, it starts on their end of turn, cast venser, bounce topsy turvy, play returns to normal, it's their end phase, if you have a mana bounce venser (if not do it during your turn). Your turn again, rinse and repeat. If you can damage them with something repeatedly you win.
This card looks stupid, in the best possible way. It's one of those cards that you play and your opponent looks at it, thinks about the ramifications, and says "boy, that's stupid."
This card looks stupid, in the best possible way. It's one of those cards that you play and your opponent looks at it, thinks about the ramifications, and says "boy, that's stupid."
At first, I think it looks really non-threatening. It's just the same game, but in reverse order! Who cares? Then you untap and draw, and they start their turn. Their fingers instinctively move to untap, but you calmly cover their hands with your own, shake your head, and the horror sets in.
Stop that is worth at least 3 cards vs. most Magic players. I remember playing with it at the prerelease (in a post-event 2HG), and it was worth 9 cards over the course of the game.
A few weeks ago at a PTQ, someone suggested Framed! to me for the combo cube. I could easily see it being good enough for a regular cube as well. Anyway, I haven't decided if these types of cards go too far outside the rules of Magic to merit inclusion. Gifts Given and Booster Tutor break the rules but are fairly intuitive. WWWWW, Blast from the Past, and even City of Ass play out like normal Magic cards. Topsy Turvy is a powerful card (among other UNH cards people haven't mentioned), but it might just be a little too zany for me. I feel like the novelty of reversing the phases would wear off pretty quick.
This does look kind of awesome. It might be fun and strong enough to warrant inclusion. Maybe it could even see print in a regular set - it's not so very far out from some other cards they've done.
I'm sold. Just put in an order for this, Booster Tutor, Rare-B-Gone, and Symbol Status. I don't plan to play them all or all the time, but for $1.40 what is the harm! Excited!
I'm sold. Just put in an order for this, Booster Tutor, Rare-B-Gone, and Symbol Status. I don't plan to play them all or all the time, but for $1.40 what is the harm! Excited!
Next time get Magical Hacker if you play planeswalkers and equipment!
Nice find. I have just dug out a copy which I can guarantee has never been played. Trying to work out possible shenanigans (beyond a relatively straightforward tempo swing) has made my brain hurt, but I'm going to put it in my cube and see what happens.
Which way up should I put it? That's the real question.
"When I use a word," Humpty Dumpty said, in rather a scornful tone, "it means just what I choose it to mean - neither more nor less." -Lewis Carroll, Through the Looking Glass
Nice find. I have just dug out a copy which I can guarantee has never been played. Trying to work out possible shenanigans (beyond a relatively straightforward tempo swing) has made my brain hurt, but I'm going to put it in my cube and see what happens.
Which way up should I put it? That's the real question.
I would put it in upside down (card looks right side up this way). If you don't do that then everyone else will and you'll always have one sleeve in a diffrent direction as the rest.
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I tried this card out on a whim for my Modal Cube with astonishingly good results. The benefits struck me as pretty universal among cube powers. For those who run Blast from the Past, have you given this gem a try?
When you cast it, you end your turn with untap-upkeep-draw, so it essentially untaps your lands and cantrips upon cast. Then, your opponent doesn't get to untap and draw until the end of his next turn. This tempo swing has been quite sizable, as a well-timed Topsy Turvy plays like a mini-Time Walk.
Although I haven't had a chance to test this trick, one of my cube's players has suggested destroying your own Topsy Turvy during your opponent's End Phase for maximum shenanigans.
The Modal Cube is also on Cube Tutor!
GWEDH Asmira's WrathGW
I can't wait to pick up a copy to run! the tempo swing alone sounds great!
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I think so, it would make sense.
This card is more bonkers than I thought. Certainly an overlook card in cube that allow un-card.
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Edit - Forgot you would discard at the beginning of your next turn.
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The only time the opponent can do something good against this card is if they kill it on your beginning of turn (the endstep) since it passes back to them. Which evens out the advantages you took first. But that's the only time they can restore balance. This works the other way as well, so it's even more advantageous if the controller of it ends up killing it. If they don't answer it, it's pretty much a time walk with some crazy interactions on it. I'll be testing this card out for sure.
This card could be so much fun with venser planeswalker it wouldn't be funny.
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Nice find bro.
450, Peasant*, unpowered**
Specialities about the cube:
U tempo, B aggro, R slow-ish are supported. G aggro is not.
Currently trying to support tokens in all colors but blue, in different ways: W pumps them, B sacrifices them, R suicides them, G has decent-sized ones.
cube list outdated
*literal C/U definition according to gatherer
**some cards are banned. Library of Alexandria, Land Tax, Sol Ring.
Could be quite troublesome on the rules though.
Have crystal shard on the field, cast topsy turvy main phase 2. Go backwards, then untap and draw and pass, it starts on their end of turn, cast venser, bounce topsy turvy, play returns to normal, it's their end phase, if you have a mana bounce venser (if not do it during your turn). Your turn again, rinse and repeat. If you can damage them with something repeatedly you win.
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At first, I think it looks really non-threatening. It's just the same game, but in reverse order! Who cares? Then you untap and draw, and they start their turn. Their fingers instinctively move to untap, but you calmly cover their hands with your own, shake your head, and the horror sets in.
The Modal Cube is also on Cube Tutor!
GWEDH Asmira's WrathGW
I already go portal with my playgroup. But I have to ask them if un-card is ok. We'll see about the result.
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Un card are a lot of fun, just don't include gotcha cards or dexterity cards. Those are no fun.
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Except for Stop That.
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Attack.
Play TT 2nd Main.
Attack.
Sac TT 1st Main.
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Play TT 2nd Main.
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Sac TT 1st Main.
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Play TT 2nd Main.
Attack.
Sac TT 1st Main.
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Play TT 2nd Main.
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Sac TT 1st Main.
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Play TT 2nd Main.
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Sac TT 1st Main.
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Play TT 2nd Main.
Attack.
Sac TT 1st Main.
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Play TT 2nd Main.
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Sac TT 1st Main.
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Play TT 2nd Main.
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Sac TT 1st Main.
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Play TT 2nd Main.
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Sac TT 1st Main.
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Play TT 2nd Main.
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Sac TT 1st Main.
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Play TT 2nd Main.
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Sac TT 1st Main.
Attack.
Play TT 2nd Main.
Attack.
Sac TT 1st Main.
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Play TT 2nd Main.
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Sac TT 1st Main.
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Play TT 2nd Main.
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Sac TT 1st Main.
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Play TT 2nd Main.
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Sac TT 1st Main.
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Play TT 2nd Main.
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Sac TT 1st Main.
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Play TT 2nd Main.
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Sac TT 1st Main.
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Play TT 2nd Main.
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Sac TT 1st Main.
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Play TT 2nd Main.
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Sac TT 1st Main.
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Play TT 2nd Main.
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Sac TT 1st Main.
Attack.
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"When I use a word," Humpty Dumpty said, in rather a scornful tone, "it means just what I choose it to mean - neither more nor less." -Lewis Carroll, Through the Looking Glass
I would put it in upside down (card looks right side up this way). If you don't do that then everyone else will and you'll always have one sleeve in a diffrent direction as the rest.
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That makes planeswalkers beyond broken, especially since they get like +5 or more from ulting D: