Definitely a "playgroup mileage may vary" card. Seems to be that way for all of the degenerate negative effects. Stuff like land destruction, locks, etc. Its really interesting because a lot of the dichotomy ends up being
"Let people have fun playing the game without such swingy plays and non games"
Vs.
"It brings interesting deck building/counterplay/its a reward for assembling it/and people have fun with that"
Interesting. I am firmly in camp 1. Seeing someone newish to the game sit there dejectedly after experiencing their first upheaval was... more than enough games of that kind for a lifetime.
Newer players are likely in the former camp. A cube does not look quite like mine if it cares about appealing to players who don't have a nuanced understanding of the game. I think our group is good at helping players deal with things like playing around soft locks though. Around here, we beckon new people to the dark side with the promise of black capes and cookies.
On unrelated notes, Magus of the Wheel is amazing and Delirium Skeins at and maybe 4 cards would be appealing. I've been looking for a good "we don't need these hands" effect.