Warrior's Oath. Sorcery. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game. | Magic: the Gathering MTG
A straightforward rulebreaker, and piece of the Power 9,Time Walklet you take an extra turn for two mana. Play another one straight after, and it’s not too hard to see why this card was added to theMTG banlistalong with the rest of its ilk, shortly after its release in Alpha. ...
I don’t have to make it, and if I could use a removal spell on a creature that isn’t very important to push damage, I won’t bother to do that. Every extra turn that happens will increase my chances of
but you’re limited to one per turn – so suddenly being able to generate three mana at no extra cost can speed your game up significantly. Your opponent will be stuck playing one new mana per turn. Suddenly they’re sweating
turn 7, the player on the play has a small advantage in those games (they win 1-2% points more than on average). After turn 7, that advantage disappears. The advantage of being on the play is covered with abundance by the fact that the player on the draw had access to one extra ...
805.8. If an effect gives a player an extra turn or adds a phase or step to that player’s turn, that player’s team takes the extra turn, phase, or step. If an effect causes a player to skip a step, phase, or turn, that player’s team does so. If a single effect causes mor...
This is kind of pricy, but getting an extra untap and draw step every turn can pull you ahead insanely quickly. Just make sure you are packing plenty of instant speed stuff to make it worthwhile. Sink into Stupor Buy on MTGProxy $0.75 Buy on TCGplayer $7.32 Buy on Card Kingdom $9.49...
If you just need an extra copy of a winning card, adding a transmute card as a supplement to your more expensive tutor suite is a decent way to get it out of your giant Commander deck. If you’re playing a flexible deck looking for a toolbox of answers, grabbing all three transmute ...
As a Izzet drafter, I love attacking my Goblin Tomb Raider into opposing 3/2s when I control only one artifact. If they block, then Cogwork Wrestler will turn my attacker into a 2/2 and their blocker into a 1/2, allowing me to win combat for a single mana while adding an extra pi...
Our creatures all pack a punch and must be answered: Monastery Swiftspear starts the pain from turn one, Hired Claw will get in extra damage and grow on turns when we have extra mana, and Screaming Nemesis puts our opponent in an awkward position of taking damage whether they block or not...