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
{5}, {t}, Tap an untapped creature you control: Take an extra turn after this one. Skip your next turn. Whenever a creature becomes tapped by Chronoliterate Portal, that creature gains hexproof and indestructible until end of turn.
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
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...
If it wants something, it will act on its impulses and take it, regardless of the consequences. On the other hand, Red may also seek to make amends: Red embraces relationships and knows passion and loyalty and camaraderie and lust. When Red bonds with another, it bonds strongly and ...
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. ...
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 ...
Inquisitive Glimmer discounts all of our rooms, as they are all enchantments, and discounts our unlock costs, helping get to eight rooms unlocked for our alternative win-con, and Ghostly Dancers unlocks a room for free when it enters, and makes us an army of 3/1 fliers to either take dow...
Mana means everything in Magic: The Gathering; it’s the resource you need to play pretty much any card. You usually gain mana by playing lands, 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....
Cards likeHall of Storm GiantsandCastle Vantresshelp this deck excel in the late game as well, while being mostly lands that come into play untapped.Snapcaster Mageis an excellent tool in bluecontrol decks, because you canflashit in and cast an extra copy of a removal spell, counterspell or...