Best extra turn spells mtg

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Read All About It!

(Timesifter | Art by Danny Orizio)

Welcome to Too-Specific Top 10, where if there isn’t a category to rank our pet card at the top of, we’ll just make one up! (Did you know that Timesifter is the only artifact that can give any player an extra turn?)

One of the first things you learn in Magic is the beginner’s mantra: untap, upkeep, draw. But what if you could do all that, an attack, and a couple main phases, twice? Well, then, let me introduce you to some of the best extra turn spells around!

Top 10 Extra Turn Cards

  1. Karn’s Temporal Sundering
  2. Nexus of Fate
  3. Temporal Mastery
  4. Time Warp
  5. Expropriate
  6. Temporal Trespass
  7. Part the Waterveil
  8. [REDACTED]
  9. Beacon of Tomorrows
  10. Temporal Manipulation

If you’ve ever seen any of the above hit the stack, however, you may have found that those around you were less than excited about your powerful play. In fact, not one, but three different Time Walks are on the Commander banned list, most likely to prevent exactly the feel-bads that most everyone remembers from a Standard environment that included Nexus of Fate. So rather than revisit how much we can get a table to groan and look down at their phones as we loop another Time Stretch, why don’t we look at some of the extra turn spells that start with a bit of a handicap?


Top 10 Extra Turn Cards (That Aren’t Mono-Blue)

I actually started this list with a straight non-blue criteria, but it was a bit too specific, as only 12 cards meet that criteria (and two of them are banned).

With that in mind, then, the stipulations had to be expanded somewhat, but I was pleasantly surprised at how underwhelming the contenders remained despite allowing some blue into the mix. So instead of a long diatribe, let’s just jump right into our criteria for the week:

Criteria: Cards with a color identity that is not exclusively blue that can give you an extra turn.As is tradition, all results are ordered by EDHREC score.

10. Gonti’s Aether Heart

(1,168 Inclusions, 0% of 396,547 Decks)

As seems to get mentioned every week here on Too-Specific Top 10, artifacts are the most popular theme in EDH, and Gonti’s Aether Heart fits right into that mold. Energy, on the other hand, is the 73rd most popular theme on EDHREC. While Gonti’s Aether Heart can somewhat stand on its own feet without being a part of that archetype, it’s certainly not as strong to have a card that cares about energy all by it’s lonesome. On the other hand, making an artifact deck care about energy doesn’t seem like a winning combination for the most part, either. Combine all that with a controversial strategy like taking extra turns, and it’s no surprise that our number ten pick just barely cracks the 1,000-deck mark.

9. Chance for Glory

(1,244 Inclusions, 1% of 91,501 Decks)

Some might remember Chance for Glory from a recent Standard deck that was so odd, even a non-competitive player like myself got wind of it. The odd thing about Chance for Glory that made the deck work, and even excel, is that if you can manage to get around the “you lose the game” trigger, then there’s actually no expiration date for the indestructible effect.

Meaning, if you can get a Lich/Platinum Angel or Sundial of the Infinite effect going, then the creatures you have in play at the time Chance for Glory resolves will be indestructible FOE-EVA!

Is that a lot of hoops to jump through for an extra turn and some indestructible creatures? Absolutely. But we are talking about Boros here….

8. Final Fortune

(1,349 Inclusions, 1% of 190,024 Decks)

Speaking of “you lose the game” triggers, Final Fortune! A true Time Walk at a mere two red mana, Final Fortune gives you everything you could ever want in a game of EDH… so long as you’re doing it soon. Still, most games of EDH do come down to a single explosive turn, so taking two of them to go out in a blaze of glory seems like it would have decent results! We’re currently seeing it decks like Godo, Bandit Warlord, Neheb, Dreadhorde Champion, and Zada, Hedron Grinder. There is also Heartless Hidetsugu and Prossh, Skyraider of Kher in that mix, too, so maybe the idea of using this card for more than just an extra attack step isn’t totally without merit.

7. Magistrate’s Scepter

(1,394 Inclusions, 0% of 396,547 Decks)-

Do you have Proliferate triggers in your deck? Would you like to brave the wrath of the table by taking extra turns over and over again? Then Magistrate’s Scepter may be the card for you!

Copying activated abilities with Kurkesh, Onakke Ancient and Tawnos, Urza’s Apprentice seems to be another avenue for abusing this particular Mercadian Masques gem, but even with the two tactics combined we’re still seeing rather low numbers here. I’d suggest that that’s incorrect and that this is an underrated card, but we are talking about a card that is basically designed to grant a player multiple extra turns, which is not something that will endear your playgroup to you. Sure, once you’ve taken your four turns in a row to win the game, you’ll have won… but you may have to tear others at the table away from their phones to actually inform them that you’ve done so.

6. Temporal Extortion

(1,425 Inclusions, 1% of 206,048 Decks)

A favorite of K’rrik, Son of Yawgmoth decks thanks to its quadruple black casting cost, Temporal Extortion most often just says “Pay four mana: Target opponent with the most life loses half of their life total.” A less unified or more pressured table will often give you the extra turn instead, but no matter how you swing it, that’s a decent deal. What does surprise me looking through Temporal Extortion’s EDHREC page, however, is the complete lack of spell recursion.

In K’rrik decks, I would have expected Yawgmoth’s Will to be an (expensive) auto-include anyway, and throwing in an Ill-Gotten Gains wouldn’t be a bad idea, either. Splashing into other colors could be a tad more difficult, but something else I would be excited to try with this would be Archaeomancer or Eternal Witness loops with recursion. Does it fall into the same category as using Magistrate’s Scepter over and over again? Probably, but it feels a lot more fair to me given that it comes with a built-in means for your opponents to do something about it.

5. Ugin’s Nexus

(1,432 Inclusions, 0% of 396,547 Decks)

Ugin’s Nexus almost doesn’t feel like it fits into the category of extra turn spell as much as it appears that it was designed to protect you from them. Looking at its EDHREC page, however, that old adage about planning around what your opponents are doing not being a great strategy seems to hold true, as basically every top commander playing Ugin’s Nexus has a means to get rid of it for the extra turn.

One of the only exceptions to this is actually the most popular commander for this card and is also one of the only cards eliminated from this list that says “extra turn” on it: Emrakul, the Promised End. Emrakul also happens to be the most popular commander for Ugin’s Nexus by far, with over 60% of Emrakul decks sporting a copy. The general strategy is that while you’re taking another player’s turn for them repeatedly, you can then also inform them that due to your Ugin’s Nexus, they don’t actually get the extra turn to make up for the self-destruction they’re watching you commit. Aren’t we all having fun?

4. Stitch in Time

(1,735 Inclusions, 2% of 96,605 Decks)

I could go into the various commanders that are playing Stitch in Time at a high rate, but you’re probably already aware that most people playing this three-mana extra turn spell aren’t actually in it for the extra turn as much as they’re into it for the extra coin flips.

Don’t get me wrong, you can get more coin flips out of a single Frenetic Efreet or Frenetic Sliver, ad infinitum. But for your average Okaun, Eye of Chaos and Zndrsplt, Eye of Wisdom deck, an extra turn means an extra combat step, meaning lots more flips in addition to the single one you get from Stitch in Time. It’s also an extra draw for you to dig to your Krark’s Thumb.

3. Medomai the Ageless

(Helms 109 Decks, Rank #547; 2,207 Inclusions, 2% of 97,918 Decks)

Medomai the Ageless might just be my favorite extra turn card. Sure, it has the typical problem of being easily repeatable and therefore playing a lot of solitaire. However, for the most part, it’s under fair conditions and is fairly straightforward about it. Being that your commander is already based around combat damage, it’s likely that the rest of your deck will be as well, and, as such, what you’ll be doing with your extra turns will at least interact with other players, rather than just taking 20 extra turns to draw your whole deck or find a combo. There’s also a built-in grace period where you can’t attack with Medomai and therefore can’t get his trigger again, so long as the person playing the deck is fairly reasonable and doesn’t fill it to the brim with other extra turn spells and Clone effects that don’t care about the Legend Rule.

*Looks at Medomai’s EDHREC page*

You ever think about how terrible people are?

2. Time Sieve

(2,486 Inclusions, 2% of 109,886 Decks)

If you’re looking for the more proper Gonti’s Aether Heart to run in an artifacts deck, might I introduce Time Sieve? Granted, you do have to be in Dimir colors to use it, but it’s both a sac effect for your artifacts and also a means to take a few extra turns to ensure that you can keep on grinding out value. That is, unless you’re in the most popular version of this deck, Breya, Etherium Shaper… in which case you’ll most likely untap with a Breya in play, which typically just means the game is over if you’re anywhere past turn six.

1. Ral Zarek

(4,379 Inclusions, 5% of 96,605 Decks)

I was halfway to brewing a fun Medomai the Ageless build before realizing that the public has already ruined it for everyone. Luckily, if you’re looking to build a fun deck that has a chance to take an extra turn every once in a while without making it into a big, repeatable deal, Ral Zarek is your man! As I’m always wont to point out, you can’t really plan around planeswalker ultimates outside of a Doubling Season or a Deepglow Skate, but the first requires a third color and the second requires either an extra turn (ironic) or a massive amount of mana. Whether you pull it off the hard way or the easy way, however, Ral Zarek makes it into a bit of an event with the flipping of coins, and I have personally seen all five of them come up tails.

Outside of coin flip decks, of course. Krark’s Thumb doesn’t mess around.


Honorable Mentions

If I ever mention another possible top ten list in the introduction that I then don’t deliver on, the comment section has trained me via whips, chains, and electric shock that I need to just go ahead and include it. So, here you are:

Top 10 Nonblue Extra Turn Spells

  1. Ugin’s Nexus
  2. Temporal Extortion
  3. Magistrate’s Scepter
  4. Final Fortune
  5. Chance for Glory
  6. Gonti’s Aether Heart
  7. Timesifter
  8. Seedtime
  9. Last Chance
  10. Warrior’s Oath
  11. Time Vault (Banned)
  12. Emrakul, the Aeons Torn (Banned)

Nuts and Bolts

Over the series, there have been some questions about how I reach the data to make these lists. With that in mind, I’m going to be trying to implement this section at the end of each of my articles to link the Scryfall search that I used to come up with the contained list. If you have any questions on the commands or shorthand I’ve used to come up with the list included, or have an improved method I could have used to save some work, we would love to hear about it.


What Do You Think?

I think I’ve made my own feelings about extra turn spells rather plain throughout this list, but I’d still like to know where the wider community comes down on them. Am I overreacting to the amount of boredom and solitaire they create, or are they just another means of winning the game that doesn’t take that long if used correctly?

And finally, what decks are you playing extra turn spells in? Are you looping them endlessly, or just saving them for an explosive “turn” to close things out?

Let us know in the comments, and we’ll see you at the extra table we had to bring out to have enough room for the ill-advised eight-player game.

DougY

Doug has been an avid Magic player since Fallen Empires, when his older brother traded him some epic blue Homarids for all of his Islands. As for Commander, he's been playing since 2010, when he started off by making a two-player oriented G/R Land Destruction deck. Nailed it. In his spare time when he's not playing Magic, writing about Magic or doing his day job, he runs a YouTube channel or two, keeps up a College Football Computer Poll, and is attempting to gif every scene of the Star Wars prequels.

Sours: https://edhrec.com/articles/too-specific-top-10-extra-extra/

Magic The Gathering: 10 Tricks To Take An Extra Turn (And How To Pull It Off)

There is nothing quite as exciting as knowing you're about to win a Magic: the Gathering card game on your next turn. That is, until your competitor drops a ruthless and unexpected card to take an extra turn that leads to a game-winning play.

RELATED: Magic The Gathering: The 10 Most Powerful Creature Cards, Ranked

There are a lot of intriguing plays in Magic: the Gathering that can be pretty hard on the offense. Some cards force you to discard cards, infect your creature's powers, and even take control of your creatures. This post looks at one of the most unexpected and game-changing plays, which is to gain an extra turn.

10 Final Fortune

The Final Fortune card as part of the Seventh Series is precisely as its art shows, and it's designed to cause your opponent to rage quit.  This card, unlike many other extra turn cards, doesn't require a combo and anything fancy to activate it. It's a simple two cast red.

RELATED: 10 Pro Tips For Beginner Magic: The Gathering Players

The only caveat being, you have one shot to use it.  If you can't win the game in that extra turn, you automatically lose the game. This is an instant card, which means you can play it at any time. However, it's best played once you finish your turn. That way, it doesn't override it and protects you in case your opponent has a defense to it. Luckily if you end up skipping your extra turn, you don't lose the game.

9 Time Stretch

If you've ever wanted to turn back time and have more than one redo, Time Stretch is the card for you. It's a sorcery card, which is similar to an instant card, which is a short-term spell. Once you pay for its mana cost, the spell resolves, and it is immediately put into the owner's graveyard.

This blue card costs ten combined mana to cast. This is a lot of mana, so you need to play it as part of a combo to get it out early.  This card works well when in combo with Raven's Crime, Spellweaver Helix, which allows you a seemingly unlimited number of turns to get to a win. If you have some other crazy idea up your sleeve, you can use a card like Baral, Chief of Compliance, which works as a creature and helps lower the mana cost of Time Stretch.

8 Emrakul, The Aeons Torn

Some creature cards are so terrifying, you wonder how they're even allowed in the game. Emrakul, The Aeons Torn is the epitome of that.  Considering Magic: the Gathering game players start with 20 points, it's daunting to face a creature with 15 attack and 15 defense.  Its spell also can't be countered. Worst yet, if it's put in the graveyard for whatever reason, its owner can shuffle their graveyard into their library.

To use it, you're going to need some support from a card that reduces its casting cost or gives you the ability to put a creature card from your hand onto the battlefield, like Elvish Piper, and Through the Breach.

7 Temporal Trespass

Temporal Trespass is a very sinister-looking card, and for excellent reason. This card has two very significant powers, including a hack to lower the casting cost and a no-strings-attached way to gain an extra turn.

The term Delve entered the game in Future Sight, which is the third expansion released in 2007. This ability allows you to reduce the casting cost of a card by exiling cards from your graveyard. In the case of Temporal Trespass, if you use the Delve ability, you can cast the card for as low as three blue mana. Once you cast it, you get an extra turn. This isn't an instant card, so you will have to wait for your turn to use it. The only caveat with Temporal Trespass is it can only be used once and then gets exiled.

6 Stitch In Time

Are you feeling lucky, punk? This card relies on it.  At first glance, Stitch in Time seems like one of the joke cards from Unglued or Unhinged series. Unlike Avatar of Me, Assquatch, and Ambiguity, it's genuine.

While many of the cards on this list require a handful of mana or other card combinations to get on the field, Stitch of Time costs one general mana, one blue, and one red mana.

RELATED: Magic The Gathering: The 10 Worst Sorcery Cards, Ranked

Why this card is so strange is, Stitch of Time requires something Magic: the Gathering doesn't sell to play the card's sorcery spell. As part, you're going to need to go through your pockets to find some change.  Upon playing the mana cost, find a coin, call a side (heads or tails) and flip it. If it lands on your selection, you get an extra turn.

5 Seedtime

Some cards are best in the hands of a poker-style player. Someone who knows how to egg on their opponents to get them to act or react.

Seedtime is a simple card that requires particular circumstances to be used.  Although it's an instant card, which usually means it can be used at any time, this one can only be used during the owner's turn.  At a combined mana cost of two, it's also cheap to cast. The unlock, however, requires that the opponent plays a blue spell during the owner's turn.

The key here is, if you know what color deck you're up against, you can arm yourself accordingly. If you are rocking a green deck that's up against a blue spell deck, this is a tremendous side-bar card to have on hand.

4 Second Chance

In golf, they have something called a mulligan. It allows you to retake your shot without penalty. In Magic: the Gathering, there's a card called Second Chance. This card is super helpful if you find yourself neck and neck with an opponent and not much life left.

The card cost one blue mana and two general mana. It's an enchantment, which means it can remain in play indefinitely. It only kicks in if, during your upkeep, you have five or less life. If you do, the card gets sacrificed, and you get to take an extra turn.

The best part of this card is, it can sit on the playing field, taunting your opponent as a lifeline should they try anything crazy.

3 Capture of Jingzhou

Imagine for a minute that you're royalty. You can do whatever you want. When gaming, you would probably abuse this power by taking an extra turn, just cause you can. In the case of the Capture of Jingzhou card, you have that power.

This is a sorcery card, which means you can cast it during your turn. Pay the converted mana cost of 5, and you take another turn after your first one. You can consider using a card like Baral, Chief of Compliance, to reduce the casting cost.

Capture of Jingzhou doesn't require a life threshold or a combination of cards. It's just a quick and easy way to annoy your opponent and get you closer to a win.  Sometimes the simplest of cards are the best!

2 Magistrate's Scepter

Counters are used in various forms in many Magic: the Gathering collections. As the third most common type, many allow you to pay mana to charge up some special ability. In the case of artifact Magistrate's Scepter, the mana cost to create one charge counter is four mana. The primary ability of the card is unlocked when you tap the card and remove three charge counters, and gain an extra turn.

RELATED: Magic the Gathering: 10 Essential Card for Building the Ultimate Artifact Deck

In hindsight, the casting cost of putting the card in play is quite low at three mana. But the cost of mana to reach the primary ability is very high, which is 12 mana in total. Luckily there are ways to manufacture charge counters, including cards like Coretapper, Power Conduit, and Surge Node. More importunately, unlike many other cards with this ability, you don't have to sacrifice Magistrate's Scepter and can continue to reuse the ability as needed.

1  Medomai The Ageless

One way to ensure that your competitor is on the brink of rage quitting is to use the Medomai the Ageless as part of a combo deck.

On its own, Medomai the Ageless has some exceptional abilities. At a combined mana cost of 6, as a dual-color card, it's a four attack and four defense card that is also flying. This means flying creatures can only counter it. If your opponent can't block flying creatures and ends up taking the damage, you get to take an extra turn.

The only caveat with this card is it can't attack during the extra turn. If you could, you would have endless turns. That said, there are ways to combo the card with others like Strionic Resonator to rack up extra turns. Be sure to troll your opponent by letting them know they have time during your 2-3 extra turns to get a drink or take a bathroom break.

NEXT: Magic The Gathering: The 10 Coolest New Legendary Creatures From Throne Of Eldraine

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Top 10 Extra Turn Cards in Magic: The Gathering

Jeremy casts spells in between his careers as a chemical analyst and campus manager.

Why Use Extra Turns in Magic?

Every turn in Magic offers you several chances to seize the advantage. You draw a card, untap your permanents, then proceed with your main phases and possibly a combat step; basically, most of your plays will come during your turn. Players can also only activate just one land with each turn, but using the rare spells that offer extra turns increases all these boons. More draws, more untaps, more land chances, batttle phases, planeswalker abilities—all without giving your opponent time to recover.

Understandably, most extra turn spells require a fair chunk of mana to cast, but you might be surprised by just how many shapes and sizes they come in. They're generally one-off sorceries that belong to the blue faction, yet we'll encounter a variety of card types that grant bonus plays.

10 Best Extra Turn Cards

To see the best of the best, here are the ten strongest extra turn spells in Magic: The Gathering!

  • Karn's Temporal Sundering
  • Time Walk
  • Lighthouse Chronologist
  • Final Fortune
  • Teferi, Timebender
  • Time Stretch
  • Expropriate
  • Savor the Moment
  • Capture of Jingzhou/Temporal Manipulation/Time Warp
  • Temporal Mastery

10. Karn's Temporal Sundering

CMC (Converted Mana Cost): 6

Karn's Temporal Sundering costs one more mana than the typical extra turn cards, and as a rare legendary sorcery, it can only be played while you control a legendary creature or planeswalker. Additionally, it'll exile itself after use, preventing graveyard recoveries.

Despite these disadvantages, Sundering offers an amazing effect. Not only do you get an entire extra turn, devastating in itself, you also bounce up to one targeted nonland permanent back to its owner's hand, forcing them to waste time and resources recasting it. Since this targets, it can't impact units with shroud, hexproof, or protection from blue, but it's an awesome bonus on top of an already monstrous effect. As icing on the cake, since the bounce text impacts "up to one" unit, you don't have to return a card to the hand in the rare cases you don't want to..

9. Time Walk

CMC: 2

Honestly, this is the best extra turn spell, but we're ranking it lower because it's rightfully banned in just about every format, limiting its usefulness. Time Walk simply grants an extra turn for a stupendously low cost of two mana. This is less than half the five that would become the extra turn standard, and there aren't any drawbacks to balance it out. Heck, only one of the mana needs to be blue, so it's not hard to fit Time Walk in multicolor decks either.

Short, sweet, and to the point, Time Walk can forever rest in the forbidden depths of the ban list, never to unleash its terrors on us outside of casual play.

8. Lighthouse Chronologist

CMC: 2

Arguably the best level up creature in the game, Lighthouse Chronologist only takes two blue mana for its initial summon, but like his kin, you'll need to "level up" with additional mana to access his best abilities. Thankfully, these level counters can be accumulated across several turns, making Chronologist a great way to spend leftover island resources.

Chronologist begins as a 1/3 (one power and three toughness) unit, which really isn't bad for a two-cost wizard, and after leveling up four times, he'll improve to a 2/4. However, you really want to attain level 7 or above; at this point, not only does your sorcerer advance to a 3/5, he gives you an extra turn whenever another player's turn ends, a continuous and deadly boost that will help seize a late-game win. Use auras, artifact equipment, and instant counters to help Chronologist live to reach his zenith.

7. Final Fortune

CMC: 2

A rare non-blue extra turn engine, Final Fortune can be played used the mountains of red. With the identical low cost of Time Walk, Final Fortune provides the same extra turn boost, and as an instant, it can be cast on any phase of either player's turn! However, you automatically lose the game and the end phase of your extra turn. Big risk, big reward—but you can mitigate your chances of defeat by comboing with creatures like Platinum Angel that prevent you from losing.

If you're playing commander and are limited to one copy of each card per deck, I'd also recommend Last Chance and Warrior's Oath, both red spells with the same cost and effect as Fortune, just slightly weaker due to their status as sorceries (not instants).

6. Teferi, Timebender

CMC: 6

Several planeswalkers offer an extra turn in their ultimate loyalty ability, but few can attain it as fast as Teferi's Timebender form. You'll need the islands of blue and plains of white to utilize this potent sorcerer, and he's not cheap at six mana, but Teferi arrives with five loyalty and three sweet abilities. +2 loyalty counters untaps up to one target artifact or creature and -3 gains you two life and draws two cards.

But we're most interested in the -9 ultimate, which simply lets you take an extra turn. You can access this effect after just two +2 effects, much quicker than Teferi's peers, and if you have the famouns Doubling Season enchantment out when Teferi entered the field, he can both use his ultimate on his first turn and survive the subtraction with one loyalty left, allowing you to continue harnessing his superb effects in future turns—which you now have in surplus.

5. Time Stretch

CMC: 10

With its vast mana cost of 10, playing Time Stretch under normal conditions isn't easy, making it a prime candidate for free-casting effects like Jhoira of the Ghitu. Still, when you finally get to resolve Time Stretch, it grants a target player two entire extra turns!

You won't find many stronger effects than that, and since you can target players other than yourself, you can ever use Stretch on potential allies (perhaps when you need them to take down a mutual threat in a multiplayer match). In the faster games of modern format, you may have trouble activating Stretch, but the higher life totals of leviathan commander can help alleviate the issue.

4. Expropriate

CMC: 9

Like Time Stretch, Expropriate is one of the best sorceries in the game, offering a similar effect with a slightly reduced (albeit still extreme) cost. As a "Will of the Council" card, Expropriate has each player (including you) vote for time or money. Every time vote grants you an extra turn while every money ballot lets you gain control of a permanent owned by that voter.

Since the tally includes yourself, you're guaranteed at least one extra turn if you pick time, and you'll also be gaining additional moves or pilfering cards based on what your opponents choose. A mighty spell in 1v1, Expropriate is truly deadly in multiplayer.

3. Savor the Moment

CMC: 3

Savor the Moment grants you an extra turn at a reduced cost, and unlike Time Walk, it's legal in most formats. To balance out this benefit, you have to skip your untap step in the extra turn, preventing your dulled permanents from recharging.

Sure, this limits your ability to cast spells since your lands won't untap, but you'll still have access to leftover resources. Additionally, you also have the extra draw and extra chance to play a land provided by bonus turns, so you're not as handicapped as it might sound. A nerfed but affordable effect, Savor the Moment offers extra turns even in the early stages of your duel.

Capture of Jingzhou
Capture of Jingzhou
Temporal Manipulation
Time Warp

2. Capture of Jingzhou/Temporal Manipulation/Time Warp

CMC: 5

Here they are. The three blue sorceries with the exact same mana costs and effect: you simply take an extra turn. No additional gimmicks or fluctuating resource prices here; you pay a fair chunk of mana and gain your extra go.

Remember, extra turns allow additional draws and lands, so if nothing else, you'll be adding to your hand and resource generation with them. And with three cards granting the same boon, attaining one isn't too hard even in one copy of each card EDH format.

1. Temporal Mastery

CMC: 7

Temporal Mastery's entrance fee of seven mana pales to the five-cost standard, and it exiles itself upon usage, preventing recoveries. Luckily, Mastery compensates with its phenomenal miracle effect, letting you play it for only two mana by revealing it as the first card you've drawn in a turn. Unlike other miracles (which can be situational), you'll constantly want extra turns, meaning Mastery's always a welcome sight on your turn's first draw.

Use cards like Mystical Tutor to manipulate a Mastery to the top of your library, or Jace Vryn's Prodigy to set an opening-hand Mastery on top, rigging a miracle to your schedule and offering a fierce advantage even in the early stages of the game. Temporal Mastery remains one of my all-time favorite Magic cards that I'd recommend for any blue deck, especially in EDH. It's not the cheapest card, costing around twenty dollars, but compared to the $100 dollar price range of its standard counterparts, Mastery's actually one of the most affordable and competitive spells in the game.

Future of Extra Turns

Once a blue staple, extra turns have slowly branched out to other colors; we'll likely review the black and green options when we inevitably return to tackle more potent extra-turn spells.

Regardless of which hue you use to obtain them, extra turns remain a game-changing tactic that drastically accelerates your strategy; what better way to win than to keep playing while denying your opponent their turn? But for now, as we eagerly await Wizards of the Coast's next expansion of extra-turn spells, vote for your favorite card, and I'll see you at our next MTG countdown!

© 2018 Jeremy Gill

Sours: https://hobbylark.com
The Top 8 Must Have Commander Cards in Blue For Your Magic: The Gathering Collection

And when she turned on the water, Igor entered the bathroom. He said that he would wash and leave. Olga was in only panties and a bra.

Extra spells mtg turn best

But she did not stop - she went down and took a member with her tender fingers. I looked very closely. She looked at me, smiled and licked her urethra with the tip of her tongue. I shuddered - a small white droplet appeared from it.

Which Counterspells are Worth It? - A Guide to Countermagic in Commander

What are you saying. Leocadia condemns you. Empty honey.

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Twice two - everything is cool and clear. Three times three - tears came running, who offended us. And should I rush to help. Maybe it's just that.



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