There is nothing quite as exciting as knowing you're about to win a 168澳洲幸运5开奖网:Magic: the Gathering card game on your next turn. That is, u✅ntil꧋ your competitor drops a ruthless and unexpected card to take an extra turn that leads to a game-winning play.

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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 ꦰ 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,ꦫ unlike many other extra turn cards, doesn't require a combo and anything fancy to activate it. It's a simple two cast red.

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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 ꦰopponent 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, 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 𒅌owner's graveyard.

This blue ca💟rd 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  with , , 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 , which works as a creature and helps lower the mana cost of Time Stretch.

8 ไ Emrakul, The Aeons Torn

Some creature cards are so terrifying, you wonder how they're even allowed in the game.  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 i♛t'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 , and .

7 𝓡 Temporal Trespass 🦩

is a very sinister-looking card, and for excellent reason. This card has two very signifi🍒cant 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, whi♕ch is the third expansion released in 2007. Thi🦋s 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 Tiওme 𝕴

Are you feeling lucky, punk? This card relies on it.  At first glance, seems like one of the joke cards from Un🏅glued or Unhinged series. Unlike , , and , it's genuine.

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

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Why this card is so strange is, Stitch of Time requires something Magic: the Gathering doesn't sell to play the card's sorcꦡery 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

Som🌃e 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 re🦩act.

Seedtime is a simple card that requires particular circumstances to be used.  Although it's a🥀n insta🍌nt 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 aga♉inst a blue spell deck, this is a tremendous side-bar card☂ to have on hand.

4 🅷 Second Chance ꦓ

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

The card cost one blue mana and two general mana. It's an enchantment, which means it can rem🍒ain 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 cꦏrazy.

3 Capture of Jingzhou 🤪

Imagඣine 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 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 consiᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚder using a card like , 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 𒆙get 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 , 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 th💞ree charge counters, and gain an extra turn.

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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 , , and . More importunately, unlike many other cards with this ability, you don't ꩲhave to sacrifice Magistrate's Scepter and can continue to reuse the ability as needed.

1  Medomai T💝he🤡 Ageless

One way to ensure that your competitor is on the brink of rage quitt🥀ing is to use the 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-col🌠or 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 co🥂uld, you would have endless turns. That said, there are ways to combo the card with others like to rack up extra turns. Be sure to troll your opponent by letting them k🐻now they have time during your 2-3 extra turns to get a drink or take a bathroom break.

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