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Alchemist's Gambit
( 3)
Sorcery
Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Take an extra turn after this one. During that turn, damage can't be prevented. At the beginning of that turn's end step, you lose the game. Exile Alchemist's Gambit.
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Chance for Glory
( 3)
Instant
Creatures you control gain indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
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Emrakul, the Aeons Torn
( 15)
Legendary Creature — Eldrazi
(15/15)
This spell can't be countered. When you cast this spell, take an extra turn after this one. Flying, protection from spells that are one or more colors, annihilator 6 When Emrakul, the Aeons Torn is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
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Expropriate
( 9)
Sorcery
Council's dilemma — Starting with you, each player votes for time or money. For each time vote, take an extra turn after this one. For each money vote, choose a permanent owned by the voter and gain control of it. Exile Expropriate.
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Final Fortune
( 2)
Instant
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
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Gonti's Aether Heart
( 6)
Legendary Artifact
Whenever Gonti's Aether Heart or another artifact you control enters, you get (two energy counters). Pay eight , Exile Gonti's Aether Heart: Take an extra turn after this one.
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Ichormoon Gauntlet
( 3)
Artifact
Planeswalkers you control have "0: Proliferate" and "–12: Take an extra turn after this one." Whenever you cast a noncreature spell, choose a counter on target permanent. Put an additional counter of that kind on that permanent.
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Last Chance
( 2)
Sorcery
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
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Lighthouse Chronologist
( 2)
Creature — Human Wizard
(1/3)
Level up (: Put a level counter on this. Level up only as a sorcery.) LEVEL 4-6 2/4 LEVEL 7+ 3/5 At the beginning of each end step, if it's not your turn, take an extra turn after this one.
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Lost Isle Calling
( 2)
Enchantment
Whenever you scry, put a verse counter on Lost Isle Calling. , Exile Lost Isle Calling: Draw a card for each verse counter on Lost Isle Calling. If it had seven or more verse counters on it, take an extra turn after this one. Activate only as a sorcery.
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Magistrate's Scepter
( 3)
Artifact
, : Put a charge counter on Magistrate's Scepter. , Remove three charge counters from Magistrate's Scepter: Take an extra turn after this one.
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Magosi, the Waterveil
( 0)
Land
Magosi, the Waterveil enters tapped. : Add . , : Put an eon counter on Magosi, the Waterveil. Skip your next turn. , Remove an eon counter from Magosi, the Waterveil and return it to its owner's hand: Take an extra turn after this one.
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Medomai the Ageless
( 6)
Legendary Creature — Sphinx
(4/4)
Flying Whenever Medomai the Ageless deals combat damage to a player, take an extra turn after this one. Medomai the Ageless can't attack during extra turns.
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Mu Yanling
( 6)
Legendary Planeswalker — Yanling
(5)
+2: Target creature can't be blocked this turn. −3: Draw two cards. −10: Tap all creatures your opponents control. You take an extra turn after this one.
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Nexus of Fate
( 7)
Instant
Take an extra turn after this one. If Nexus of Fate would be put into a graveyard from anywhere, reveal Nexus of Fate and shuffle it into its owner's library instead.
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Notorious Throng
( 4)
Kindred Sorcery — Rogue
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Create X 1/1 black Faerie Rogue creature tokens with flying, where X is the damage dealt to your opponents this turn. If this spell's prowl cost was paid, take an extra turn after this one.
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Perch Protection
( 6)
Instant
Gift an extra turn (You may promise an opponent a gift as you cast this spell. If you do, they take an extra turn after this one.) Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything. Exile Perch Protection.
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Phone a Friend
( 5)
Sorcery
Call someone and ask them to choose one. If they don't answer, an opponent chooses one. (Don't explain anything else. You choose targets.) • A — Gain control of target creature you don't control. • B — Choose target creature you control. Create two tokens that are each copies of it. • C — Take an extra turn after this one. • D — Draw seven cards.
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Plea for Power
( 4)
Sorcery
Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.
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Ral Zarek
( 4)
Legendary Planeswalker — Ral
(4)
+1: Tap target permanent, then untap another target permanent. −2: Ral Zarek deals 3 damage to any target. −7: Flip five coins. Take an extra turn after this one for each coin that comes up heads.
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Regenerations Restored
( 2)
Enchantment
Vanishing 12 (This enchantment enters with twelve time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever one or more time counters are removed from Regenerations Restored, scry 1 and you gain 1 life. Then if Regenerations Restored has no time counters on it, exile it. When you do, take an extra turn after this one.
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Rise of the Eldrazi
( 12)
Sorcery
This spell can't be countered. Destroy target permanent. Target player draws four cards. Take an extra turn after this one. Exile Rise of the Eldrazi.
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Sage of Hours
( 2)
Creature — Human Wizard
(1/1)
Heroic — Whenever you cast a spell that targets Sage of Hours, put a +1/+1 counter on it. Remove all +1/+1 counters from Sage of Hours: For each five counters removed this way, take an extra turn after this one.
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Savor the Moment
( 3)
Sorcery
Take an extra turn after this one. Skip the untap step of that turn.
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Search the City
( 5)
Enchantment
When Search the City enters, exile the top five cards of your library. Whenever you play a card with the same name as one of the exiled cards, you may put one of those cards with that name into its owner's hand. Then if there are no cards exiled with Search the City, sacrifice it. If you do, take an extra turn after this one.
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Second Chance
( 3)
Enchantment
At the beginning of your upkeep, if you have 5 or less life, sacrifice Second Chance and take an extra turn after this one.
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Seedtime
( 2)
Instant
Cast this spell only during your turn. Take an extra turn after this one if an opponent cast a blue spell this turn.
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Stitch in Time
( 3)
Sorcery
Flip a coin. If you win the flip, take an extra turn after this one.
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Teferi, Timebender
( 6)
Legendary Planeswalker — Teferi
(5)
+2: Untap up to one target artifact or creature. −3: You gain 2 life and draw two cards. −9: Take an extra turn after this one.
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Temporal Extortion
( 4)
Sorcery
When you cast this spell, any player may pay half their life, rounded up. If a player does, counter Temporal Extortion. Take an extra turn after this one.
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Temporal Mastery
( 7)
Sorcery
Take an extra turn after this one. Exile Temporal Mastery. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Temporal Trespass
( 11)
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for .) Take an extra turn after this one. Exile Temporal Trespass.
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Time Sidewalk (playtest)
( 8)
Sorcery
Take an extra turn after this one. If this card is in your opening hand, you may exile it. If you do, create four Time Walk token cards and shuffle them into your deck.
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Time Sieve
( 2)
Artifact
, Sacrifice five artifacts: Take an extra turn after this one.
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Time Vault
( 2)
Artifact
Time Vault enters tapped. Time Vault doesn't untap during your untap step. If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault. : Take an extra turn after this one.
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Time Walk
( 2)
Sorcery
Take an extra turn after this one.
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Twice Upon a Time
( 6)
Sorcery
Cast this spell only if you control two or more Doctors. Take an extra turn after this one. Exile Twice Upon a Time.
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Ugin's Nexus
( 5)
Legendary Artifact
If a player would begin an extra turn, that player skips that turn instead. If Ugin's Nexus would be put into a graveyard from the battlefield, instead exile it and take an extra turn after this one.
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Wanderwine Prophets
( 6)
Creature — Merfolk Wizard
(4/4)
Champion a Merfolk (When this enters, sacrifice it unless you exile another Merfolk you control. When this leaves the battlefield, that card returns to the battlefield.) Whenever Wanderwine Prophets deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.
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Warrior's Oath
( 2)
Sorcery
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
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Wormfang Manta
( 7)
Creature — Nightmare Fish Beast
(6/1)
Flying When Wormfang Manta enters, you skip your next turn. When Wormfang Manta leaves the battlefield, you take an extra turn after this one.
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