Extra Turns

Spells whose primary effect is taking an additional turn after this one, used to chain attacks, stack triggers, or loop into another extra-turn spell for the kill. Canonical examples include Time Warp, Nexus of Fate, Alrund's Epiphany, and Expropriate. The closing route is usually combat or repeated extra-turn casts off card-draw chains. Distinct from win_condition.combat_win, which closes via a single mass-pump alpha strike rather than additional turns, and from win_condition.alternate_win, which ends the game through 'you win the game' triggers. Note that extra-combat effects are not extra turns and belong elsewhere.

Example cards

Browse all extra turns cards

Also known as

  • extra turn
  • take another turn
  • time walk
  • turns spell
  • additional turn
  • turns chain
  • time walk effect