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
Also known as
- extra turn
- take another turn
- time walk
- turns spell
- additional turn
- turns chain
- time walk effect



