Final FortuneTake an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Final Fortune
Emrakul, the Promised EndThis spell costs {1} less to cast for each card type among cards in your graveyard.
When you cast this spell, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn.
Flying, trample, protection from instants
Emrakul, the Promised End
Time WarpTarget player takes an extra turn after this one.
Time Warp
Rise of the EldraziThis 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.
Rise of the Eldrazi
Teferi, Master of TimeYou may activate loyalty abilities of Teferi on any player's turn any time you could cast an instant.
+1: Draw a card, then discard a card.
−3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
−10: Take two extra turns after this one.
Teferi, Master of Time
Nexus of FateTake 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.
Nexus of Fate
Perch ProtectionGift 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.
Perch Protection
ExpropriateCouncil'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.
Expropriate
Temporal MasteryTake an extra turn after this one. Exile Temporal Mastery.
Miracle {1}{U} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Temporal Mastery
Time Sieve{T}, Sacrifice five artifacts: Take an extra turn after this one.
Time Sieve
Ichormoon GauntletPlaneswalkers 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.
Ichormoon Gauntlet
Time StretchTarget player takes two extra turns after this one.
Time Stretch
Temporal TrespassDelve (Each card you exile from your graveyard while casting this spell pays for {1}.)
Take an extra turn after this one. Exile Temporal Trespass.
Temporal Trespass
Temporal ManipulationTake an extra turn after this one.
Temporal Manipulation
Gonti's Aether HeartWhenever Gonti's Aether Heart or another artifact you control enters, you get {E}{E} (two energy counters).
Pay eight {E}, Exile Gonti's Aether Heart: Take an extra turn after this one.
Gonti's Aether Heart
Karn's Temporal Sundering(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Target player takes an extra turn after this one. Return up to one target nonland permanent to its owner's hand. Exile Karn's Temporal Sundering.
Karn's Temporal Sundering
Notorious ThrongProwl {5}{U} (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.
Notorious Throng
Last ChanceTake an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Last Chance
Alrund's EpiphanyCreate two 1/1 blue Bird creature tokens with flying. Take an extra turn after this one. Exile Alrund's Epiphany.
Foretell {4}{U}{U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Alrund's Epiphany
Capture of JingzhouTake an extra turn after this one.
Capture of Jingzhou
Stitch in TimeFlip a coin. If you win the flip, take an extra turn after this one.
Stitch in Time
Timestream NavigatorAscend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
{2}{U}{U}, {T}, Put this creature on the bottom of its owner's library: Take an extra turn after this one. Activate only if you have the city's blessing.
Timestream Navigator
Magistrate's Scepter{4}, {T}: Put a charge counter on this artifact.
{T}, Remove three charge counters from this artifact: Take an extra turn after this one.
Magistrate's Scepter
Plea for PowerWill 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.
Plea for Power
Ral Zarek+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.
Ral Zarek
Beacon of TomorrowsTarget player takes an extra turn after this one. Shuffle Beacon of Tomorrows into its owner's library.
Beacon of Tomorrows
The Legend of Kuruk // Avatar Kuruk(As this Saga enters and after your draw step, add a lore counter.)
I, II — Scry 2, then draw a card.
III — Exile this Saga, then return it to the battlefield transformed under your control. // Whenever you cast a spell, create a 1/1 colorless Spirit creature token with "This token can't block or be blocked by non-Spirit creatures."
Exhaust — Waterbend {20}: Take an extra turn after this one. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}. Activate each exhaust ability only once.)
The Legend of Kuruk // Avatar Kuruk
Walk the AeonsBuyback—Sacrifice three Islands. (You may sacrifice three Islands in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.)
Target player takes an extra turn after this one.
Walk the Aeons
Temporal ExtortionWhen 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.
Temporal Extortion
Medomai the AgelessFlying
Whenever Medomai deals combat damage to a player, take an extra turn after this one.
Medomai can't attack during extra turns.
Medomai the Ageless
Warrior's OathTake an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Warrior's Oath
Ugin's NexusIf 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.
Ugin's Nexus
Sage of HoursHeroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on it.
Remove all +1/+1 counters from this creature: For each five counters removed this way, take an extra turn after this one.
Sage of Hours
Chance for GloryCreatures you control gain indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Chance for Glory
Part the WaterveilTake an extra turn after this one. Exile Part the Waterveil.
Awaken 6—{6}{U}{U}{U} (If you cast this spell for {6}{U}{U}{U}, also put six +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Part the Waterveil
Savor the MomentTake an extra turn after this one. Skip the untap step of that turn.
Savor the Moment
Lost Isle CallingWhenever you scry, put a verse counter on this enchantment.
{4}{U}{U}, Exile this enchantment: Draw a card for each verse counter on this enchantment. If it had seven or more verse counters on it, take an extra turn after this one. Activate only as a sorcery.
Lost Isle Calling
Wanderwine ProphetsChampion 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 this creature deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.
Wanderwine Prophets
SeedtimeCast this spell only during your turn.
Take an extra turn after this one if an opponent cast a blue spell this turn.
Seedtime
Alchemist's GambitCleave {4}{U}{U}{R} (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.
Alchemist's Gambit
Ultimecia, Time Sorceress // Ultimecia, OmnipotentWhenever Ultimecia enters or attacks, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
At the beginning of your end step, you may pay {4}{U}{U}{B}{B} and exile eight cards from your graveyard. If you do, transform Ultimecia. // Menace (This creature can't be blocked except by two or more creatures.)
Time Compression — When this creature transforms into Ultimecia, Omnipotent, take an extra turn after this one.
Ultimecia, Time Sorceress // Ultimecia, Omnipotent
Regenerations RestoredVanishing 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 this enchantment, scry 1 and you gain 1 life. Then if this enchantment has no time counters on it, exile it. When you do, take an extra turn after this one.
Regenerations Restored
Twice Upon a Time // Unlikely MeetingCast this spell only if you control two or more Doctors.
Take an extra turn after this one. Exile Twice Upon a Time. // Search your library for a Doctor card, reveal it, put it into your hand, then shuffle.
Twice Upon a Time // Unlikely Meeting
Lighthouse ChronologistLevel up {U} ({U}: 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.
Lighthouse Chronologist
TimesifterAt the beginning of each upkeep, each player exiles the top card of their library. The player who exiled the card with the greatest mana value takes an extra turn after this one. If two or more players' cards are tied for greatest, the tied players repeat this process until the tie is broken.
Timesifter
Magosi, the WaterveilThis land enters tapped.
{T}: Add {U}.
{U}, {T}: Put an eon counter on this land. Skip your next turn.
{T}, Remove an eon counter from this land and return it to its owner's hand: Take an extra turn after this one.
Magosi, the Waterveil
Eon FrolickerFlying
When this creature enters, if you cast it, target opponent takes an extra turn after this one. Until your next turn, you and planeswalkers you control gain protection from that player. (You and planeswalkers you control can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
Eon Frolicker
Mu Yanling+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.
Mu Yanling
Teferi, Timebender+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.
Teferi, Timebender
Kang the ConquerorFlying
Power-up — {5}{U}{U}{U}: Put a +1/+1 counter on Kang. Take an extra turn after this one. During that turn, power-up abilities can't be activated. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Kang the Conqueror
Second ChanceAt the beginning of your upkeep, if you have 5 or less life, sacrifice this enchantment and take an extra turn after this one.
Second Chance
Wormfang MantaFlying
When this creature enters, you skip your next turn.
When this creature leaves the battlefield, you take an extra turn after this one.
Wormfang Manta
Search the CityWhen this enchantment 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 this enchantment, sacrifice it. If you do, take an extra turn after this one.
Search the City
Phone a FriendCall 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.
Phone a Friend
All in Good TimeWhen you set this scheme in motion, take an extra turn after this one. Schemes can't be set in motion that turn.
All in Good Time
Emrakul, the Aeons TornThis 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 is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
Emrakul, the Aeons Torn
OtariaInstant and sorcery cards in graveyards have flashback. The flashback cost is equal to the card's mana cost. (Its owner may cast the card from their graveyard for its mana cost. Then they exile it.)
Whenever chaos ensues, take an extra turn after this one.
Otaria
Time Bends to My WillWhen you set this scheme in motion, take an extra turn after this one. Skip the untap step of that turn.
Time Bends to My Will
Time VaultThis artifact enters tapped.
This artifact doesn't untap during your untap step.
If you would begin your turn while this artifact is tapped, you may skip that turn instead. If you do, untap this artifact.
{T}: Take an extra turn after this one.