Best Extra Turn Cards

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Final Fortune Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

Final Fortune

Emrakul, the Promised End This 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 Warp Target player takes an extra turn after this one.

Time Warp

Rise of the Eldrazi 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.

Rise of the Eldrazi

Teferi, Master of Time You 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 Fate 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.

Nexus of Fate

Perch Protection 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.

Perch Protection

Expropriate 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.

Expropriate

Temporal Mastery Take 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 Gauntlet 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.

Ichormoon Gauntlet

Time Stretch Target player takes two extra turns after this one.

Time Stretch

Temporal Trespass Delve (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 Manipulation Take an extra turn after this one.

Temporal Manipulation

Gonti's Aether Heart Whenever 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 Throng Prowl {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 Chance Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

Last Chance

Alrund's Epiphany Create 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 Jingzhou Take an extra turn after this one.

Capture of Jingzhou

Stitch in Time Flip a coin. If you win the flip, take an extra turn after this one.

Stitch in Time

Timestream Navigator Ascend (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 Power 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.

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 Tomorrows Target 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 Aeons Buyback—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 Extortion 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.

Temporal Extortion

Medomai the Ageless Flying 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 Oath Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

Warrior's Oath

Ugin's Nexus 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.

Ugin's Nexus

Sage of Hours Heroic — 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 Glory 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.

Chance for Glory

Part the Waterveil Take 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 Moment Take an extra turn after this one. Skip the untap step of that turn.

Savor the Moment

Lost Isle Calling Whenever 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 Prophets 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 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

Seedtime Cast 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 Gambit Cleave {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, Omnipotent Whenever 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 Restored 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 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 Meeting Cast 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 Chronologist Level 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

Timesifter At 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 Waterveil This 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 Frolicker Flying 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 Conqueror Flying 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 Chance At 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 Manta Flying 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 City When 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 Friend 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.

Phone a Friend

All in Good Time When 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 Torn 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 is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.

Emrakul, the Aeons Torn

Otaria Instant 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 Will When 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 Vault This 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.

Time Vault

Time Walk Take an extra turn after this one.

Time Walk