Extra Turns Outside of Blue

General forum

Posted on Nov. 17, 2021, 8:27 p.m. by DemonDragonJ

Blue is the color of temporal manipulation, and, therefore, the color of extra turns, but, on occasion, other colors can have extra turns, as well.

I feel that extra turns outside of blue are acceptable, but only under the proper conditions, such as losing the game unless you win, as is the case in red, forcing another player to pay life, as in Temporal Extortion, or taking the time to build up to it, as with Magistrate's Scepter.

As a side note, I severely dislike that every extra turn spell in recent years exiles itself, because I like taking multiple extra turns, and I do not think that there is anything wrong with that, as long as the cost for doing so is extremely high.

What does everyone else say about this? How do you feel about extra turns outside of blue?

plakjekaas says... #2

Extremely high costs don't exist in Magic anymore for single cards. Everything can be played for free in some way or another. The cost of taking multiple turns now is reserving slots in your deck to play Reverberate or Galvanic Iteration.

With extra turns being so powerful, it's weird that green never dipped it's toe in... what's that? Seedtime you say? Well nevermind!

November 17, 2021 9:33 p.m.

TriusMalarky says... #3

I feel like extra turns, while cool in theory, are bad for the game. And not because "oh nexus of fate and now alrund's epiphany", or "i hate infinite turns in commander" -- because the mechanic is either just clunky and unplayable, or used to do absolutely busted things in a way that excludes half to most of the table.

That said, I don't even think blue should have access. Blue is all about knowledge, manipulating your hand and predicting what your opponent will do, creatures that avoid confrontation unless necessary, and creating stumbling blocks to prevent your opponent's win. Taking an extra turn is just being able to do everything in the game, but you get to do it more than your opponent.

Red might be plausible -- they live life in the fast lane, so the "take an extra turn, then die" cards make a bit of sense in red, but those cards are incredibly lackluster and while they're kinda flavorful they don't mechanically bring anything helpful to the table outside the occasional jank brews.

November 18, 2021 11:01 a.m.

Last_Laugh says... #4

Yay, I love watching someone goldfish for 30+ minutes while everyone else loses interest in the game and are no longer interested in playing another game... it's so much fun!

November 18, 2021 3:14 p.m.

DemonDragonJ says... #5

Last_Laugh, are you being sarcastic, I hope?

November 18, 2021 9:14 p.m.

Last_Laugh says... #6

DemonDragonJ Very much so lol. I used to run Narset Turns several years back so I don't have much room to complain... granted it only got pulled out when really good promos were handed out to the winners of pods. I justified it as being the stores fault for not doing randoms for promos lol.

November 18, 2021 10:47 p.m. Edited.

shadow63 says... #7

Last_Laugh If there a prize on the line anything goes

November 19, 2021 10:03 a.m.

Last_Laugh says... #8

shadow63 That's the way I looked at it and I have 0 regrets. Between 2 LGS I won 12x promo Fatal Push in 5 weeks and traded one straight across for Gilded Drake when they were both worth $20. Best trade I've EVER done and their card is now worth $4 and mine is like $300 lol

November 19, 2021 1:03 p.m.

shadow63 says... #9

Hard to believe Gilded Drake was that low

November 19, 2021 11:13 p.m.

Wuzibo says... #10

The extra red turns all make you lose the game after those extra turns. It's really only somewhat in red artifact decks running plat angel. Outside of that, they're maybe ok in a burn deck with arc-blades or rift bolts suspended, but kind of niche or jank otherwise.

Once again, blue just gets a better version of it than every other color.

February 18, 2022 4:17 p.m.

Please login to comment