Creatures you control gain indestructible until end of turn. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
So, a Final Fortune that makes your dudes indestructible. I'm guessing the name will be Final Glory.
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MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
So if you cast this on your opponent's end step, you don't really get an extra turn right? Since the next turn is the extra turn, you just lose at the end of that turn?
This? This is pretty mythic. Game winning against a lot of decks. You are putting on pressure, they tap out for Supreme Verdict (or whatever sweeper) and you blank it and get 2 turns to kill them?
I could see this in a Naya Zoo/One Drop Aggro deck easily.
So if you cast this on your opponent's end step, you don't really get an extra turn right? Since the next turn is the extra turn, you just lose at the end of that turn?
I'm not sure how the rules break it down, but if you miracle on an opponents turn, the extra turn, I think still is after your next natural turn?
So if you cast this on your opponent's end step, you don't really get an extra turn right? Since the next turn is the extra turn, you just lose at the end of that turn?
I'm not sure how the rules break it down, but if you miracle on an opponents turn, the extra turn, I think still is after your next natural turn?
Extra turns are inserted into the current turn order immediately following the current turn. So, if the turn order is A,B,A,B (etc.) and it is currently Player A's turn and Player B casts this on A's turn, the turn order then becomes A,"Extra" B,"Normal" B,A,B (etc.). So, yes, it ends up not being much of an "Extra" turn since you lose at the end of it before taking your normal turn.
500.7. Some effects can give a player extra turns. They do this by adding the turns directly after the specified turn. If a player is given multiple extra turns, the extra turns are added one at a time. If multiple players are given extra turns, the extra turns are added one at a time, in APNAP order (see rule 101.4). The most recently created turn will be taken first.
Card name is Chance at Glory. It's actually already on the spoiler page, though I don't remember having seen it before this. EDIT: Right, cause it was only added like 20 minutes ago...
So if you cast this on your opponent's end step, you don't really get an extra turn right? Since the next turn is the extra turn, you just lose at the end of that turn?
I'm not sure how the rules break it down, but if you miracle on an opponents turn, the extra turn, I think still is after your next natural turn?
If casting it on opponent's end step gives you two turns, this card seems pretty good.
This is essentially an extra combat step for 3 mana instant that protect your creatures in the most aggressive color pair and provide an exciting tension with its "lose the game" clause. Yes, that's a mythic material right there.
So if you cast this on your opponent's end step, you don't really get an extra turn right? Since the next turn is the extra turn, you just lose at the end of that turn?
I was wondering about that myself. Like when would it make since to play this at the beginning of the turn? or as a combat trick?
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So if you cast this on your opponent's end step, you don't really get an extra turn right? Since the next turn is the extra turn, you just lose at the end of that turn?
I'm not sure how the rules break it down, but if you miracle on an opponents turn, the extra turn, I think still is after your next natural turn?
Extra turns are inserted into the current turn order immediately following the current turn. So, if the turn order is A,B,A,B (etc.) and it is currently Player A's turn and Player B casts this on A's turn, the turn order then becomes A,"Extra" B,"Normal" B,A,B (etc.). So, yes, it ends up not being much of an "Extra" turn since you lose at the end of it before taking your normal turn.
500.7. Some effects can give a player extra turns. They do this by adding the turns directly after the specified turn. If a player is given multiple extra turns, the extra turns are added one at a time. If multiple players are given extra turns, the extra turns are added one at a time, in APNAP order (see rule 101.4). The most recently created turn will be taken first.
What a strange combination of abilities. You can only use it to save your guys if you're sure you can kill your opponent next turn, but if that's the case why do you need to give them indestructible in the first place? Just main phase this and kill them on the next turn. I just really don't understand the purpose of this card unless the actual intention is to somehow break it by nullifying the drawback, because by itself it's pretty nonsensical.
What a strange combination of abilities. You can only use it to save your guys if you're sure you can kill your opponent next turn, but if that's the case why do you need to give them indestructible in the first place? Just main phase this and kill them on the next turn. I just really don't understand the purpose of this card unless the actual intention is to somehow break it by nullifying the drawback, because by itself it's pretty nonsensical.
This card has two uses:
1. The best use - at your turn as a combat trick + another combat phase.
2. At an opponent's turn as a combat trick.
What a strange combination of abilities. You can only use it to save your guys if you're sure you can kill your opponent next turn, but if that's the case why do you need to give them indestructible in the first place? Just main phase this and kill them on the next turn. I just really don't understand the purpose of this card unless the actual intention is to somehow break it by nullifying the drawback, because by itself it's pretty nonsensical.
My guess that this is essentially a roundabout blocker-removal, which means this is applicable if you have lethal if your opponent doesn't block and your creatures are all capable of trading with theirs. While it is still a convoluted situation, it isn't that bad since if you have lethal if they don't block they are pretty much obliged to block, so only the second condition stands.
I won't be surprised if this was at some point of time in design a card that granted an extra combat step (with untap and all), but they decided that making you lose at the end of same turn makes the already narrow situation worse, so they threw the whole extra turn (in the colors that have creature removal and haste creatures) to permit some external assistance to make the card less narrow. I hope we get the design process for this card.
Also, extra turns have been mythic effects ever since Time Warp got promoted to Mythic. So no surprises there.
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Translation seems to be:
Instant
Creatures you control gain indestructible until end of turn. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Found it on Reddit.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
I hope that's sarcasm. We just had Glorious End. Different effect, but similar and comparable. Sometimes one can be better than the other.
Based on my limited knowledge of Japanese (and Chinese), I don't think any part of that name translates to "Final".
Well I just ran "Final Glory" through Google translate English-to-Japanese, and it appears you are correct.
I cracked part of it. The first three kanji translate to "Eiko no", meaning "of Glory", effectively "Glorious".
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
Spirits
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I could see this in a Naya Zoo/One Drop Aggro deck easily.
Spirits
I'm not sure how the rules break it down, but if you miracle on an opponents turn, the extra turn, I think still is after your next natural turn?
Spirits
Many thanks to DNC at Heroes of the Plane Studios
Spirits
If casting it on opponent's end step gives you two turns, this card seems pretty good.
I was wondering about that myself. Like when would it make since to play this at the beginning of the turn? or as a combat trick?
-Stay Frosty
Boooooooooo!
But thank you for the clarification. :]
Spirits
This card has two uses:
1. The best use - at your turn as a combat trick + another combat phase.
2. At an opponent's turn as a combat trick.
Simple and effective.
... Yeah.
And of course this is mythic. Both extra turns and extremely risky cards belong at mythic.
Stay reasonable, be mindful of your expectations and don't feed the trolls.
Doomsdayin'
My guess that this is essentially a roundabout blocker-removal, which means this is applicable if you have lethal if your opponent doesn't block and your creatures are all capable of trading with theirs. While it is still a convoluted situation, it isn't that bad since if you have lethal if they don't block they are pretty much obliged to block, so only the second condition stands.
I won't be surprised if this was at some point of time in design a card that granted an extra combat step (with untap and all), but they decided that making you lose at the end of same turn makes the already narrow situation worse, so they threw the whole extra turn (in the colors that have creature removal and haste creatures) to permit some external assistance to make the card less narrow. I hope we get the design process for this card.
Also, extra turns have been mythic effects ever since Time Warp got promoted to Mythic. So no surprises there.