Capture of Jingzhou
Time Warp with a different name and a different price tag, and the difference is the whole reason it exists. The mechanic of taking an extra turn is one of the most carefully rationed effects in the game, normally walled off behind awkward costs, downsides, or one-shot exile clauses precisely because doubling your turns chains. What this offers is the cleanest possible version: five mana, no rider, no cost increase, nothing handed back to the opponent. That cleanness is exactly what makes it a combo piece rather than a fair tempo play. A single extra turn is rarely worth this much mana on rate; the payoff is the recursion engine built around it, where each turn untaps the lands to cast the next copy of the effect and the loop ends the game rather than buying time inside it. Pair it with a repeatable way to return it from the graveyard or to copy it each turn and the "after this one" clause stops being a one-time burst and becomes an infinite sequence of turns. As one of a small family of functionally identical extra-turn sorceries (Time Warp foremost among them), its value to a deck is partly redundancy: when the plan is to chain extra turns, the second and third copies of the effect matter as much as the first. The flavor of seizing a strategic stronghold from a famed campaign sits comfortably over a card that is, mechanically, about seizing the entire game.






