Chance for Glory
The extra turn is the bait; the loss clause is the bill. Most extra-turn spells in blue ask you only for mana and a sorcery-speed window. This one is built around an explicit deadline: you take a full additional turn, your team can't die to combat or removal during it, and then the moment that turn's end step arrives you lose unless you've ended the game first. The design forces a specific kind of math: it is only worth casting if you have lethal already assembled, so the indestructible clause isn't a defensive luxury but the closing argument, keeping your attackers alive through the alpha strike that has to connect before the timer runs out. Where blue's extra turns reward patient card advantage, this one is a finisher with a fuse. The instant speed is the wrinkle worth understanding precisely: to convert it into two consecutive attack steps, you cast it during your own turn, swing, then untap and swing again on the bonus turn before the end step reckoning arrives. Cast it on an opponent's turn instead and you get one attack step, then lose. The escape hatches are the archetype: clearing the delayed loss trigger with Stifle, or resetting the game state with something like Obeka, Brute Chronologist, or simply winning before that end step resolves. As an aggressive payoff it is honest about the trade in a way blue rarely is: it hands red-white the explosive turn its colors are otherwise denied, and demands you spend it.

