Last Chance
The honest version of the extra-turn spell: most of its successors hide the cost in a clause about exiling cards, sacrificing permanents, or never untapping, but here the bill comes due as a hard loss-of-game trigger you cannot pay around. Take the turn, then lose. That brutal framing is what makes the card a combo piece rather than a tempo tool. A normal extra turn buys you value; this one buys you exactly one window in which the game must end. You spend the bonus turn either killing your opponent before the end step or stitching together a way to win, draw, or otherwise sidestep the trigger that is waiting for you. The two-mana cost reflects the lopsidedness: it is cheap precisely because the downside is total, the inverse of cards like Time Walk that gave the turn with no strings. As a Portal product, it was built for an audience learning the game, which is part of why the drawback is stated so plainly rather than buried in conditional text. The design lesson it embodies has aged well: an extra turn ranks among the most powerful things a spell can do, and the cleanest way to balance one is to make the player race their own clock. Everything that came later just got more elegant about the leash.






