Second Chance
The condition reads as a death clause but functions as a launch button. Five-life-or-fewer is the state aggressive decks spend the whole game trying to inflict on you; this enchantment turns that same threshold into the trigger for an extra turn. The sacrifice keeps it from running away on its own: the upkeep trigger spends the enchantment to fire, so a single copy buys exactly one extra turn. That is what separates it from a passive engine and forces any combo to do real work. To chain turns you need two halves working together: a way to keep dropping your own life to five or fewer, and a way to return or re-deploy the enchantment so the trigger fires again next upkeep. Assemble both and survive the window, and the extra turns stack; miss either and the card is a one-shot reprieve. The flavor logic is sharp for a 1999 design: it rewards being on death's door rather than punishing it, inverting the usual relationship between low life and losing. Most extra-turn effects of the era were spells you cast from a position of strength. This one asks you to walk to the edge first, then weaponizes the ledge.
