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CaC 272


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ShamedShadow



Joined: 09 May 2010
Posts: 290

PostPosted: Fri Feb 21, 2014 5:55 am    Post subject: CaC 272 Reply with quote

For this CaC, create a card that allows a player (or more than one player) to take an extra turn.

Judging will be based on Flavor, Printability, and whether it's playable in more than one format.
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Thelemys



Joined: 24 Apr 2008
Posts: 910

PostPosted: Fri Feb 21, 2014 6:21 am    Post subject: Reply with quote

Quote:
Sleepless Night 2UU
Enchantment R
Each player takes an extra turn after his or her first one. Each player skip the untap step of that turn.
I rely no more on memory, my mind is lost or mangled over time.


art:http://www.beksinski.pl/
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Raybelfast



Joined: 30 Jan 2007
Posts: 165

PostPosted: Fri Feb 21, 2014 7:51 am    Post subject: Reply with quote

Door of Possibility 6

Artifact - Rare

Tap: Take an extra turn after this one.

At the end of your turn, target opponent gains control of Door of Possibility.

"A thought, even a possibility, can shatter and transform us"
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sc4rs



Joined: 23 Mar 2006
Posts: 859

PostPosted: Fri Feb 21, 2014 8:45 am    Post subject: Reply with quote

Unburdened Mind
1UU
Enchantment - Mythic Rare
Discard seven cards: Take an extra turn after this one.
The great sage Aliwa lived to ten thousand years, yet upon his death his students found in his home not his secret or his life's works but an empty room.
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Canabiest



Joined: 15 Aug 2006
Posts: 367

PostPosted: Fri Feb 21, 2014 8:53 am    Post subject: Reply with quote

All Out Attack
2RR
Instant
Mythic Rare

Creatures you control get +2/+0 until end of turn.
Take an extra turn after this one. At the beginning of each opponent's next upkeep, you lose the game.

When the Keldon's landed they burned their fleet behind them. Leaving them no route to escape, only victory of death.


Last edited by Canabiest on Wed Feb 26, 2014 4:31 pm; edited 1 time in total
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saurgoth



Joined: 21 Feb 2005
Posts: 267

PostPosted: Fri Feb 21, 2014 12:55 pm    Post subject: Reply with quote

Second Fortune
RR
Sorcery - Rare

Choose an opponent. Flip a coin. If you win the flip, take an extra turn after this one. If you lose the flip, opponent takes an extra turn after this one.
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Duodax



Joined: 29 Jan 2006
Posts: 390

PostPosted: Fri Feb 21, 2014 6:10 pm    Post subject: Reply with quote

Time Jump 2U

Sorcery - RARE

Take another turn after this one. You can't cast spells during your next turn. Skip each battle phase of your next turn.


Last edited by Duodax on Sat Feb 22, 2014 9:41 am; edited 1 time in total
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pseudodespot



Joined: 08 May 2011
Posts: 496

PostPosted: Sat Feb 22, 2014 5:06 am    Post subject: Reply with quote

Get Even UB

Instant (mythic)

Take an extra turn after this one, if you have lost ten or more life this turn.

Blind retaliation never comes to fruition. Take your time and construct a plan which dwarfs their provocation. Revenge with concept is so much more satisfying.
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kamphgruppe



Joined: 22 Jan 2005
Posts: 53

PostPosted: Sat Feb 22, 2014 12:45 pm    Post subject: Last Gasp Reply with quote

Last Gasp 2BU

Sorcery (Rare)

Take and additional turn after current turn ends. You lose the game when your next turn ends.

Teemu was tired; too tired. He summoned his strength for one last strike.
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shadowist



Joined: 14 Dec 2009
Posts: 140

PostPosted: Sat Feb 22, 2014 2:41 pm    Post subject: Reply with quote

Hyperbolic Time Chamber 3WU

Enchantment (M)

At the beginning of each end step, if it's not an extra turn, the active player takes an extra turn.


Tell me when you're done.
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iSperia
Level 1 Judge


Joined: 05 Feb 2008
Posts: 238

PostPosted: Sat Feb 22, 2014 11:55 pm    Post subject: Reply with quote

Chronomancer's Capsule - (2)(U)
Artifact (rare)
Players can' take extra turns.
Whenever Chronomacer's Capsule is destroyed by spell or ability, the controller of that spell or ability takes an extra turn.
"Crack the capsule and prepare for the best journey in your life" - instruction text


Last edited by iSperia on Mon Feb 24, 2014 1:44 am; edited 1 time in total
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Strid3r



Joined: 18 Jan 2010
Posts: 295

PostPosted: Sun Feb 23, 2014 6:46 am    Post subject: Reply with quote

Time Twist BBBBBBB

Sorcery - Mythic Rare

At the beginning of each of your end steps, for the rest of the game, take an extra turn after this one, you lose half of your life, rounded up, then you lose 5 life.
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kenny18O



Joined: 11 Apr 2013
Posts: 45

PostPosted: Sun Feb 23, 2014 9:26 am    Post subject: Reply with quote

time of prosperity UUUUUU

sorcery - mythic

draw seven cards unless an opponent choose to skip his two next turns.

exile time of prosperity.
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bob_dob



Joined: 20 Apr 2008
Posts: 3

PostPosted: Mon Feb 24, 2014 11:34 pm    Post subject: Reply with quote

Fragile Immortality - WWW
Enchantment (Mythic)

You can't lose the game and your opponents can't win the game.
When ~ leaves the battlefield, you lose the game.

(1): Put a fate counter on ~. Only any opponent may play this ability.

At the end of your turn, if ~ has a fate counter on it, take an extra turn after this one. At the end of that turn exile ~.

Gods die. And when they truly die they are unmourned and unremembered. Ideas are more difficult to kill than people, but they can be killed, in the end. --Neil Gaiman, American Gods


Last edited by bob_dob on Tue Feb 25, 2014 2:50 am; edited 1 time in total
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compucrazy



Joined: 02 Feb 2006
Posts: 38

PostPosted: Tue Feb 25, 2014 2:15 am    Post subject: Reply with quote

Temporal chaos 2UR
Sorcery (Mythic)

Take an extra turn after this one.

During your next turn, all lands you control deal one damage to you whenever they are tapped.

Niv-Mizzet became so obsessed with altering time, he barely noticed his laboratories crumbling around him.
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