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  1. Commander Nexus
  2. Archetypes
  3. Extra Turns
Extra Turns artwork

Extra Turns

decks spells that give them another turn right after this one, and try to take several in a row. Taking them back to back is hard to play against, so 's three most casual ask players not to.

  • KindArchetype
  • Cards52

An archetype is a whole game plan: the way a deck tries to win.

Find these cards in the app Commanders with this archetype

How it plays

You spells that give you another turn right after this one, and try to chain several in a row. Cards that return extra-turn spells from the , or copy them, keep the chain going. Between turns you draw, make mana and attack again.

How it wins

Three or four turns in a row means three or four attacks, three or four and three or four while opponents watch. A creature that would take four turns to win takes one.

What beats it

on the extra-turn spell. Cards that spells when they are stop you casting the same one twice.

If this is your first deck

Not a first deck, and ask your table first. 's three most casual ask players not to chain , and watching one player take four turns is no fun for the rest.

Commanders to Start With

The most played commanders where Extra Turns is one of their two main plans, in order from EDHREC, a site that counts the Commander decks players post online.

Example Cards

Extra TurnsSpells that grant you an additional turn. CHAINING means casting them repeatedly so opponents never get a turn back.Open the full glossaryCastTo cast a spell is to put it on the stack and pay its cost, usually from your hand. Playing a land is not casting, and a copy of a spell is not cast either.Open the full glossaryCommanderThe legendary card that leads your deck, and the name of the format itself. Your commander starts the game in the command zone instead of in your deck, and you can cast it from there. If it leaves the battlefield you can send it back and cast it again, paying 2 more mana each extra time. It is usually a legendary creature; a few other cards say they can be your commander.Atraxa, Praetors' VoiceOpen the full glossaryBracketA number from 1 to 5 describing how strong a Commander deck is meant to be, so everyone at the table can agree on a fair game before it starts. Bracket 1 is a deck built purely for fun and Bracket 5 is as competitive as it gets. It is Wizards of the Coast's own system, not ours.Open the full glossaryGraveyardThe discard pile. Cards that are destroyed, discarded or used up go here. In Commander plenty of cards bring them back, which is why graveyards are a resource rather than a bin.Open the full glossaryCard DrawCards that put more options into your hand from your deck.Open the full glossaryLand DropPlaying a land from your hand onto the battlefield. You normally get one each turn, and making that play on a given turn is called hitting your land drop.ExplorationOpen the full glossaryCounterspellA spell whose job is to counter another spell: it stops that spell while it is still on the stack, so it does nothing and goes to the graveyard. The name comes from the card Counterspell, the classic example.CounterspellOpen the full glossaryExileRemoves a card from the game entirely rather than putting it in the graveyard. Exiled cards are much harder to get back, which is why exile is the strongest answer to recursion.Open the full glossary