Sideboard

Enchantment (2)

Instant (1)


Introduction

Gamble your game on a few extra turns, with the potential of winning big (as in winning the game)! This deck utilizes red extra turn spells to take extra turns. If you've never heard of a red extra turn spell, they're really cheap costing only 2 to 3 mana but here's the catch: they all say you lose the game at the beginning of that extra turn's end step. But don't dwell too much on losing the game, because there are plenty of life saving abilities that you can use and abuse easily! You may also ask, "Why would I take an extra turn?", well, that extra turn allows you to get ahead of your opponents or win with an upkeep trigger. Let's take a look at the win cons of the deck.

Win Conditions

Sensei's Divining Top + Aetherflux Resevoir + Bolas's Citadel This one isn't the most fun, but it keeps you opponents from complaining that you have a Citadel but can't win with it.

Near-Death Experience + Necropotence Pay all but one of your life before the Near-Death's ability resolves.

Stunning Reversal + Near-Death Experience + Extra Turn This win condition relies on an opponent attempting to make you lose. Please note that Stunning Reversal only saves you from losing, it does not save you when an opponent has a card that states that they win. Getting an extra turn can allow you to immediately win the turn after.

Angel's Grace + Near-Death Experience This one is hard to stop since Angel's Grace has Split second, but it requires damage to be the cause for losing and black often causes you to just lose life.

Approach of the Second Sun + Lich's Mastery This win condition utilizes Lich's Mastery's text "Whenever you gain life draw that many cards.", since Approach makes you gain 7 life and tuck it 7th from top, you will immediately get it back in your hand to cast again.

Hall of Heliod's Generosity + Underworld Breach This allows for what is practically a recurable Yawgmoth's Will.

Sundial of the Infinite + Underworld Breach This allows you to end your turn with the sacrifice trigger on the stack so you can cast your graveyard on the next player's turn. Note: It will sacrifice itself on that player's end step unless you were to Glorious End their turn.

Smothering Tithe + Underworld Breach + Wheel of Fortune As long as you have enough cards in your graveyard and hand you can jump-start the combo of repeatedly casting Wheel of Fortune and collecting all the treasure to cast it again exiling what you chuck in the graveyard. If you want to win faster use Approach of the Second Sun when you have the mana to (Note: It can be in your graveyard and you can still cast it with Underworld Breach). Otherwise, you can force everyone to draw out while you have some sort of Angel's Grace effect on board.

Side Board Notes

I like to switch out win conditions as I play games throughout the day. Approach of the Second Sun is usually swapped with an alternate win con such as Revel in Riches or Barren Glory. If I choose to play Barren Glory then I will swap out Damnable Pact for a Kaervek's Spite. If you end up building this you may consider throwing in even more win cons and replacing the card:Aetherflux Resevoir combo. Here are some of the ways to win with side board win conditions.

Side Board Win Conditions

Extra Turn Effect(Optional)+ Barren Glory + Kaervek's Spite Make sure you are not The Monarch, to win faster you can cast an extra turn spell, then Barren Glory, then Kaervek's Spite. This will leave you with nothing in hand or on board other than Barren Glory.

Extra Turn Effect(Optional)+ Smothering Tithe + Wheel of Fortune + Revel in Riches As long as you have 2 opponents this should be effective at producing the treasure.

Extra Turn Effect(Optional)+ Dockside Extortionist + Revel in Riches Dockside doesn't always produce enough, but it usually gives you a great head start.

Using Your Extra Turns

It is important that you properly stack your end step triggers, because messing these up can cost you the game. Queen Marchesa makes an excellent commander for extra turn because she introduces the Monarch into the game. For those unaware of what The Monarch is, it is acts like an emblem in the sense that it is held in the command zone and cannot be effected by spells or abilities. The Monarch states, "At the beginning (of) your end step, draw a card." There is more to The Monarch but this is the important part. What you want to do is put that on the stack first and any other trigger afterward, resolve The Monarch's ability then end your turn with Sundial of the Infinite this will exile everything else off of the stack and you will go straight to clean-up step (Where you discard down to your max hand size and remove all damage from creatures). It is important to note the text on Chance for Glory as it says, "Your creatures gain indestructible.", this is not until end of turn. This means all the creatures you had out as it resolved will be permanently indestructible which can be very powerful if you have a Platinum Angel out. Sunforger can search for both Final Fortune and Chance for Glory as well as everyone's favorite Glorious End.

Eliminate Control Players First

The bane of this deck's existence is control that can potentially counter your life saving abilities. If you are unable to remove the player try striking up a deal using The Monarch, this can help you stay in the game with the added bonus of producing 1/1 Deathtouch, Haste Assassins from Queen Marchesa's ability. If you choose to play against control be sure to play extra carefully as they can easily kill you if you play an extra turn spell then card that will save you on that turn. Play the life saving card first if you can.

Crawl Back from the Brink

This deck has survived blasts from an card:Aetherflux Resevoir losing everything because of Lich's Mastery's loss of life triggers scraping by with a Stunning Reversal. I ended up pulling things back together to win, so don't just give up after losing it all early in the game!

Losing like a Champion

This deck can be very good at stealing away wins from opponents, but some games you might draw all extra turn spells and no way to save yourself from losing. In those games I recommend having fun and gambling your life for the chance to win. The purpose of the game is to have fun, so do just that! Be the player who would Glorious End an Armageddon just to save the table from the monotony of hoping to draw a land every turn.

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Casual

94% Competitive

Date added 4 years
Last updated 4 years
Key combos
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

18 - 0 Mythic Rares

55 - 3 Rares

13 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 2.83
Tokens Angel 4/4 W, Assassin 1/1 B w/ Haste, Emblem Gideon of the Trials, Human Soldier 1/1 W, Soldier 1/1 W, Spirit 1/1 WB, The Monarch, Treasure
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