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Cards similar to Lighthouse Chronologist (18)

Alchemists Gambit

Alchemist's Gambit

Sorcery

Cleave (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Take an extra turn after this one. During that turn, damage can't be prevented. [At the beginning of that turn's end step, you lose the game.]
Exile Alchemist's Gambit.

7.3 /10
$0.22
Chance for Glory

Chance for Glory

Instant

Creatures you control gain indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

7.7 /10
$1.01
Final Fortune

Final Fortune

Instant

Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

9.4 /10
~$34
Last Chance

Last Chance

Sorcery

Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

8.5 /10
$7.02
Warriors Oath

Warrior's Oath

Sorcery

Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

8 /10
~$162
Ral Zarek

Ral Zarek

Legendary Planeswalker — Ral

+1: Tap target permanent, then untap another target permanent.
-2: Ral Zarek deals 3 damage to any target.
-7: Flip five coins. Take an extra turn after this one for each coin that comes up heads.

8.4 /10
$0.53
Expropriate

Expropriate

Sorcery

Council's dilemma — Starting with you, each player votes for time or money. For each time vote, take an extra turn after this one. For each money vote, choose a permanent owned by the voter and gain control of it. Exile Expropriate.

9.3 /10
~$12
Gontis Aether Heart

Gonti's Aether Heart

Legendary Artifact

Whenever Gonti's Aether Heart or another artifact you control enters, you get (two energy counters).
Pay eight , Exile Gonti's Aether Heart: Take an extra turn after this one.

8.5 /10
$0.98
Lost Isle Calling

Lost Isle Calling

Enchantment

Whenever you scry, put a verse counter on this enchantment.
, Exile this enchantment: Draw a card for each verse counter on this enchantment. If it had seven or more verse counters on it, take an extra turn after this one. Activate only as a sorcery.

7.4 /10
$0.25
Phone a Friend

Phone a Friend

Sorcery

Call someone and ask them to choose one. If they don't answer, an opponent chooses one. (Don't explain anything else. You choose targets.)
• A — Gain control of target creature you don't control.
• B — Choose target creature you control. Create two tokens that are each copies of it.
• C — Take an extra turn after this one.
• D — Draw seven cards.

0.6 /10
$0.13
Plea for Power

Plea for Power

Sorcery

Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.

8.5 /10
$0.19
Regenerations Restored

Regenerations Restored

Enchantment

Vanishing 12 (This enchantment enters with twelve time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever one or more time counters are removed from Regenerations Restored, scry 1 and you gain 1 life. Then if Regenerations Restored has no time counters on it, exile it. When you do, take an extra turn after this one.

6.9 /10
$0.13
Sage of Hours

Sage of Hours

Creature — Human Wizard (1/1)

Heroic — Whenever you cast a spell that targets Sage of Hours, put a +1/+1 counter on it.
Remove all +1/+1 counters from Sage of Hours: For each five counters removed this way, take an extra turn after this one.

7.7 /10
$3.27
Savor the Moment

Savor the Moment

Sorcery

Take an extra turn after this one. Skip the untap step of that turn.

6.8 /10
$3.65
Second Chance

Second Chance

Enchantment

At the beginning of your upkeep, if you have 5 or less life, sacrifice Second Chance and take an extra turn after this one.

4 /10
$5.92
Temporal Trespass

Temporal Trespass

Sorcery

Delve (Each card you exile from your graveyard while casting this spell pays for .)
Take an extra turn after this one. Exile Temporal Trespass.

9 /10
$3.28
Time Vault

Time Vault

Artifact

Time Vault enters tapped.
Time Vault doesn't untap during your untap step.
If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.
: Take an extra turn after this one.

10 /10
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Wanderwine Prophets

Wanderwine Prophets

Creature — Merfolk Wizard (4/4)

Champion a Merfolk (When this enters, sacrifice it unless you exile another Merfolk you control. When this leaves the battlefield, that card returns to the battlefield.)
Whenever Wanderwine Prophets deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.

7.2 /10
~$16

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