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Cards similar to Part the Waterveil (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
Alrunds Epiphany

Alrund's Epiphany

Sorcery

Create two 1/1 blue Bird creature tokens with flying. Take an extra turn after this one. Exile Alrund's Epiphany.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

8.9 /10
$3.11
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
Perch Protection

Perch Protection

Instant

Gift an extra turn (You may promise an opponent a gift as you cast this spell. If you do, they take an extra turn after this one.)
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.

7.8 /10
$2.93
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
Rise of the Eldrazi

Rise of the Eldrazi

Sorcery

This spell can't be countered.
Destroy target permanent. Target player draws four cards. Take an extra turn after this one.
Exile Rise of the Eldrazi.

9.3 /10
$7.55
Search the City

Search the City

Enchantment

When Search the City enters, exile the top five cards of your library.
Whenever you play a card with the same name as one of the exiled cards, you may put one of those cards with that name into its owner's hand. Then if there are no cards exiled with Search the City, sacrifice it. If you do, take an extra turn after this one.

0.8 /10
$0.10
Temporal Mastery

Temporal Mastery

Sorcery

Take an extra turn after this one. Exile Temporal Mastery.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

9.2 /10
$7.59
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
Twice Upon a Time  Unlikely Meeting

Twice Upon a Time // Unlikely Meeting

Sorcery // Sorcery — Adventure

Cast this spell only if you control two or more Doctors.
Take an extra turn after this one. Exile Twice Upon a Time.

Unlikely Meeting

Search your library for a Doctor card, reveal it, put it into your hand, then shuffle.

6.6 /10
$0.03
Ugins Nexus

Ugin's Nexus

Legendary Artifact

If a player would begin an extra turn, that player skips that turn instead.
If Ugin's Nexus would be put into a graveyard from the battlefield, instead exile it and take an extra turn after this one.

8 /10
$1.78
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
Capture of Jingzhou

Capture of Jingzhou

Sorcery

Take an extra turn after this one.

8.3 /10
--
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
Emrakul the Aeons Torn

Emrakul, the Aeons Torn

Legendary Creature — Eldrazi (15/15)

This spell can't be countered.
When you cast this spell, take an extra turn after this one.
Flying, protection from spells that are one or more colors, annihilator 6
When Emrakul, the Aeons Torn is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.

10 /10
~$24
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

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