Courtesy of Wizards of the Coast (WotC) and Crokeyz, check out the latest take on taking extra turns from Innistrad: Crimson Vow — Alchemist’s Gambit!
Spells that let you take extra turns have been quite important in Standard lately. Will Alchemist’s Gambit continue in that tradition?
For three mana you get an extra turn to win the game or lose. Can you pull it off or will you need to pay the cleave cost?
Cleave 4UUR (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.
At seven mana, you get an extra turn without the fear of losing the game at the next turn’s end step. On top of that, damage can’t be prevented, so if you have some combo that could be disrupted, you’re in the clear to go off. Izzet Epiphany already leverages a seven-mana Time Walk, but will the lack of a built-in win condition and the ability to foretell it keep Alchemist’s Gambit from seeing play?
It’s also notable Alchemist’s Gambit exiles itself upon resolution, so it follows the template of Alrund’s Epiphany to prevent any looping of extra turns.
What do you think of Alchemist’s Gambit? Is it too risky to kee printing extra turn spells in Standard or will this one be fine for the format?
Innistrad: Crimson Vow is currently scheduled for release on November 19. View our official preview gallery.