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Counter Manipulation; forcing a planeswalker to critical mass, then instigate multiple turns to activate multiple times. +4x Last Chance (Not in database) A sorcery version of Final Fortune. 8x Walkers = 1x in the starting hand. 8x Counter manipulation = 1x in the starting hand. 12x Mana ramping = 2x by turn 3. 8x Take an extra turn = 1x in the starting hand. 8x Storm = 1x in the starting hand. Totally theoritical! But could easily clear enemy creatures, flash all your graveyard and storm a 10 damage grapeshot and 10/10 elemental into play, where you can attack multiple times with multiple turns, which also let you reactivate your walkers. Opinions?
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Most of your cards that give you another turn will make you lose the game at the end of the extra turn, how do you plan on getting around that?
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You sacrifice your next turn (additional turn from last chance or final fortune) to charge magosi. Then tap magosi for free extra turn with no consequences.
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You still lose even if you skip your next turn because Last Chance and Final Fortune's effect refers to the next turn, not the specific turn given by the two spells... Check the legality and ruling
I have, and I double checked. According to current rulings; If you skip that specific turn, you do not lose the game.
10/4/2004 If you end up skipping the extra turn that is gained, you do not lose the game. http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=12970