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This is a stupid combo. Stupid as in inane, not stupid good. Basically, with a sundial out, you can play any of the red time walks, and when the "you lose the game" trigger goes on the stack, you end your turn with sundial. Bam. Extra turns for two mana. Currently only legacy legal, so it will never be tournament playable (because it's bad), but I think in casual it could be fun. I also have no idea for a deck that could be built around this, so please comment on what you think would work. Cheers.
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I could be wrong here, but I think sundial would make you loose faster. If the cards read "at the beginning of the end step, you loose the game", I believe your combo would work.
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From what I understand, these cards have a separate trigger for losing the game. For example, the oracle text for warrior's oath reads "take an extra turn after this one. At the beginning of that turn's end step, you lose the game." To me, that means at the end step, a "you lose the game" trigger goes on the stack. You can place the sundial trigger on top of that, which nulls all the triggers below it, allowing you to take extra turns with no consequence.
Well thank God for errata and oracles. +1