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Last Chance
Oracle Text
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Card Details
Character Background
Last Chance is the kind of reckless red sorcery that embodies Magic’s “win now or never” philosophy: for {R}{R}, you get one final burst of initiative, then the clock starts ticking for your own demise. It best supports combo and explosive tempo shells, especially decks that can convert a single extra turn into lethal damage, a decisive planeswalker ultimate, or an immediate setup for an alternate win. Because the loss happens at that turn’s end step, the ideal line is to cast it only when you can end the game before the drawback matters; otherwise, pair it with effects that let you win on that extra turn, such as a hasty battlefield, a burn-heavy board, or a combo piece already assembled. In Commander, it can function as a desperate finisher in red decks that can recur spells or copy them, but it rewards precision more than raw greed.
Generated using gpt-5.4-mini
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Character Background
Last Chance is the kind of reckless red sorcery that embodies Magic’s “win now or never” philosophy: for {R}{R}, you get one final burst of initiative, then the clock starts ticking for your own demise. It best supports combo and explosive tempo shells, especially decks that can convert a single extra turn into lethal damage, a decisive planeswalker ultimate, or an immediate setup for an alternate win. Because the loss happens at that turn’s end step, the ideal line is to cast it only when you can end the game before the drawback matters; otherwise, pair it with effects that let you win on that extra turn, such as a hasty battlefield, a burn-heavy board, or a combo piece already assembled. In Commander, it can function as a desperate finisher in red decks that can recur spells or copy them, but it rewards precision more than raw greed.
Generated using gpt-5.4-mini · Updated at 2026-08-27 04:40:45 UTC
