Extra Turn Cards: 16 Blue Sorceries That Give You Another Turn

Sixteen blue sorceries that give you an extra turn in Commander, from Time Warp to Expropriate, with exact costs, the catch on each card and the rules.

How our guides are made.

Which cards give you an extra turn in Commander? Mostly blue sorceries. Time Warp and Temporal Manipulation set the going rate at {3}{U}{U} for one clean extra turn, Karn's Temporal Sundering adds a bounce for one more mana, Alrund's Epiphany brings two flying Birds along, and Expropriate lets the whole table vote on how many turns you get. The original, Time Walk, costs {1}{U} and is banned in Commander. An extra turn is a whole turn: you untap, draw, play a land and attack again before anyone else takes a turn. Below are 16 Commander-legal blue sorceries that give one, grouped by how they work, with exact costs and the catch on each.

The plain extra turns

Six cards do nothing but give a turn, and the five-mana ones set the baseline.

CardCostWhat you get, and the catchAfterwards
Time Warp{3}{U}{U}Target player takes an extra turn after this one: you, or anyone elseGraveyard
Temporal Manipulation{3}{U}{U}You take an extra turn after this oneGraveyard
Capture of Jingzhou{3}{U}{U}The same text as Temporal Manipulation, under another nameGraveyard
Savor the Moment{1}{U}{U}An extra turn for three mana, but you skip that turn's untap stepGraveyard
Walk the Aeons{4}{U}{U}Target player takes an extra turn. Buyback: sacrifice three Islands as you cast it and it returns to your handYour hand with buyback, otherwise graveyard
Beacon of Tomorrows{6}{U}{U}Target player takes an extra turn, then the card shuffles itself into your libraryYour library

Commander's one-copy rule counts names, not text, so Temporal Manipulation and Capture of Jingzhou can sit alongside Time Warp (Comprehensive Rules 903.5b): three copies of the same turn. Savor the Moment is the cheapest, but nothing untaps, so cast it when a card, a land drop and an attack with whatever is still untapped are enough. Walk the Aeons can be cast again and again in a deck with plenty of Islands, nonbasic lands with the Island type included. Beacon of Tomorrows costs eight and comes back the slow way, as a future draw.

Ways around the price: miracle, delve and foretell

Two of these three can cost far less than their printed price, and the third splits its cost over two turns.

CardCostWhat you get, and the catchAfterwards
Temporal Mastery{5}{U}{U}, or miracle {1}{U}An extra turn. If it's the first card you draw in a turn, you can cast it for {1}{U}Exiled
Temporal Trespass{8}{U}{U}{U}, with delveAn extra turn. Each card you exile from your graveyard as you cast it pays {1}, down to {U}{U}{U}Exiled
Alrund's Epiphany{5}{U}{U}, or foretell {4}{U}{U}Two 1/1 blue Bird tokens with flying, then an extra turn. Foretell: pay {2} on your turn to exile it face down, then cast it on a later turn for {4}{U}{U}Exiled

The miracle works on any player's turn, because you cast the card while its miracle trigger resolves (Comprehensive Rules 702.94a and 608.2g): draw Temporal Mastery first in an opponent's turn and your extra turn comes straight after theirs, ahead of the next player. Decks that set up their next draw hit it far more often. Delve pays only generic mana, so Temporal Trespass always needs its three blue. Foretelling Alrund's Epiphany costs more in total but splits the bill over two turns, and its Birds can attack in the extra turn.

Extra turns that come with more

CardCostWhat you get, and the catchAfterwards
Karn's Temporal Sundering{4}{U}{U}A legendary sorcery: you need a legendary creature or planeswalker to cast it. Target player takes an extra turn, and up to one nonland permanent returns to its owner's handExiled
Part the Waterveil{4}{U}{U}, or awaken {6}{U}{U}{U}An extra turn. With awaken, a land you control also becomes a 0/0 Elemental creature with haste and six +1/+1 countersExiled
Expropriate{7}{U}{U}Each player votes time or money: an extra turn for each time vote, and for each money vote you gain control of a permanent that voter ownsExiled
Plea for Power{3}{U}Each player votes time or knowledge: an extra turn if time gets more votes, otherwise you draw three cardsGraveyard

Karn's Temporal Sundering is the best of these four for most Commander decks: your commander usually meets the legendary condition, as long as it's a creature or planeswalker on the battlefield rather than a card in the command zone (Comprehensive Rules 205.4e and 109.2), and the bounce clears a blocker before you attack in the extra turn. Part the Waterveil adds a hasty 6/6 land at nine mana. Expropriate is built for a four-player table, where each opponent either gives you a turn or hands you a permanent of your choice; since the October 21, 2025 update it's no longer a Game Changer. At the same table, Plea for Power's vote usually goes to knowledge, so expect three cards for four mana and treat the turn as a bonus.

Extra turns with a condition

CardCostWhat you get, and the catchAfterwards
Notorious Throng{3}{U}, or prowl {5}{U}X 1/1 black Faerie Rogue tokens with flying, X being the damage your opponents took this turn. The extra turn needs prowl: one of your Rogues must have dealt combat damage to a player this turnGraveyard
Stitch in Time{1}{U}{R}Flip a coin. If you win the flip, you take an extra turn. Colour identity: blue and redGraveyard
Twice Upon a TimeUnlikely Meeting {2}{U}; Twice Upon a Time {4}{U}{U}An Adventure card. Unlikely Meeting searches your library for a Doctor card, and Twice Upon a Time gives you an extra turn but can be cast only if you control two or more DoctorsExiled

Notorious Throng belongs in Rogue and Faerie decks. Stitch in Time is a three-mana coin flip that fits only a deck whose commander's colour identity includes both blue and red (Comprehensive Rules 903.5c). For Twice Upon a Time, cast Unlikely Meeting first to find a Doctor; the card then waits in exile until you can cast Twice Upon a Time from there (Comprehensive Rules 715.3d).

How extra turns work

Every card here says "after this one", so its extra turn is added directly after the current turn, and if several are created, the most recent is taken first (Comprehensive Rules 500.7). So two extra-turn spells cast in one main phase give you two turns in a row, and a miracle Temporal Mastery cast in an opponent's turn slots yours in right after theirs. An extra turn is not an extra combat phase: cards that add a combat phase (rule 500.8) give you another attack in the same turn, with no new untap step, draw step or land drop.

Which extra-turn cards should a Commander deck play?

Start from what your deck already does:

  • Any blue deck: Time Warp and Temporal Manipulation, then Capture of Jingzhou for a third.
  • A legendary commander: Karn's Temporal Sundering.
  • A spell deck with a full graveyard: Temporal Trespass, plus Temporal Mastery if you control your next draw.
  • Big mana at a four-player table: Expropriate.
  • Rogues or Faeries: Notorious Throng. Doctors: Twice Upon a Time.

Then check the brackets. For Brackets 2 and 3, the guidance says extra-turn cards "should only appear in low quantities and are not intended to be chained in succession or looped" (our Commander brackets explained covers all five brackets). The Mana Grove bracket checker reads three or more different extra-turn cards as Bracket 4, a threshold that's ours. Looping is the part to watch: anything that returns a sorcery from your graveyard to your hand can recast the cards that go there, while the seven marked "Exiled" above can't be looped that way.

Every card in the tables is legal in Commander; the Power Nine guide covers Time Walk, which is not.

Find the rest with Scry

This page covers blue sorceries, but extra turns also come on instants, creatures and artifacts, and in other colours: Chance for Glory, a red and white instant from our indestructible guide, is one. Scry, Mana Grove's card search, reads what a card does, so you can ask in plain English. Ask for them on the card catalog.

To narrow the results to your deck, open the filter sidebar on the card catalog and set your commander's colour identity. Getting Better Search Results covers the search and the filters.

Frequently asked questions

What happens if I cast two extra-turn spells in one turn?

You take both, one after the other: each adds a turn directly after the current one, and the most recent is taken first (Comprehensive Rules 500.7). That's the chaining the bracket guidance asks Bracket 2 and 3 decks to avoid.

Can creatures I cast this turn attack in my extra turn?

Yes. The extra turn is a new turn of yours, and a creature can attack if you've controlled it continuously since your most recent turn began (Comprehensive Rules 302.6), so Alrund's Epiphany's Birds and Notorious Throng's Faeries attack in the turn their spell gives you.

Is Time Walk legal in Commander?

No. It's banned in Commander and Legacy and restricted in Vintage. On this page, the only two-mana extra turn left in Commander is Temporal Mastery's miracle, {1}{U}, and it depends on the draw (Comprehensive Rules 702.94a).

How many extra-turn cards can a Bracket 2 deck run?

A few, cast as single extra turns. The guidance asks for low quantities, never chained or looped, and names no number. The Mana Grove bracket checker reads three or more different extra-turn cards as Bracket 4, a threshold that's ours, not an official one.

Build the deck around them

Put your extra turns into a Commander deck in the Mana Grove deck builder, and the Validation tab flags any card your commander can't run, such as Stitch in Time in a mono-blue deck. Create a free account to start; every plan includes the full deck builder, and plans and pricing shows what the paid plans add.

Sources

  • Magic: The Gathering Comprehensive Rules, effective September 25, 2026: https://magic.wizards.com/en/rules. Read on October 30, 2026. Rules 109.2, 205.4e, 302.6, 500.7, 500.8, 608.2g, 702.94a, 715.3d, 903.5b and 903.5c are paraphrased above.
  • "Introducing Commander Brackets Beta", magic.wizards.com, published February 11, 2025: https://magic.wizards.com/en/news/announcements/introducing-commander-brackets-beta. Read on October 31, 2026. The guidance for Brackets 2 and 3 on extra-turn cards, quoted above.
  • Mana Grove card database, MTGJSON build of October 24, 2026: the mana cost, type, rules text and Commander legality of every card named above.

This article is updated when the extra-turn rules or the bracket guidance change, or when a set adds an extra-turn sorcery. The date at the top is the last revision.

Where this matters

Precons

Commanders

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