Or if you know the extra turn can win you the game... saproling decks are all about numbers... a little quick math and you can know if it's a good time to play the card.
littlebeast
★★★★★ (5.0/5.0)(4 votes)
Actually, my friend has a burn deck that uses this and Lich's Mirror to great effect. He plays this then casts Mana Seism to channel all his lands into an X-spell.
Tommy9898
★★★★☆ (5.0/5.0)(19 votes)
Best reminder text I've ever seen.
Colossus_of_Darkstee
★★★★★ (5.0/5.0)(7 votes)
lol at the reminder text
nammertime
★★★☆☆ (3.2/5.0)(5 votes)
Save the turn on Magosi, the Waterveil. You don't lose because you don't actually take the extra turn from this card.
The flavor text says warrior's oaths are common, but this is rare.
Dr.Pingas
★★★★★ (5.0/5.0)(6 votes)
Yeah, I hate how when people look at this card, all they see is "how do I abuse and break it by bypassing the lose effect". Don't take the Oath if you're not willing to pay the price of failure. Man up, punks.
To all wondering, Sundial of the Infinite does not save you from loosing the game, because you are ENDING the turn. It would work if this read: "at the end step of that turn..." or something similar.
Bandswithother
★★★★★ (5.0/5.0)(2 votes)
"To all wondering, Sundial of the Infinite does not save you from loosing the game, because you are ENDING the turn. It would work if this read: "at the end step of that turn..." or something similar." - flavioal28
This is flat out untrue. First lets look at the oracle text for this card (because that is the relavent rules text).
Take an extra turn after this one. At the beggining of that turns end step, you lose the game.
The bolded portion is setting up a delayed trigger at the end of that turn. When moving to the end step of that turn the trigger will go off and put the triggered ability on the stack saying you lose the game.
The only way spells and abilities can resolve on the stack is when all players pass priority without doing anything. So both you and your opponent get a chance to do something before you lose the game.
Then, assuming your opponent has no answer, Sundial/ Time stop resolve, exiling everything on the stack (including the you lose trigger), or Stifle/ Trickbind counter the ability. Either way will cause your turn to end, and the game continues as normal.
Comments (19)
saproling decks are all about numbers... a little quick math and you can know if it's a good time to play the card.
Lastly this has been printed as Final Fortune and Last Chance.
Don't take the Oath if you're not willing to pay the price of failure. Man up, punks.
This is flat out untrue. First lets look at the oracle text for this card (because that is the relavent rules text).
Take an extra turn after this one. At the beggining of that turns end step, you lose the game.
The bolded portion is setting up a delayed trigger at the end of that turn. When moving to the end step of that turn the trigger will go off and put the triggered ability on the stack saying you lose the game.
The only way spells and abilities can resolve on the stack is when all players pass priority without doing anything. So both you and your opponent get a chance to do something before you lose the game.
You can take this time to respond to the trigger by Acivating a Sundial of the Infinite, casting a Time stop, casting a Stifle, or casting a Trickbind.
Then, assuming your opponent has no answer, Sundial/ Time stop resolve, exiling everything on the stack (including the you lose trigger), or Stifle/ Trickbind counter the ability. Either way will cause your turn to end, and the game continues as normal.
Remember: You don't lose if you've already won.
Or lose you the game.
Whichever comes first.
-Warrior's Oath