ʺPlayers, that is TIME in the round! Active player, please finish your turn; then play five additional turns.ʺ
Prepare to hear that announcement several times throughout the day of a tournament. Normally, you and your opponent will alternate turns, so player A will take turns one, three, and five, while player B will take turns two and four (plus the turn they’re currently taking as time is called… call it ‘turn zero’ if you like).
However, cards like Temporal Mastery can throw off this rhythm. If this happens, you don’t get to take a ʺturn six;ʺ you don’t count the extra turn as ʺturn two continued;ʺ just keep adding up the turn count until you hit the fifth turn taken after time was called. This means that if you play Temporal Mastery on extra turn number four, it’s very good for you, since you will get to take two turns in a row and your opponent will not get another turn. But don’t waste your mana if it’s already extra turn number five… Giving yourself an extra turn when there are none left to take will do a whole lot of nothing!
Today’s Tournament Tip written by
Jen Wong, Level 1 judge from Irvine, CA