10 Magic: The Gathering Cards Too Powerful For Their Own Good
1. Time Walk
It doesn't take a Magic world champion to figure out how utilizing extra turns can be advantageous.
That being said, there are plenty of cards on the market that will allow participants to hog all the playing time. Temporal Trespass, Part the Waterveil, and Karn's Temporal Sundering are all examples of spells that allow players to take an additional turn. However, all the previously mentioned sorceries cost at least six total mana to cast.
Conversely, Time Walk can be played for just two mana —a small fraction of what it's previously mentioned peers cost to produce.
Even if your additional turn only consists of a single land drop and drawing card, that's still well worth two mana, and that's likely a worst case scenario. From a casting standpoint, Time Walk is one of the best values in the Magic universe.