This is a funny thing about Magic - all this
time, there's been essentially no difference
between an extra turn and a regular one, except
that the extra one is taken immediately by the
same player who just finished one. But as soon
as there's a card that references them, not only
are we doing something new, but everyone
immediately understands what it means. That's a
unique characteristic of the game that Wizards'
designers should definitely take advantage of
when they can.
It's tempting to say that since Time Walk is one
of the strongest of the Power Nine, putting a
repeatable version on a creature should be the
easiest way to get crazy. Medomai's restriction
keeps it from getting completely out of hand.
Yet when you consider that getting an extra turn
from him means that you have at least six mana,
and are playing at least both white and blue and
thus have access to the likes of Jace and
Elspeth, that restriction allows more things
than you think.
Today's card of the day is Medomai the Ageless
which is a six mana White and Blue 4/4 Legendary
with Flying that gives you an extra turn when it
deals combat damage to a player, though it can't
attack during extra turns. Aside from obvious
combinations to make it unblockable, gain
additional attacks or Double Strike, or effects
that force it to attack this is a solid threat
by itself. Having some evasion and the potential
to add an additional turn makes this a game
winner if not answered quickly. The mana cost is
a little high, but in a Blue and White control
deck that is not as much of a concern and this
is a finisher well suited to that design.
Overall this will likely see play in multiple
formats with Commander probably the setting
where it will be most popular.
In Limited this is strong first pick despite the
two color casting cost and even one successful
attack can provide a huge advantage. It isn't
the best topdeck and requires other cards and
preferably a decent draw to take advantage of
the second turn, but there is no real drawback
aside from the two colors. In Sealed this is
well worth splashing a color for provided the
other is strong enough to run in the deck. In
Booster it forces at least a splash of a second
color, but being able to choose which color in
later picks helps somewhat.
Extra turn effects are among the most powerful
effects in the game. The chance to untap, play
spells, play lands, and attack twice before an
opponent can is very alluring. The problem is
that most of these effects are so expensive
(after Wizards realized their mistake with Time
Walk) that you pretty much spend your whole
first turn playing the extra turn effect.
Medomai makes an effort to get around this by
pinning the ability on a large, evasive
creature. You still have to pay six mana to get
the creature out, but if it sticks, you get 4
power of flying damage PLUS the extra turn!
The final ability keeps him from being an
infinite combo in and of himself, which kind of
hurts that you can't attack with your 4/4 flier,
but it's totally understandable.
All in all, Medomai is a pretty hefty investment
that is of questionable value. Much like
yesterday's card, Medomai can be a big deal in a
multiplayer game and will be a big target for
any of your enemies to kill.