Another Chance

Instant

You may mill two cards. Then return up to two creature cards from your graveyard to your hand. (To mill two cards, put the top two cards of your library into your graveyard.)

CMC
3
Mana cost
{2}{B}
Color identity
B
Rarity
common
Set
The Lost Caverns of Ixalan
Price
$0.25
EDHREC rank
#8800
Buy on TCGplayer
Another Chance card art
Another Chance lets you take an extra turn — then lose the game at the end of it, which means you need a way to win before that trigger resolves or a way to remove it from the stack entirely. The Ancient One is the premier home for it, turning that mandatory death clause into just another piece of business to dodge or exploit.

Best Commanders

Commanders with the highest synergy

01
The Ancient One

The Ancient One

18.0% of decks · synergy 0.17

The Ancient One's whole game is manipulating extra turns and the chaos that comes with them, and Another Chance is one of the cheapest ways to generate that trigger — the lose-the-game clause is a feature here, not a bug, since the deck is built to neutralize or exploit exactly that kind of effect.

02
Zoyowa Lava-Tongue

Zoyowa Lava-Tongue

16.7% of decks · synergy 0.16

Zoyowa Lava-Tongue cares about opponents losing life and creating disruptive situations on your upkeep, and Another Chance gives it an extra upkeep to fire those triggers — the death clause is manageable if you're already planning to close the game that turn.

03
Syr Konrad, the Grim

Syr Konrad, the Grim

7.4% of decks · synergy 0.07

Syr Konrad, the Grim wants to churn through the graveyard and drain opponents on repeat, and Another Chance buys one more turn to untap Konrad's engine and convert a nearly-there board state into lethal — the lose-the-game trigger is the clock you're playing against, not ignoring.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Another Chance is legal everywhere, but it's essentially a Commander card — the singleton format rewards the extra-turns payoff and gives you the deck-building room to pair it with win conditions that can close in a single turn. In Legacy, Vintage, or Modern, one extra turn spells exist with no strings attached, so the mandatory loss clause makes Another Chance strictly worse than those alternatives. Pauper and Pioneer lack the density of extra-turn enablers to make the risk worthwhile in a competitive context. Commander is where the math works: one copy, one explosive late-game turn, and the right commander to make the death clause irrelevant.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.25 bulk tier

At $0.25, Another Chance is bulk, and that price reflects its narrow legibility — it's only genuinely useful in a handful of Commander builds. It's stable there; don't expect movement unless a new extra-turns commander breaks out and pulls demand upward.

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Updated . Data from Scryfall, EDHREC, and Commander Spellbook.