The Fourth Turning
by on
The Fourth Turning
by on

The Fourth Turning

Whenever The Fourth Turning becomes active,
put 2 Time counters on it.
At the beginning of Player 1's turn, remove 1
Time counter from The Fourth Turning. Once,
The Fourth Turning has 0 Time counters on it,
it phases out, and the next Turning phases in.
While the Crisis is active, all creatures have
Double Strike.

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