Chance for Glory is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Creatures you control gain indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Complete guide
Chance for Glory is the ultimate 'all-in' spell for aggressive Boros decks, offering a powerful boost and a second chance to finish the fight. This instant grants your army permanent protection and an immediate extra turn, but it comes with a lethal deadline. Understanding the timing of its effects is crucial for securing victory before the game claims your life.
Indestructible Forever
The first part of Chance for Glory grants creatures you control indestructible. Unlike most temporary buffs, this effect does not have an expiration date like 'until end of turn.' If you manage to survive the extra turn, your creatures remain indestructible for the rest of the game as long as they stay on the battlefield. Note that this only applies to creatures you control at the moment the spell resolves; any creatures entering the battlefield afterward will not have this protection.
The Extra Turn and the Loss Trigger
Upon resolution, you set up an extra turn to occur immediately after your current one ends. A delayed triggered ability is also created: 'At the beginning of that turn's end step, you lose the game.' This trigger happens only once, specifically during the end step of the extra turn granted by this spell. If you skip that turn or that specific end step, the ability will not trigger, and you won't lose the game from this effect.
Common Misconceptions
Players often think they can cast this to save new creatures they play during the extra turn. However, since the indestructible effect happens only once during resolution, new creatures are vulnerable. Additionally, losing the game is a triggered ability that uses the stack. If you win the game before the end step, or during the end step while the trigger is waiting to resolve, you still win.
When to Cast
The best time to cast Chance for Glory is usually during your opponent's end step or during combat after they have declared blockers. Casting it on an opponent's turn allows you to untap and go straight into your extra turn with indestructible attackers ready to swing for the win.
Interaction examples
If your opponent targets your best creature with Generous Gift, you can cast Chance for Glory in response. Once Chance for Glory resolves, your creatures gain indestructible. Generous Gift will then fail to destroy your creature because indestructible permanents cannot be destroyed by 'destroy' effects, and you still get your extra turn.
If you control a creature you desperately need to keep, but an opponent casts Chaos Warp on it, you can respond with Chance for Glory. While your creatures become indestructible, Chaos Warp does not 'destroy'—it shuffles the permanent into the library. Chance for Glory will not protect your creature from Chaos Warp's effect, though you will still receive the extra turn and your remaining creatures will be indestructible.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Chance for Glory
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If you somehow skip the extra turn Chance for Glory gives you or skip that turn’s end step, the delayed triggered ability never triggers.
No other card is named in this ruling.
- #2· Wizards of the Coast
Chance for Glory’s first effect affects only creatures you control at the time it resolves. Creatures you begin to control later in the game won’t gain indestructible.
No other card is named in this ruling.
- #3· Wizards of the Coast
Creatures you control gain indestructible indefinitely. If you find a way to not lose the game during your next turn, they’ll continue to be indestructible for as long as they remain on the battlefield.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Sunforger + Chance for Glory + Angel's Grace + Mistveil Plains
- 1Activate Sunforger by paying
and unattaching it, searching your library for Chance for Glory and casting it without paying its mana cost.
- 2Resolve Chance for Glory, causing you to take an extra turn after this one and lose the game at the beginning of that turn's end step.
- 3Activate Mistveil Plains by paying
and tapping it, putting Chance for Glory on the bottom of your library from your graveyard.
- 4Activate Sunforger's equip ability by paying
, attaching it to any creature you control.
- 5Move to your next turn.
- 6Activate Sunforger by paying
and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
- 7Resolve Angel's Grace, causing you to be unable to lose the game this turn.
- 8Activate Mistveil Plains by paying
and tapping it, putting Angel's Grace on the bottom of your library from your graveyard.
Sunforger + Chance for Glory + Angel's Grace + Mistveil Plains
- 1Activate Sunforger by paying
and unattaching it, searching your library for Chance for Glory and casting it without paying its mana cost.
- 2Resolve Chance for Glory, causing you to take an extra turn after this one and lose the game at the beginning of that turn's end step.
- 3Activate Mistveil Plains by paying
and tapping it, putting Chance for Glory on the bottom of your library from your graveyard.
- 4Activate Sunforger's equip ability by paying
, attaching it to any creature you control.
- 5Move to your next turn.
- 6Activate Sunforger by paying
and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
- 7Resolve Angel's Grace, causing you to be unable to lose the game this turn.
- 8Activate Mistveil Plains by paying
and tapping it, putting Angel's Grace on the bottom of your library from your graveyard.
Sunforger + Chance for Glory + Angel's Grace + Wheel of Sun and Moon
- 1Activate Sunforger by paying
and unattaching it, searching your library for Chance for Glory and casting it without paying its mana cost.
- 2Resolve Chance for Glory, causing you to take an extra turn after this one and shuffle Chance for Glory into your library due to Wheel of Sun and Moon.
- 3Move to your next turn.
- 4Activate Sunforger's equip ability by paying
, attaching it to a creature you control.
- 5Repeat steps 1 through 3 one additional time.
- 6Activate Sunforger's equip ability by paying
, attaching it to a creature you control.
- 7Activate Sunforger by paying
and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
- 8Resolve Angel's Grace, preventing you from losing the game this turn and shuffle Angel's Grace into your library due to Wheel of Sun and Moon.
Sunforger + Chance for Glory + Angel's Grace + Reito Sentinel
- 1Activate Sunforger by paying
and unattaching it, searching your library for Chance for Glory and casting it without paying its mana cost.
- 2Resolve Chance for Glory, causing you to take an extra turn after this one.
- 3Activate Reito Sentinel by paying
, putting Chance for Glory on the bottom of your library from your graveyard.
- 4Move to your next turn.
- 5Activate Sunforger's equip ability by paying
, attaching it to a creature you control.
- 6Repeat steps 1 through 3 one additional time.
- 7Activate Sunforger's equip ability by paying
, attaching it to a creature you control.
- 8Activate Sunforger by paying
and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
Sunforger + Chance for Glory + Angel's Grace + Soldevi Digger
- 1Activate Sunforger by paying
and unattaching it, searching your library for Chance for Glory and casting it without paying its mana cost.
- 2Resolve Chance for Glory, causing you to take an extra turn after this one.
- 3Activate Soldevi Digger by paying
, putting Chance for Glory on the bottom of your library from your graveyard.
- 4Move to your next turn.
- 5Activate Sunforger's equip ability by paying
, attaching it to a creature you control.
- 6Repeat steps 1 through 3 one additional time.
- 7Activate Sunforger's equip ability by paying
, attaching it to a creature you control.
- 8Activate Sunforger by paying
and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
Sundial of the Infinite + Elite Arcanist + Chance for Glory
- 1Activate Elite Arcanist by paying
and tapping it, casting a copy of Chance for Glory without paying its mana cost.
- 2Resolve the Chance for Glory copy, giving creatures you control indestructible, taking an extra turn after this one, and creating a delayed triggered ability.
- 3At the beginning of your end step, if this is an extra turn from Chance for Glory, its delayed triggered ability triggers.
- 4In response, activate Sundial of the Infinite by paying
and tapping it, ending the turn and exiling the triggered ability.
- 5Repeat each turn.
Narset's Reversal + Isochron Scepter + Chance for Glory + Sundial of the Infinite
- 1Cast Chance for Glory.
- 2Holding priority, cast Narset's Reversal, copying Chance for Glory and returning Chance for Glory to your hand.
- 3Move to your extra turn.
- 4Repeat steps 1 and 2.
- 5At the beginning of your end step, Chance for Glory's lose the game trigger goes onto the stack.
- 6Holding priority, tap Sundial of the Infinite, ending the turn and exiling the trigger.
- 7Repeat steps 3-6.
Sunforger + Chance for Glory + Angel's Grace + Epitaph Golem
- 1Activate Sunforger by paying
and unattaching it, searching your library for Chance for Glory and casting it without paying its mana cost.
- 2Resolve Chance for Glory, causing you to take an extra turn after this one.
- 3Activate Epitaph Golem by paying
, putting Chance for Glory on the bottom of your library from your graveyard.
- 4Move to your next turn.
- 5Activate Sunforger's equip ability by paying
, attaching it to a creature you control.
- 6Repeat steps 1 through 3 one additional time.
- 7Activate Sunforger's equip ability by paying
, attaching it to a creature you control.
- 8Activate Sunforger by paying
and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
Legal formats
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Meta decks with Chance for Glory
No archived Top 8 deck with this card yet.



Generous Gift
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